1. Introduction
The preservation of cultural heritage is undergoing a paradigm shift, moving beyond the conservation of tangible monuments to the safeguarding of Intangible Cultural Heritage (ICH)—the living expressions, skills, and community practices that define a culture’s identity. According to the UNESCO Convention for the Safeguarding of the Intangible Cultural Heritage [
1], preserving these dimensions requires active engagement rather than mere documentation. However, historic communities like Wua-Lai in Chiang Mai, Thailand, renowned for its Lanna silvercraft heritage, face a critical challenge. In recent years, the community has experienced a decline in tourist engagement, particularly among younger generations who prefer self-guided exploration over traditional tours. Consequently, the deep cultural narratives and craftsmanship embedded in the silverwork tradition risk fading into obscurity, leading to both cultural detachment and reduced economic vitality for local artisans.
Digital technologies therefore need to provide more than visual enhancement; they must support participation, contextualized storytelling, and embodied learning [
2,
3]. Extended Reality (XR), particularly Location-Based Augmented Reality (LBAR), has emerged as a promising approach for connecting visitors with heritage in situ. By overlaying digital narratives onto the physical environment, LBAR allows users to construct knowledge through real-world movement and multisensory interaction. Empirical studies demonstrate that contextually grounded AR experiences can heighten curiosity, intrinsic motivation, and cognitive engagement [
4,
5]. Similarly, Location-Based Games (LBGs) have been shown to extend dwell time, reinforce cultural interpretation, and foster emotional connection with heritage environments [
6,
7]. Well-designed digital interactions can even translate cultural values—such as respect, empathy, and craftsmanship—into meaningful gameplay [
8,
9].
Despite the promise of LBAR, significant gaps remain in the literature. Prior studies have given limited attention to how such systems influence measurable learning outcomes regarding tangible versus intangible heritage. Furthermore, there is a scarcity of research examining how different age groups respond to AR-mediated cultural experiences in real-world settings. As heritage tourism encompasses diverse demographics, understanding how digital natives versus older adults process AR content is essential for designing inclusive and effective learning environments.
Addressing these gaps, this study evaluates “Silver Craft Journey,” a gamified LBAR application developed to revitalize the Wua-Lai community. The system integrates GPS-based navigation, context-aware storytelling, and gamified micro-learning to connect visitors with the community’s living heritage. Through a field evaluation, this study aims to: (1) empirically measure heritage knowledge gains facilitated by on-site AR, (2) analyze behavioral engagement patterns to identify interaction barriers, and (3) examine the moderating effect of age on learning and usability. The following research questions guide the inquiry:
RQ1: To what extent does the location-based AR application enhance cultural-heritage knowledge, and do participants across different age groups demonstrate comparable learning gains when interacting with real-world heritage locations?
RQ2: How do learning outcomes generated through the location-based AR experience differ among age groups, particularly in terms of cultural-heritage knowledge improvement?
RQ3: How do user engagement and perceived usability of the location-based AR system vary across age groups during their interaction with cultural-heritage points of interest?
RQ4: What design implications can be drawn for developing effective location-based AR applications that support cultural-heritage learning?
Author Contributions
Conceptualization, P.J. and K.P.; methodology, K.I.; software, D.P.; validation, P.J., K.I. and K.P.; formal analysis, S.S.; investigation, K.I.; resources, P.J.; data curation, D.P.; writing—original draft preparation, K.P.; writing—review and editing, K.P.; visualization, P.J.; supervision, K.P.; project administration, K.I.; funding acquisition, K.I. All authors have read and agreed to the published version of the manuscript.
Funding
This research project was supported by the Fundamental Fund 2026, Chiang Mai University, and also Thailand Science Research and Innovation 2026.
Institutional Review Board Statement
The study was conducted in accordance with the Declaration of Helsinki, and approved by the Institutional Review Board of Chiang Mai University Research Ethics Committee at Chiang Mai University COA No. 041/67.
Informed Consent Statement
Informed consent was obtained from all subjects involved in the study.
