Experiential Approach to a Neolithic Lakeside Settlement Using Extended Reality (XR) Technologies

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Abstract

The present paper discusses extended reality (XR) applications specifically designed to enhance experiential location-based learning in outdoor spaces, which are utilized in the context of an environmental education program of the Education Center for the Environment and Sustainability (E.S.E.C.) of Kastoria. With the use of augmented, mixed, and virtual reality technologies, an attempt is made to enrich the knowledge and experiences of the students during their visit to the representation of the Neolithic settlement (open-air museum) and their active participation in the learning process. Students take on roles such as those of an archeologist, a detective, and an explorer. By utilizing mobile devices and leveraging GPS technology, students search for and identify virtual findings at the excavation site, travel through time, and investigate the resolution of a mystery (crime) that occurred during the Neolithic period, exploring and navigating the space of the neolithic representation interacting with real and virtual objects, while through special VR glasses they discover the lifestyle of neolithic man. The design of the applications was based on the ADDIE model, while the evaluation was conducted using a structured questionnaire for XR experiences. The fundamental constructs of the questionnaire were defined as follows: Challenge, Satisfaction/Enjoyment, Ease of Use, Usefulness/Knowledge, Interaction/Collaboration, and Intention to Reuse. A total of 163 students were involved in the study. Descriptive statistics showed consistently high scores across factors (M = 4.21–4.58, SD = 0.41–0.63). Pearson correlations revealed strong associations between Challenge—Satisfaction/Enjoyment (r = 0.688), Usefulness/Knowledge—Intention to Reuse (r = 0.648), and Satisfaction—Intention to Reuse (r = 0.651). Regression analysis further supported key relationships such as Usefulness/Knowledge—Intention to Reuse (β = 0.31, p < 0.001), Usefulness/Knowledge—Interaction/Collaboration (β = 0.34, p < 0.001), Satisfaction/Enjoyment—Usefulness/Knowledge (β = 0.42, p < 0.001) and Challenge—Satisfaction/Enjoyment (β = 0.69, p < 0.001). Overall, findings suggest that well-designed XR experiences can support higher engagement, perceived cognitive value, and intention to reuse in authentic outdoor learning contexts.

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