Co-Creation of Immersive Learning for Cultural Heritage Education: A Scoping Review
Abstract
1. Introduction
- What types of immersive learning projects have been developed using co-creation approaches for cultural heritage education?
- To what extent and in what ways are learners and other stakeholders involved in the participatory design process?
- What are the reported co-creation approaches and frameworks in this context?
2. Materials and Methods
2.1. Scoping Review Framework
2.2. Eligibility Criteria
- Studies describing immersive technology applications without substantive co-creation processes.
- Non-peer-reviewed publications.
- Publications not available in English.
2.3. Literature Search
2.4. Study Selection
2.5. Data Extraction and Synthesis
- Types of immersive technologies and learning projects.
- Stakeholder involvement patterns and design frameworks.
- Co-creation methodologies and emerging trends.
3. Results
3.1. Study Characteristics
3.2. Immersive Technologies and Applications
3.3. Stakeholder Participation Patterns
3.4. Co-Creation Approaches and Frameworks
4. Discussion
4.1. Diversity of Technologies and Design-Led Innovation
4.2. Patterns in Stakeholder Engagement and Co-Design Frameworks
4.3. Co-Creation Methodological Approaches and Identified Gaps
4.4. Emerging Themes and Trends
5. Conclusions
6. Future Research
Supplementary Materials
Author Contributions
Funding
Data Availability Statement
Conflicts of Interest
Appendix A
Appendix B
| Level | Definition | Operational Indicators |
|---|---|---|
| Full Co-creation (High/Shared Decision-Making) | Stakeholders engage across all project phases with sustained influence over core decisions. Power is redistributed through transparent mechanisms ensuring shared ownership. | • Stakeholders involved in defining project scope • Jointly decide on technology selection or design framework • Community determines cultural or content elements • Evidence of power redistribution mechanisms (e.g., consensus voting, co-leadership) |
| Iterative Refinement (Moderate/Partially Shared Decision-Making) | Stakeholders contribute recurring feedback within structured stages, improving designs without redefining overarching frameworks. | • Participate in design choices but not framework definition • Can propose or modify but not veto decisions • Operate with limited autonomy within researcher-defined parameters |
| Consultative Validation (Low/Researcher-Led) | Stakeholder input occurs mainly in late or evaluative stages; researchers retain decision control and integrate feedback selectively. | • Core decisions pre-defined by research team • Stakeholders mainly validate or test outputs • Feedback used for refinement rather than altering project direction |
| Pattern Type | Classification Basis | Typical Features |
|---|---|---|
| Full Co-creation | Decision-making = Shared + Full-cycle participation | Multi-phase stakeholder involvement across exploration–design–evaluation–reflection stages; community co-monitoring and content co-definition; adherence to cultural or ethical protocols; iterative feedback loops ensuring joint decision-making. |
| Iterative Refinement | Decision-making = Partially shared + multi-stage participation | Prototype iteration, focus groups, and user-feedback integration across design cycles; stakeholder input guides refinement rather than redefining the overall framework. |
| Consultative Validation | Decision-making = Researcher-led + Late-stage participation | User testing, surveys, or usability evaluations conducted post-design; feedback used to validate rather than reshape researcher-defined outputs. |
| Pattern Type | Dominant Framework | Rationale for Classification |
|---|---|---|
| Full Co-creation | Participatory Design (PD) | Emphasises sustained, multi-phase participation and shared decision-making authority throughout the project lifecycle. |
| Iterative Refinement | Co-design/Design-Based Research (DBR) | Centres on iterative prototyping and cyclical feedback within bounded frameworks where decision power remains partially shared. |
| Consultative Validation | Human-/User-Centred Design (HCD/UCD) | Positions users primarily as testers or informants in late-stage evaluation; design direction remains researcher-controlled. |
Notes on Application
References
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| PCC Framework | Inclusion Criteria | Exclusion Criteria |
|---|---|---|
| Population | Learners, educators, heritage professionals, technologists, and community participants engaged in cultural heritage education. | Studies not involving cultural heritage education or stakeholder collaboration. |
| Concept | Co-creation or participatory approaches (e.g., participatory design, co-design, UCD, HCI, co-production) used in developing or evaluating immersive technologies for heritage learning. | Studies using immersive technologies without participatory or co-creation processes. |
| Context | Any formal or informal learning setting related to cultural heritage. | Studies unrelated to educational or heritage contexts. |
| Category | Number | Percentage |