Data Availability Statement
The data presented in this study are available upon request from the corresponding author due to restrictions. The data are not publicly available.
Conflicts of Interest
The authors declare no conflicts of interest.
Abbreviations
The following abbreviations are used in this manuscript:
| AR | Augmented Reality |
| LBAR | Location-Based Augmented Reality |
| XR | Extended Reality |
| ICH | Intangible Cultural Heritage |
| PBOC | Pragmatic Behavior Observation Checklist |
| POI | Point(s) of Interest |
| LBGs | Location-Based Game(s) |
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Figure 1.
Geographic and local maps showing the location and cultural context of the Wua Lai community in Chiang Mai, Thailand.
Figure 2.
Presents the conceptual framework guiding this study.
Figure 3.
The user interface of the Silver Craft Journey application, illustrating the login screen, AR navigation map, and quiz interaction.
Figure 4.
Intangible heritage POIs: Lanna Art Study Center and Wua Lai Walking Street.
Figure 5.
Tangible heritage POIs: Silverware Museum and the two Silver Temples.
Figure 6.
Tangible heritage Points of Interest: Wat Sri Suphan, the first silver temple, and Wat Muen San, the second silver temple.
Figure 7.
Map of the Wua Lai community showing the locations of the six cultural Points of POIs.
Figure 8.
Cultural-heritage-inspired monster designs derived from traditional Lanna silvercraft artifacts and integrated into the gameplay system.
Figure 9.
Research procedure and participant flow diagram.
Figure 10.
The completion rates at each game location across the three age groups.
Figure 11.
Heatmap of average time spent at each location by age group.
Figure 12.
Average number of monsters collected per location across age groups.
Table 1.
Operational Definitions of Learning Outcomes and Related Constructs.
| Construct | Operational Definition | Role in Conceptual Framework |
|---|
| Heritage Knowledge | Factual and conceptual understanding of Lanna silvercraft, including tools, processes, historical narratives, and symbolic meanings | Primary cognitive learning outcome |
| Tangible Heritage Learning | Understanding of physical artifacts and material craftsmanship encountered at heritage sites | Contextualized cognitive learning |
| Intangible Heritage Learning | Awareness of living traditions, cultural meanings, and community-based practices | Context-aware cultural learning |
| Cultural Awareness/Empathy | Affective appreciation and reflective understanding of cultural values beyond factual recall | Affective learning outcome |
| User Engagement | Experiential construct capturing focused attention, usability, aesthetic appeal, and reward during AR interaction | Facilitating experiential condition |
Table 2.
Point of Interest (POI) in the Silver Craft Journey Application.
| Category | Area of Interest | Description of Location |
|---|
| Intangible Knowledge | Lanna Traditional Thai Art Study Center | A center dedicated to preserving and teaching Lanna arts. It showcases traditional artworks, offers workshops, and provides educational programs for visitors seeking cultural immersion. |
| | Wua Lai Walking Street | A vibrant street famous for its weekly market of local crafts and Thai cuisine. It serves as a cultural hotspot where visitors experience performances and traditional market life. |
| Tangible Knowledge | Wat Muen San Silverware Museum | Located in the historic Wat Muen San, this museum highlights the artistry of traditional Thai silverware and offers insight into Lanna metalwork heritage. |
| | Wat Sri Suphan Pagoda | A 500-year-old pagoda symbolizing Buddhist art and architecture. It serves as a sacred relic site and a focal point for meditation and craftsmanship. |
| | Wat Sri Suphan (The First Silver Temple) | Known as the world’s first silver temple, it features intricate silver decorations that exemplify traditional Lanna craftsmanship. |
| | Wat Muen San (The Second Silver Temple) | The world’s second silver temple, celebrated for its elaborate silverwork and reflection of Wua Lai’s heritage. |
Table 3.
