Innovating Digestive System Education through Augmented Reality Technology: Enhancing Student Engagement, Understanding, and Motivation
Main Article Content
Abstract
Augmented reality (AR) has emerged as a transformative tool in education, offering immersive and interactive learning experiences. Anatomy education, particularly the gastrointestinal system, often relies on traditional 2D materials that fail to engage students or provide sufficient visualization of its complex structure and functions. To address these challenges, this study developed a mobile AR application featuring 3D visualizations of the gastrointestinal system, designed to enhance student engagement and learning outcomes.
The application, created using Unity 3D and Vuforia with the Prototyping method, incorporates interactive features such as animated organ models, quizzes, and multimedia content. Black box testing validated its functionality, while usability testing highlighted improvements in user satisfaction and learning. Quantitative analysis revealed a 30% reduction in quiz completion time and a 25.3% improvement in post-test scores, indicating enhanced comprehension and retention. These results demonstrate the application’s effectiveness in engaging students and simplifying complex concepts. The interactive and immersive AR features significantly boosted understanding and motivation. This research highlights AR's potential to revolutionize educational tools, with future studies focusing on its long-term effects on learning outcomes and broader applications in education.
Article Details

This work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License.
The proposed policy for journals that offer open access
Authors who publish with this journal agree to the following terms:
- Copyright on any article is retained by the author(s).
- Author grant the journal, right of first publication with the work simultaneously licensed under a Creative Commons Attribution License that allows others to share the work with an acknowledgement of the work’s authorship and initial publication in this journal.
- Authors are able to enter into separate, additional contractual arrangements for the non-exclusive distribution of the journal’s published version of the work (e.g., post it to an institutional repository or publish it in a book), with an acknowledgement of its initial publication in this journal.
- Authors are permitted and encouraged to post their work online (e.g., in institutional repositories or on their website) prior to and during the submission process, as it can lead to productive exchanges, as well as earlier and greater citation of published work.
- The article and any associated published material is distributed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International License
References
Adipat, S., Laksana, K., Busayanon, K., Ausawasowan, A., & Adipat, B. (2021). Engaging Students in the Learning Process with Game-Based Learning: The Fundamental Concepts. International Journal of Technology in Education, 4(3), 542–552. https://doi.org/10.46328/ijte.169
Alamsyah, N., & Fauziyah, D. (2021). Implementation of Augmented Reality Learning Media Technology at the Primary and Secondary Education Levels in Cimahi City, West Java. International Journal of Management Science and Information Technology, 1(2), 25–30. https://doi.org/10.35870/ijmsit.v1i2.354
Ali, A., Fathy, N., & Fahmy, M. (2022). Design an augmented reality application for Android smart phones. Kafrelsheikh Journal of Information Sciences, 3(1), 1–19. https://doi.org/10.21608/kjis.2022.246154
Author
Baburajan, V., Silva, J. de A., & Pereira, F. C. (2021). Open-Ended versus Closed-Ended Responses: a Comparison Study Using Topic Modeling and Factor Analysis. IEEE Transactions on Intelligent Transportation Systems, 22(4), 2123–2132. https://doi.org/10.1109/tits.2020.3040904
Balakrishnan, S., Hameed, M. Syed. S., Venkatesan, K., & Aswin, G. (2021, March 1). Interaction of Spatial Computing In Augmented Reality. IEEE Xplore. https://doi.org/10.1109/ICACCS51430.2021.9442010
Bellino, A., Giorgio De Michelis, & Flavio De Paoli. (2023). Design and Evaluation of Protobject: A Tool for Rapid Prototyping of Interactive Products. 11, 13280–13292. https://doi.org/10.1109/access.2023.3242873
