No Room for Clio? Digital Approaches to Historical Awareness and Cultural Heritage Education
Abstract
1. Introduction
2. Literature Review
2.1. History Education and Youth Engagement
2.2. Active Methodologies in History Teaching
2.3. Identity, Globalization, and the Loss of Historical Bonds
2.4. Humanities, Tourism and Cultural Sustainability
2.5. Towards an Integrated Model: HISTOESE as a Framework for Historical Literacy
3. Methodology
- A questionnaire and survey applied to 65 students enrolled in Tourism (undergraduate) and Education (master’s programmes for teaching qualification), designed to assess levels of historical awareness, cultural consumption habits, and perceptions of heritage.
- A co-creation project conducted with six students from Viana do Castelo and Coimbra polytechnics, using the Demola platform, which engaged participants in collaborative design thinking workshops aimed at developing innovative proposals to motivate young people to reconnect with history and cultural identity.
- Qualitative techniques such as biographical narratives, reflective journals (field notes and logbooks), and document analysis, which enabled a deeper understanding of individual and collective perspectives.
- School of Technology and Management (ESTG)—Tourism undergraduate students.
- School of Education (ESE)—Master’s students enrolled in teaching qualification programmes.
- Tourism (undergraduate): 58% (n ≈ 38);
- Education (Master’s–teaching qualification): 42% (n ≈ 27);
- Gender: Female 68%; Male 32%;
- Age groups: 18–22 (47%); 23–27 (35%); 28+ (18%).
3.1. Research Questions
- To what extent do higher education students demonstrate historical awareness and cultural identity in their personal and professional lives?
- How do young people perceive the role of history and heritage in their education and cultural consumption habits?
- What is the potential of active pedagogical methodologies—particularly the Demola co-creation model and design thinking—to foster meaningful historical learning and heritage engagement?
- How can digital tools, including artificial intelligence, support the development of historical literacy and heritage education in tourism and teacher training contexts?
3.2. Hybrid and Interdisciplinary Design
- Students in Tourism programmes (undergraduate), expected to develop skills in interpreting and communicating heritage in professional contexts.
- Students in Education programmes (master’s level), which will be future teachers responsible for fostering historical literacy and cultural identity from early childhood to basic education.
3.3. Instruments and Data Collection
- Questionnaire and survey (n = 65)
- 2.
- Co-creation (Demola-style) pilot workshops (n = 6)—The pilot followed a structured three-stage design thinking protocol adapted for a semester-long engagement:
- -
- Stage 1—Framing & Ideation (2 sessions, 3 h each): problem framing; stakeholder mapping; brainstorming.
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- Stage 2—Prototyping (3 sessions, 3 h each): rapid prototyping with digital tools (Miro boards, low-fidelity interactive prototypes), design of storyboards for AR experiences, and initial mock-ups of gamified flows.
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- Stage 3—Testing & Reflection (1 session, 3 h): user-feedback simulation, public presentation, and reflective debrief.
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- Creativity and novelty of solution (rubric: 1–4);
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- Pedagogical relevance to heritage education (rubric: 1–4);
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- Feasibility/technical viability (rubric: 1–4).
- 3.
- Degree of student ownership and collaboration (observational scale 1–4). Qualitative sources—biographical narratives (solicited short reflection essays), reflective journals by participants, and researcher field notes. These were coded for themes: family influence, school experience, digital affordances, motivation, and identity.
3.4. Ethical Considerations
3.5. Pedagogical Experimentation and Active Learning Framework
- Encourage student participation as co-authors of heritage narratives.
- Explore digital storytelling, gamification, and virtual simulations as tools for engaging with history.
- Experiment with AI-driven analysis of historical sources and student feedback, as a way to connect digital innovation with history didactics.
- Foster transversal competences such as collaboration, creativity, and cultural interpretation, in line with the OECD Learning Compass 2030 (OECD, 2019a, 2019b) and the UNESCO frameworks on cultural heritage education (UNESCO, 2015, 2021).
4. Findings
4.1. Survey Results: Historical Awareness and Cultural Consumption
4.2. Qualitative Insights: Narratives and Cultural Identity
- Student A (Tourism, 21): “I’ve always liked history, but at school it felt distant—just dates and names. It was only when I visited local museums that I realized how our past is part of our everyday life.”
- Student B (Education, 25): “We learn about the world’s history, but not enough about our own towns or families. That makes it harder to feel connected to heritage.”
- Student C (Tourism, 23): “When we used digital tools in the workshop, it became more engaging. I could see history as something to explore, not just memorize.”
- Student D (Education, 26): “Heritage is about identity, but if schools don’t make space for it, young people grow up without a sense of belonging. That’s what needs to change.”
4.3. The Demola Co-Creation Project: Active and Digital Pedagogies
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- Gamification of heritage learning through digital quizzes and interactive challenges linked to local cultural sites.
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- Storytelling platforms where students could narrate their own cultural experiences and link them to broader historical contexts.
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- Augmented reality applications to enhance visits to museums and historical landmarks, enabling immersive experiences.
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- AI-supported tools for personalizing heritage learning, such as adaptive quizzes or intelligent recommendation systems for cultural activities.
