Evidence map›Paper›PMID 40251186›Full record

ArticleScientific reports2025

Development and evaluation of an augmented reality serious game to enhance 21st century skills in cultural tourism.

Pawitra Liamruk, Natnicha Onwong, Kiettikoon Amornrat, Ann Arayapipatkul, Kawin Sipiyaruk

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In one paragraph

Article in Scientific reports, 2025. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Not yet cited in PubMed.

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0citing papers in PubMed
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1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

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Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

0 citing papers in PubMed.

No citing paper in PubMed yet.

4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

5 authors.

Pawitra LiamrukFaculty of Information and Communication Technology, Mahidol University, Nakhon Pathom, Thailand.
Natnicha OnwongFaculty of Information and Communication Technology, Mahidol University, Nakhon Pathom, Thailand.
Kiettikoon AmornratFaculty of Information and Communication Technology, Mahidol University, Nakhon Pathom, Thailand.
Ann ArayapipatkulFaculty of Information and Communication Technology, Mahidol University, Nakhon Pathom, Thailand.
Kawin SipiyarukDepartment of Orthodontics, Faculty of Dentistry, Mahidol University, Bangkok, Thailand. kawin.sip@mahidol.ac.th.

Funding

No grant is acknowledged in the PubMed record.

6 · The paper itself

Abstract

Cultural tourism plays a significant role in preserving traditions and promoting global awareness. However, engaging younger generations with cultural heritage through traditional tourism methods remains challenging, as traditional tourism methods are often perceived as lacking the interactivity and engagement characteristic of digital experiences. The increasing prevalence of digital entertainment and social media has further shifted preferences toward dynamic, personalized content. Integrating modern technologies, such as augmented reality (AR), into cultural tourism experiences can bridge this gap, providing interactive and immersive learning opportunities. This research aimed to develop and assess the usability and educational impact of KideClass in enhancing 21st century skills while promoting cultural tourism. A descriptive evaluation design was employed, with 20 participants: 10 children (aged 6-12 years) and 10 parents. Participants engaged in six mini-games integrated into the KideClass game, designed to enhance cultural and scientific literacy. Data were collected using perceived evaluations of 21st century skill development and a user satisfaction assessment based on a 5-point Likert scale. The results indicated perceived improvements in 21st century skills, particularly in critical thinking/problem-solving (Children: Mean = 4.57, SD = 0.45; Parents: Mean = 4.30, SD = 0.33) and adaptability (Children: Mean = 4.47, SD = 0.55; Parents: Mean = 4.17, SD = 0.32). Children reported higher ratings in scientific literacy (Mean = 4.47, SD = 0.48) compared to parents (Mean = 3.83, SD = 0.36). User satisfaction was high, with audio esthetics (Mean = 4.90, SD = 0.32), creative freedom (Mean = 4.65, SD = 0.67), and AR features (Mean = 4.65 ± 0.78) receiving top ratings. However, usability (Mean = 4.43, SD = 0.69) and narrative clarity (Mean = 4.30, SD = 0.74) were identified as lower than other aspects. Overall, KideClass demonstrates significant potential in enhancing cultural tourism engagement and developing key 21st century skills among children and parents. The integration of AR and gamified learning provides a dynamic and interactive platform for cultural education. While the game was well perceived in terms of user engagement and satisfaction, further refinement in usability and narrative clarity is recommended. Future iterations of the game could benefit from expanded cultural scenarios and collaborative features to foster deeper learning and engagement.

Indexed as

Augmented RealityTourismVideo GamesAdultChildCultureFemaleHumansMaleParents21st century skillsAugmented realityCultural tourismEducational technologyGame-based learningSerious game

Identifiers

PMID40251186
PMCPMC12008235

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LicenceCC BY
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Registered trials

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Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.