BiologAR

An Interactive Augmented Reality Application for Learning Biology in Secondary Schools in Malaysia

Authors

  • Hazwani Mohadis Department of Information Systems, Kulliyyah of ICT, International Islamic University Malaysia, Kuala Lumpur, Malaysia
  • Afifi Syahmi Kamal-Ludin Department of Information Systems, Kulliyyah of ICT, International Islamic University Malaysia, Kuala Lumpur, Malaysia
  • Mohd Norhazmi Nordin Department of Information Systems, Kulliyyah of Information & Communication Technology, International Islamic University Malaysia, Kuala Lumpur, Malaysia

DOI:

https://doi.org/10.31436/ijpcc.v11i1.500

Keywords:

augmented reality application, mobile application, educational tool, assisted learning environment

Abstract

Biology is one of the subjects teaches in secondary school mainly for science stream students. The subject requires a lot of visualization to enhance students understanding on the scientific theories they learned in Biology class. The advanced of Augmented Reality (AR) technology can be useful for students to help them understand Biology subject better as they able to visualize various scientific theories and concepts using 3D objects. AR also had been proven to be able to create a fun and interactive learning environment for these Generation Z students compared to traditional printed textbook. Accordingly, in this project, we are proposing BiologAR mobile application, as an assisting tool to support teachers and students in teaching and learning of Biology. This BiologAR application would help students to visualize some content of the Biology syllabus using AR technology. The application also provides a simple quiz at the end of the chapter for students to assess their understanding of the chapter. The application had been developed using Unity 3D software for Android platform. Based on the user testing conducted with the students and teachers, the BiologAR application had been proven to be easy to use and useful to enhance students understanding of Biology subject.

References

C. Weng, S. Otanga, S. M. Christianto, and R. J.-C. Chu, "Enhancing students’ biology learning by using augmented reality as a learning supplement," *Journal of Educational Computing Research*, vol. 58, no. 4, pp. 747–770, 2020.

A. Sorgo, "Scientific creativity: The missing ingredient in Slovenian science education," *European Journal of Educational Research*, vol. 1, no. 2, pp. 127-141, 2012. [Online].

Available: https://doi.org/10.12973/eu-jer.1.2.127

W. De Silva, P. Naranpanawa, U. Hettihewa, P. Liyanage, U. Samarakoon, and N. Amarasena, "Science zone: An augmented reality based mobile application for science," in *Proc. 2nd Int. Conf. Advancements in Computing (ICAC)*, 2020, pp. 222-227.

S. A. Chowdhury, "A mobile augmented reality and multimedia application for mobile learning," *International Journal of Digital Content Technology and Its Applications*, vol. 7, pp. 25-32, 2013.

A. R. Pratama and L. L. Scarlatos, "The roles of device ownership and infrastructure in promoting e-learning and m-learning in Indonesia," *International Journal of Mobile and Blended Learning (IJMBL)*, vol. 12, no. 4, pp. 1-16, 2020.

R. Romli, F. N. F. Mohd Wazir, and A. R. Singh, "AR Heart: A development of healthcare informative application using augmented reality," *Journal of Physics: Conference Series*, vol. 1962, 2021.

U. Kim, Y. Wang, and W. Yuan, "Study on user-centered usability elements of user interface designs in an augmented reality environment," in *Virtual, Augmented and Mixed Reality. Design and Interaction. HCII 2020*, J. Y. C. Chen and G. Fragomeni, Eds., Lecture Notes in Computer Science, vol. 12190. Cham: Springer, 2020, pp. 95-105. [Online]. Available: https://doi.org/10.1007/978-3-030-49695-1_7

S. A. Nikou, "Factors influencing student teachers’ intention to use mobile augmented reality in primary science teaching," *Educational Information Technology*, 2024. [Online].

Available: https://doi.org/10.1007/s10639-024-12481-w

C. Santos et al., "Guidelines for graphical user interface design in mobile augmented reality applications," in *Virtual, Augmented and Mixed Reality. VAMR 2016*, S. Lackey and R. Shumaker, Eds., Lecture Notes in Computer Science, vol. 9740. Cham: Springer, 2016, pp. 139-150. [Online]. Available: https://doi.org/10.1007/978-3-319-39907-2_7

D. Velarde-Camaqui, R. Celaya-Ramírez, Y. Contreras-Fuentes, and Z. Sanabria, "Enhancing STEAM education through augmented reality: The EduAR open platform experience," *Frontiers in Education*, vol. 9, 2024. [Online]. Available: https://doi.org/10.3389/feduc.2024.1391803

J. Sathyapriya, K. Vedavalli, and S. Sree, "Enhancing engagement and understanding in education using augmented reality," *Journal of Information Technology and Digital World*, vol. 6, no. 3, pp. 264-273, 2024.

M. Billinghurst, A. Clark, and G. Lee, "A survey of augmented reality," *Foundations and Trends in Human–Computer Interaction*, vol. 8, no. 2–3, pp. 73–272, 2015. [Online].

Available: https://doi.org/10.1561/1100000049

M. B. Ibáñez and C. Delgado-Kloos, "Augmented reality for STEM learning: A systematic review," *Computers & Education*, vol. 123, pp. 109-123, 2018.

J. Nielsen, "How many test users in a usability study?" NN/g, Jun. 3, 2012. [Online]. Available: https://www.nngroup.com/articles/how-many-test-users/

Downloads

Published

30-01-2025

How to Cite

Mohadis, H., Kamal-Ludin, A. S., & Nordin, M. N. (2025). BiologAR: An Interactive Augmented Reality Application for Learning Biology in Secondary Schools in Malaysia. International Journal on Perceptive and Cognitive Computing, 11(1), 9–15. https://doi.org/10.31436/ijpcc.v11i1.500