ArticleScientific reports2026
Design and application of an AI- and AR-enhanced serious game for interactive learning in the Blue Calico Museum in China.
Article in Scientific reports, 2026. 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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Abstract
With the widespread application of Artificial Intelligence (AI) and Augmented Reality (AR) technologies in the field of cultural education, technology-integrated serious games are increasingly emerging as effective tools for the dissemination of intangible cultural heritage. This study targeted university students and developed and deployed an AI- and AR-based serious game titled Dye Verse at the China Blue Calico Museum, serving as a museum-based learning intervention for higher education audiences. The game integrates features such as character creation, semantic guidance, AR recognition, and navigation, aiming to enhance students' immersion and learning motivation. An experimental study involving 60 participants (N = 60) was conducted using pre- and post-knowledge tests and the User Experience Questionnaire (UEQ). Statistical analysis indicates that the experimental group significantly outperformed the control group in dimensions such as cultural knowledge acquisition, interactive engagement, and emotional identification. These findings validate the educational potential and communicative advantages of integrating AI and AR technologies in serious games. The study offers a cost-effective and highly interactive digital solution for small and medium-sized museums and provides both theoretical and practical implications for the sustainable dissemination of cultural heritage through gamified education.
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