Evaluating knowledge transfer mechanisms and outcomes of VR/AR for cultural-heritage serious games

This study, conducted at the Shimao archeological site in Shaanxi, developed content-equivalent VR and AR serious games using a stratified randomized parallel-group design (N = 80). A 45-min experiment with assistant-blinded and analyst-blinded procedures collected pre/post knowledge tests, interaction logs, EDA, and HR data. Results showed that the VR group had significantly higher posttest knowledge than the AR group, F(1,78) = 4.21, p = 0.043. No significant difference in higher-order cognition was found (Mann–Whitney U = 698, p = 0.27). EDA showed a main effect of technology, with peaks correlating to knowledge gain (r = 0.42, p < 0.001). VR exhibited greater exploratory density with comparable efficiency. An in situ Coupling Index (CI) analysis revealed VR outperformed AR at low CI, while increasing CI brought AR to parity or better in higher-order outcomes. These findings support a dual-path design for XR heritage education, emphasizing immersion for spatial tasks and coupling for semantic transfer.

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Publication Details

Journal
npj Heritage Science
Published
2025-12-17
DOI
https://doi.org/10.1038/s40494-025-02247-z
Primary Topic
Virtual Reality Applications and Impacts
Type
article
Field-Weighted Citation Impact
0.00

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article

Evaluating knowledge transfer mechanisms and outcomes of VR/AR for cultural-heritage serious games

Haisu Cheng, Minnan Cang, Wei Zhou
npj Heritage Science
Virtual Reality Applications and Impacts
article

Evaluating knowledge transfer mechanisms and outcomes of VR/AR for cultural-heritage serious games

Haisu Cheng, Minnan Cang, Wei Zhou
article en

Abstract

This study, conducted at the Shimao archeological site in Shaanxi, developed content-equivalent VR and AR serious games using a stratified randomized parallel-group design (N = 80). A 45-min experiment with assistant-blinded and analyst-blinded procedures collected pre/post knowledge tests, interaction logs, EDA, and HR data. Results showed that the VR group had significantly higher posttest knowledge than the AR group, F(1,78) = 4.21, p = 0.043. No significant difference in higher-order cognition was found (Mann–Whitney U = 698, p = 0.27). EDA showed a main effect of technology, with peaks correlating to knowledge gain (r = 0.42, p < 0.001). VR exhibited greater exploratory density with comparable efficiency. An in situ Coupling Index (CI) analysis revealed VR outperformed AR at low CI, while increasing CI brought AR to parity or better in higher-order outcomes. These findings support a dual-path design for XR heritage education, emphasizing immersion for spatial tasks and coupling for semantic transfer.

npj Heritage ScienceVol. 13(1)
Xi'an University of Technology (CN)
Ministry of Education of the People's Republic of China
Openalex Percentile: Top 57%
Virtual Reality Applications and Impacts
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