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Article

Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning About Sustainability

by
Margarida M. Marques
*,
João Ferreira-Santos
,
Rita Rodrigues
and
Lúcia Pombo
CIDTFF—Research Centre on Didactics and Technology in the Education of Trainers, Department of Education and Psychology, University of Aveiro, 3810-193 Aveiro, Portugal
*
Author to whom correspondence should be addressed.
Computers 2025, 14(7), 267; https://doi.org/10.3390/computers14070267
Submission received: 2 May 2025 / Revised: 30 June 2025 / Accepted: 1 July 2025 / Published: 7 July 2025

Abstract

This study explores the potential of mobile augmented reality games (MARGs) in promoting sustainability competencies within the context of a smart learning city environment. Anchored in the EduCITY project, which integrates location-based AR-enhanced games into an interactive mobile app, the research investigates how these tools support Education for Sustainable Development (ESD). Employing a mixed-methods approach, data were collected through the GreenComp-based Questionnaire (GCQuest) and anonymous gameplay logs generated by the app. Thematic analysis of 358 responses revealed four key learning domains: ‘cultural awareness’, ‘environmental protection’, ‘sustainability awareness’, and ‘contextual knowledge’. Quantitative performance data from game logs highlighted substantial variation across games, with the highest performance found in those with more frequent AR integration and multiple iterative refinements. Participants engaging with AR-enhanced features (optional) outperformed others. This study provides empirical evidence for the use of MARGs to cultivate sustainability-related knowledge, skills, and attitudes, particularly when grounded in local realities and enhanced through thoughtful design. Beyond the EduCITY project, the study proposes a replicable model for assessing sustainability competencies, with implications for broader integration of AR across educational contexts in ESD. The paper concludes with a critical reflection on methodological limitations and suggests future directions, including adapting the GCQuest for use with younger learners in primary education.
Keywords: mobile learning; game-based learning; augmented reality; contextualized learning; smart city; learning environment; EduCITY; education for sustainability; sustainability competencies; mixed-methods study mobile learning; game-based learning; augmented reality; contextualized learning; smart city; learning environment; EduCITY; education for sustainability; sustainability competencies; mixed-methods study

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MDPI and ACS Style

Marques, M.M.; Ferreira-Santos, J.; Rodrigues, R.; Pombo, L. Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning About Sustainability. Computers 2025, 14, 267. https://doi.org/10.3390/computers14070267

AMA Style

Marques MM, Ferreira-Santos J, Rodrigues R, Pombo L. Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning About Sustainability. Computers. 2025; 14(7):267. https://doi.org/10.3390/computers14070267

Chicago/Turabian Style

Marques, Margarida M., João Ferreira-Santos, Rita Rodrigues, and Lúcia Pombo. 2025. "Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning About Sustainability" Computers 14, no. 7: 267. https://doi.org/10.3390/computers14070267

APA Style

Marques, M. M., Ferreira-Santos, J., Rodrigues, R., & Pombo, L. (2025). Mobile Augmented Reality Games Towards Smart Learning City Environments: Learning About Sustainability. Computers, 14(7), 267. https://doi.org/10.3390/computers14070267

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