Competence-oriented Education for Sustainable Development requires evidence that immersive and gamified learning experiences elicit sustainability-relevant change beyond short pre–post windows. This study examines the Art Nouveau Path, a location-based mobile augmented reality heritage game implemented in Aveiro, Portugal, using a four-wave repeated cross-sectional design with anonymous student samples: baseline (S1-PRE, N = 221), immediate post-activity (S2-POST, N = 439, validated n = 438), follow-up (S3-FU, N = 434), and distant follow-up (S4-DFU, N = 69, validated n = 67). Analyses were anchored in a shared 25-item GreenComp-based questionnaire (GCQuest) block targeting Embodying Sustainability Values (ESVs; scale of 1 to 6) and combined distribution-aware descriptives, nonparametric omnibus, and pairwise tests with Holm correction, and planned robustness checks including equal-n downsampling and alternative scoring. Results displayed a pronounced post-activity peak (S2-POST), partial attenuation at follow-up (S3-FU), and convergence toward baseline at distant follow-up (S4-DFU), accompanied by loss of the high-agreement tail. Item-level contrasts suggested that later-wave declines concentrated in effortful self-regulation and critical appraisal items, whereas value endorsement items were more stable. These findings indicate that field-deployable mobile AR heritage paths may generate strong proximal competence-aligned signals; nevertheless, durable enactment-oriented change is likely to require structured reinforcement and integration into broader curricular sequences.
Ferreira-Santos et al. (Wed,) studied this question.