Demographic Profile of Participants (N = 254).
| Characteristic | Category | Frequency (N) | Percentage (%) |
|---|
| Gender | Male | 105 | 41.3 |
| Female | 149 | 58.7 |
| Age Group (years) | 20–30 | 92 | 36.2 |
| 31–40 | 94 | 37.0 |
| 41–51 | 68 | 26.8 |
| Visitor Type | Local Visitors (Chiang Mai residents) | 132 | 52.0 |
| Domestic Tourists (from other provinces) | 98 | 38.6 |
| International Tourists | 24 | 9.4 |
| Experience with Mobile Applications | Basic (daily use, non-AR) | 180 | 70.9 |
| Moderate (occasional AR/game users) | 61 | 24.0 |
| Advanced (frequent AR/game users) | 13 | 5.1 |
Table 4.
Result of A paired sample t-test of Heritage Knowledge between Group.
| Group | N | Pre-Test Mean (SD) | Post-Test Mean (SD) | Learning Gain Mean (SD) | t | p-Value | Cohen’s d |
|---|
| 20–30 | 92 | 8.74 (2.82) | 17.08 (2.91) | 8.34 (4.38) | 18.27 | <0.001 | 1.91 |
| 31–40 | 94 | 8.03 (3.20) | 16.27 (2.30) | 8.24 (3.91) | 20.41 | <0.001 | 2.11 |
| 41–51 | 68 | 7.37 (3.42) | 13.63 (3.17) | 6.26 (4.66) | 11.09 | <0.001 | 1.35 |
| All | 254 | 8.11 (3.16) | 15.85 (3.10) | 7.74 (4.37) | 28.27 | <0.001 | 1.77 |
Table 5.
One-way ANOVA of Learning Gain Across Age Groups.
| Source | SS | df | MS | F | p-Value |
|---|
| Between Groups | 203.73 | 2 | 101.86 | 5.54 | 0.004 |
| Within Groups | 4618.64 | 251 | 18.40 | - | - |
| Totals | 4822.36 | 253 | - | - | - |
Table 6.
Multiple Comparative Analyses of Learning Gain Across Age Groups (Tukey HSD).
| (I) Group | (J) Group | Mean Difference (I–J) | Std. Error | Sig. |
|---|
| 20–30 | 31–40 | 0.11 | 0.33 | 0.912 |
| 20–30 | 41–51 | 2.08 | 0.74 | 0.006 |
| 31–40 | 41–51 | 1.98 | 0.75 | 0.009 |
Table 7.
Descriptive statistics of UES across age groups.
| Group | N | Focused Attention Mean (SD) | Perceived Usability Mean (SD) | Aesthetic Appeal Mean (SD) | Reward Mean (SD) | UES Total Mean (SD) |
|---|
| 20–30 | 92 | 4.25 (0.44) | 3.95 (0.48) | 4.30 (0.45) | 4.00 (0.44) | 4.15 (0.42) |
| 31–40 | 94 | 3.95 (0.47) | 3.90 (0.50) | 4.22 (0.47) | 3.98 (0.46) | 4.02 (0.45) |
| 41–51 | 68 | 3.45 (0.50) | 3.88 (0.53) | 3.65 (0.52) | 3.96 (0.48) | 3.73 (0.47) |
| All participants | 254 | 3.94 (0.48) | 3.91 (0.50) | 4.06 (0.50) | 3.98 (0.47) | 3.99 (0.44) |
Table 8.
One-way ANOVA of UES Across Age Groups.
| Source | SS | df | MS | F | p-Value |
|---|
| Between Groups | 7.04 | 2 | 3.52 | 17.8 | <0.001 |
| Within Groups | 49.69 | 251 | 0.20 | - | - |
| Totals | 56.73 | 253 | - | - | - |
Table 9.
Multiple Comparative Analyses of UES Across Age Groups (Tukey HSD).
| (I) Group | (J) Group | Mean Difference (I–J) | St. Error | Sig. |
|---|
| 20–30 | 31–40 | 0.13 | 0.065 | 0.067 |
| 20–30 | 41–51 | 0.42 | 0.071 | <0.001 |
| 31–40 | 41–51 | 0.29 | 0.071 | <0.001 |
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