4.4. Intentionality in Pedagogical and Didactic Methodologies: Towards a Pedagogy of Memory
- Gamification: prototypes included location-based quizzes for local heritage routes tied to short narratives; feasibility: medium (requires app development and content curation). Pedagogical value: high—fosters exploration and social competition.
- Storytelling platform: low-tech platform to capture oral histories collected by students; feasibility: high (web platform); pedagogical value: strong for identity building and intergenerational exchange.
- Augmented Reality (AR) applications: AR overlays reconstructing lost features of monuments to enhance on-site interpretation; feasibility: medium-high (requires 3D assets); pedagogical value: strong for contextualisation.
- Digital-personalisation tools: adaptive quizzes and recommendation engines to align heritage activities with interests; feasibility: medium; pedagogical value: supports differentiated pathways.
5. Discussion
5.1. International Perspectives on Co-Creation and Heritage Education
5.2. Sustainability of the Demola Approach in Historical and Heritage Education
5.3. Policy Frameworks and Empirical Convergence
5.4. Limitations and Future Research Directions
- Comparative, cross-institutional studies, capturing cultural and educational diversity.
- Longitudinal research, measuring cognitive gains in historical thinking using validated instruments.
- Enhanced use of AI for personalized heritage learning and data analysis.
- Stronger partnerships with museums, heritage institutions, and tourism operators, to co-develop scalable interventions.
5.5. Towards a Pedagogy of Memory in the Digital Age
- Active and participatory methods, such as co-creation and design thinking, to re-engage students with history.
- Digital innovation, including gamification, augmented reality, and artificial intelligence, to provide personalized and immersive learning.
- Institutional and policy support, from both international organizations and national bodies such as CNIPES, to ensure sustainability and integration.
5.6. National Frameworks and the Role of CNIPES
6. Conclusions
6.1. Answering the Research Questions
6.2. Broader Implications
6.3. Towards a Pedagogy of Memory
- Historical literacy and critical reasoning;
- Participatory and community engagement;
- Digital innovation;
- Cultural sustainability.
6.4. Final Considerations
- Stronger curricular integration of heritage education;
- Institutional support at national and international levels;
- Continued experimentation with AI and immersive tools;
- Longitudinal and comparative studies to measure long-term effects.
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
Abbreviations
| GDP | Gross Domestic Product |
| PBL | Problem-based learning |
| UNESCO | United Nations Educational, Scientific and Cultural Organization |
| UNWTO | United Nations World Tourism Organization |
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| Variable | Category | % of Respondents (n) |
|---|---|---|
| Programme of study | Tourism (Undergraduate) | 58% (38) |
| Education (Master’s) | 42% (27) | |
| Gender | Female | 68% (44) |
| Male | 32% (21) | |
| Age group | 18–22 | 47% (31) |
| 23–27 | 35% (23) | |
| 28+ | 18% (11) | |
| Visits to museums/exhibitions (≥once/year) | Yes | 54% (35) |
| Attendance at cultural events | Yes | 46% (30) |
| Reading historical/cultural books monthly | Yes | 31% (20) |
| Watching history-themed films/documentaries | Yes | 63% (41) |
| Self-graded interest in history | High/Very high | 61% (40) |
| Idea | Description | Pedagogical/Heritage Value |
|---|---|---|
| Gamification of Heritage Learning | Development of digital quizzes, interactive challenges and location-based games linked to local cultural sites and museum collections. | Encourages engagement and motivation through play-based learning; facilitates informal learning paths; increases visitation and active exploration of heritage sites. |
| Storytelling Platforms | Online platforms and mobile apps where students and community members record, share and map personal memories and local narratives connected to historical themes. | Fosters identity building and links personal memory to collective history; promotes oral history practices and intergenerational exchange; supports public history and community participation |
| Augmented Reality Applications | Use of AR to overlay historical reconstructions, interpretive layers and multimedia content on-site or in virtual museum tours. | Provides immersive, multisensory experiences that deepen appreciation of material culture; supports experiential learning and contextualized interpretation. |
| AI-Supported Personalization Tools | Adaptive quizzes, intelligent recommendation systems and text-analysis tools that personalize learning pathways and suggest heritage activities based on user profiles. | Promotes personalized learning; makes heritage relevant to individual interests; helps educators identify knowledge gaps and tailor interventions; supports scalable outreach. |
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Marques, G.M.; Martins, R.O. No Room for Clio? Digital Approaches to Historical Awareness and Cultural Heritage Education. Tour. Hosp. 2026, 7, 11. https://doi.org/10.3390/tourhosp7010011
Marques GM, Martins RO. No Room for Clio? Digital Approaches to Historical Awareness and Cultural Heritage Education. Tourism and Hospitality. 2026; 7(1):11. https://doi.org/10.3390/tourhosp7010011
Chicago/Turabian StyleMarques, Gonçalo Maia, and Raquel Oliveira Martins. 2026. "No Room for Clio? Digital Approaches to Historical Awareness and Cultural Heritage Education" Tourism and Hospitality 7, no. 1: 11. https://doi.org/10.3390/tourhosp7010011
APA StyleMarques, G. M., & Martins, R. O. (2026). No Room for Clio? Digital Approaches to Historical Awareness and Cultural Heritage Education. Tourism and Hospitality, 7(1), 11. https://doi.org/10.3390/tourhosp7010011