|---|---|---|
| Publication Year | ||
| 2016–2020 | 6 | 32% |
| 2021–2025 | 13 | 68% |
| Geographic Region | ||
| Europe | 9 | 47% |
| Asia | 5 | 27% |
| Latin America | 3 | 16% |
| Africa | 1 | 5% |
| Multinational | 1 | 5% |
| Publication Type | ||
| Journal article | 14 | 74% |
| Conference paper | 5 | 26% |
| Study Design | ||
| Qualitative | 8 | 42% |
| Mixed methods | 7 | 37% |
| Quantitative | 4 | 21% |
| Sample Size | ||
| Small (n < 30) | 8 | 42% |
| Medium (n = 31–60) | 6 | 32% |
| Large (n > 60) | 1 | 5% |
| Not reported | 4 | 21% |
| Study ID | Technologies | Context | Stakeholders | Methods/Stages | Framework |
|---|---|---|---|---|---|
| Luigini (2019) [31] | VR; 360° static images; serious game | School | Students; Teachers; Museum staff; Researchers; School Manager; Technical developer | Surveys/Questionnaire; Observations; Prototyping; User testing (Research → Design/Development (implementation & data collection) → Evaluation) | Serious games; Constructivist learning theory; UCD |
| Giaconi (2021) [32] | VR; AR; 360° spherical photography | Museum | Students (ASD); Special pedagogy experts; Researchers; AR experts; Museum didactics experts | Questionnaires; Prototyping; User testing; Feedback Collection (Research (needs analysis) → Design/Development (data collection; prototype development) → Evaluation (user testing) → Revision (ongoing)) | Universal design; Inclusive design; Participatory design |
| Videla (2024) [33] | VR; AR; 360° filming; 3D scanning; 3D printing | School; Heritage site | Students; Teachers; Local elders; Local historian; Community members; Researchers | Interviews; Workshops; Observations; Prototyping; Document analysis (Research (field study) → Design/Development (co-design) → Evaluation (participatory reflection) → Implementation) | 4E Cognition; Generative STEAM; CSDT. Co-design; EESLD; DBR |
| Quattrini (2025) [34] | VR; 360° environments; UAV; TLS | Heritage site; Educational | Students; Educators; Local administrators; Community; Researchers | Workshops; Observations; Prototyping; Public presentations; Round table discussions (Research (discovery) → Design/Development (interpretation) → Ideation→ Experimentation → Evaluation) | IDEO; Co-design; Participatory design |
| Di Giuseppantonio (2019) [35] | VR; 3D scanning | School; Heritage site; Museum | Researchers; Students; Teachers; Heritage Professors; Community members; Institutions Partners; Technical teams; | Interviews; Focus groups; User testing; Prototyping; Thematic Coding Analysis (Research (framework building) → Design (technical development) → Evaluation → post-deployment refinement) | Historical inquiry; UCD; Critical heritage theory |
| Hodgson (2024) [36] | AR; | Museum; School | Students; Visitors; Educators; Museum staff; Institutional Partners; Technologists | Interviews; Surveys; Workshops; Observations; Prototyping; User testing (Research → Modelling → Requirements → Framework → Refinement → Support → Ongoing Co-creation) | Goal-directed design; HCD; UCD |
| Li (2025) [37] | VR; Physiological sensors; 3D Modelling | Heritage site; | Community members; Tourists; Students; Institutional partners; Researchers; Technologists | Interviews; Surveys; Workshops; Field Observations; Prototyping; User testing; Physiological monitoring (Research (field study) → Design/Development (participatory workshops/VR design) → Evaluation (user study)) | Participatory design; Scene theory; Pleasure-arousal-dominance; Value-based approach |
| Tongpaeng (2025) [38] | MR; Photogrammetry | Museum; Heritage site | Students; Visitors; Heritage Professors; Institutional partners; Researchers; Technologists | Interviews; Prototyping; User testing; Archival Research (Research (concept/ define) → Preparation and Design (prototyping design) → Implementation (design; user test) → Evaluation (user feedback) | Agile methodology: Digital humanities approach; Standard metadata protocols |
| Kong (2021) [39] | VR; Motion capture | Museum; Heritage site | Heritage professionals; Designers; Researchers; Community members/Inheritors; Institutional partners; Audiences; Technical professionals | Interview; Workshops; Observations; Prototyping; Archival analysis; Co-design sessions; Card sorting (Research (initial contact & embodied research) → Design/Development (formal cooperation co-design) → Evaluation (iteration & reflection)) | Participatory design; Co-design; Respectful design; IDS; Embodied ethnography |
| Tromp-Jolanda (2025) [40] | VR; AR; XR; 3D digital twins; Web3 tools | Museum; Educational; Heritage site; | Students; Teachers; Tourists; Museum; Heritage managers; Developers; Policy makers; Community; Researchers | Interviews; Surveys; Workshops; Observations; Prototyping; User testing; Feedback; Document review (Background and vision Setting → Identify Opportunities → Define Projects → Scope and Planning → Testing and Refinement → Development and Support → Evaluation and Iteration) | HCD/UCD; Participatory design; UX; |
| Newaz (2023) [41] | AR; Serious games | School; Museum | Students/Learners; Museum educators; Teacher educators; Researchers; Pupils; Government | Observations; Interviews; Surveys; Workshops; Prototyping; User testing (Research → Design/Development (multiple co-design workshops; prototyping) → Evaluation (field test) → Reflection and Analysis) | Co-creation; Co-design; participatory design; Toolkits; Meta-design |
| Calvi (2022) [42] | VR; AR; | Heritage site; Museum | Consumers; Service Providers; Institutional Content Providers; Local Content Providers; Producers; Process Experts | Interviews; Workshops; Field observations; Focus groups; Archival research; Prototype testing (Understand (communicate; define) → Explore (ideate; prototype) → Materialize (soft launch/BETA; launch products)) | PD; Co-creation; Living Labs; HCD; Co-interpretation; Co-collection; Co-ideation; |
| Liu (2022) [43] | VR; Serious games; Virtual Avatar | Heritage site | Participants (students/users); Heritage professionals; Local Community; Researchers; Audiences | Interviews; Surveys; Observations; Prototyping; User testing; Archival Research (Research (problem analysis) → Design/ Development (system design) → Evaluation (data analysis/ discussion)) | Embodied storytelling; Virtual avatars; Participatory performance; Serious games framework |
| Spadoni (2023) [44] | VR; AR; XR | Museum | Visitors; Heritage professionals; Company professionals; Institutional Partners; Researchers | Interviews; Surveys; Observations; Prototyping; User testing; (Research → Design/Development (experimental case development) → Evaluation → Framework synthesis) | User-Centred Design (UCD); Immersive Technology; Collaborative design; Participatory action research |
| Ferreira-Santos (2025) [45] | AR; Serious games; Mobile AR Game | Heritage site; | Teachers; Researchers | Surveys; Workshops; Prototyping; User testing; Validation (Research → Design/Development → Evaluation → Implementation) | Green Comp; Design-based Research; MARG; Serious games |
| Mendoza-Garrido (2020) [46] | AR; | Heritage site; Educational | Learners (students, tourists); Heritage experts; Content creators; Platform administrators; Educational institutions; Researchers | Questionnaires; Feedback forms; Observations (Research (framework deployment) → Design/Development (content creation; prototype implementation) → Evaluation (user testing; data analysis)) | Heritage education; LTSA architecture; ARCS model; Co-design approach |
| Díaz-Granados (2020) [47] | VR; IVM prototypes | School | Students; Teachers; Technical partners; Researchers | Workshops; Focus groups; Observations; Prototyping; User testing (Research (Preparation) → Exploration → Vision → Operationalization (iterative) → Evaluation (ongoing)) | Participatory design; Co-design |
| Marfoglia (2025) [48] | VR | Museum | Visually impaired users; Research team (education experts, designers, developers); Italian Union of Blind; Cultural institutions; Technology developers | Interview; Focus groups; Survey; Prototyping; Usability testing (Prototype → Needs discovery → Optimization → Improvement → Evaluation) | Co-design; Participatory design; Universal design; WCAG; Accessibility Standard |
| Liu (2024) [49] | VR; Serious games | Heritage site; Museum | Participants (students/users); Researchers; Heritage institutions (Academy); | Surveys; Interviews; Observations; Prototyping; User testing; Archival research (Research→ Design/Development → Evaluation) | VR SG Design method; HCD principles; Serious game design; |
| Co-Creation Level | Participation Type | Projects (%) | Typical Framework | Key Methods | Decision-Making | Cases |
|---|---|---|---|---|---|---|
| Full Co-creation | Co-creation | 3 (16%) | Participatory Design | Workshops, community monitoring, archival research | Shared | Kong 2021 [39]; Videla 2024 [33]; Calvi 2022 [42] |
| Partially Co-creation | Iterative Refinement | 6 (32%) | Co-design | Prototyping, testing cycles, focus groups | Partially shared | Newaz 2023 [41]; Hodgson 2024 [36]; Marfoglia 2025 [48]; Di Giuseppantonio 2019 [35]; Giaconi 2021 [32]; Díaz Granados 2020 [47]; |
| Consultative Validation | 10 (53%) | HCD/UCD | Surveys, user testing, observations | Researcher-led | Luigini 2019 [31]; Liu 2022 [43]; Spadoni 2023 [44]; Quattrini 2025 [34]; Tongpaeng 2025 [38]; Liu 2024 [49]; Tromp-Jolanda 2025 [40]; Ferreira-Santos 2025 [45]; Mendoza Garrido 2020 [46]; Li 2025 [37] |
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Zhang, J.; Peng, F. Co-Creation of Immersive Learning for Cultural Heritage Education: A Scoping Review. Heritage 2026, 9, 192. https://doi.org/10.3390/heritage9050192
Zhang J, Peng F. Co-Creation of Immersive Learning for Cultural Heritage Education: A Scoping Review. Heritage. 2026; 9(5):192. https://doi.org/10.3390/heritage9050192
Chicago/Turabian StyleZhang, Jiajia, and Fanke Peng. 2026. "Co-Creation of Immersive Learning for Cultural Heritage Education: A Scoping Review" Heritage 9, no. 5: 192. https://doi.org/10.3390/heritage9050192
APA StyleZhang, J., & Peng, F. (2026). Co-Creation of Immersive Learning for Cultural Heritage Education: A Scoping Review. Heritage, 9(5), 192. https://doi.org/10.3390/heritage9050192