Capsule Endoscopy | Gastro MD. (2020, January 27). https://gastro-md.com/services/capsule-endoscopy/
Chalik, A. M., Qowy, B. A., Hanafi, F., Riandi, M. A., & Nuraminah, A. (2022). Throwaway Prototyping Method in the Implementation of Linggon Carving Art Sales System. I-STATEMENT, 7(1), 05-10. https://doi.org/10.46371/istatement.v7i1.335
Derby, J. L., & Chaparro, B. S. (2021). The Challenges of Evaluating the Usability of Augmented Reality (AR). Proceedings of the Human Factors and Ergonomics Society Annual Meeting, 65(1), 994–998. https://doi.org/10.1177/1071181321651315
de Campos, R. P., Viero, V. P., Medeiros, N. M., Marcondes, F. K., Montrezor, L. H., Porawski, M., & Gutierrez, L. L. P. (2020). The “Gut Game”: an active methodology to teach digestive physiology. Advances in Physiology Education, 44(3), 444–447. https://doi.org/10.1152/advan.00007.2020
De Paolis, L. T., Gatto, C., Corchia, L., & De Luca, V. (2022). Usability, user experience and mental workload in a mobile Augmented Reality application for digital storytelling in cultural heritage. Virtual Reality. https://doi.org/10.1007/s10055-022-00712-9
Elgazzar, A. H., Saud Alenezi, & Elfawal, M. A. (2022). Circulatory System (Cardiovascular and Lymphatic Systems). Springer EBooks, 323–383. https://doi.org/10.1007/978-3-030-96252-4_9
Elsevier Education Portal. (n.d.). Evolve.elsevier.com. https://evolve.elsevier.com/cs/product/9780702078156?role=student
Ernawati, K., Azahra, H., Namira, A., H. Yuhen, L., G. Karuniawan, A., A. Mecca, A., Kasmir, R., Nurmaya, Fathurrahman, M., Susanna, D., & P. Mahardhika, Z. (2021). The Utilization of Mobile-Based Information Technology in the Management of Dengue Fever in the Community Year 2019-2020: Systematic Review. International Journal of Current Research and Review, 13(18), 94–105. https://doi.org/10.31782/ijcrr.2021.131806
Ghazanfar, H., Kandhi, S., Shin, D., Muthumanickam, A., Gurjar, H., Qureshi, Z. A., Shaban, M., Farag, M., Haider, A., Budhathoki, P., Bhatt, T., Ghazanfar, A., Jyala, A., & Patel, H. (2022). Impact of COVID-19 on the Gastrointestinal Tract: A Clinical Review. Cureus. https://doi.org/10.7759/cureus.23333
Hajirasouli, A., & Banihashemi, S. (2022). Augmented reality in architecture and construction education: state of the field and opportunities. International Journal of Educational Technology in Higher Education, 19(1). https://doi.org/10.1186/s41239-022-00343-9
Iqbal, M., Mangina, E., & Campbell, A. (2022). Current Current Challenges and Future Research Directions in Augmented Reality for Education. Multimodal Technologies and Interaction, 6(9), 75. https://doi.org/10.3390/mti6090075
Johnson-Glenberg, M. C. (2018). Immersive VR and Education: Embodied Design Principles That Include Gesture and Hand Controls. Frontiers in Robotics and AI, 5. https://doi.org/10.3389/frobt.2018.00081
Kenny, E. M., Ford, C., Quinn, M., & Keane, M. T. (2021). Explaining black-box classifiers using post-hoc explanations-by-example: The effect of explanations and error-rates in XAI user studies. Artificial Intelligence, 294, 103459. https://doi.org/10.1016/j.artint.2021.103459
Khan, F. M., & Gupta, Y. (2021). A bibliometric analysis of mobile learning in the education sector. Interactive Technology and Smart Education, ahead-of-print(ahead-of-print). https://doi.org/10.1108/itse-03-2021-0048
Koumpouros, Y. Revealing the true potential and prospects of augmented reality in education. Smart Learn. Environ. 11, 2 (2024). https://doi.org/10.1186/s40561-023-00288-0
Lazo-Amado, M., & Andrade-Arenas, L. (2023). Designing a Mobile Application for Children with Dyslexia in Primary Education Using Augmented Reality. International Journal of Interactive Mobile Technologies (IJIM), 17(02), 76–100. https://doi.org/10.3991/ijim.v17i02.36869
Mackay, W. E., & Beaudouin-Lafon, M. (2023). Participatory Design and Prototyping. Handbook of Human Computer Interaction, 1–33. https://doi.org/10.1007/978-3-319-27648-9_31-1
Mackie, A., Mulet-Cabero, A.-I., & Torcello-Gómez, A. (2020). Simulating human digestion: developing our knowledge to create healthier and more sustainable foods. Food & Function. https://doi.org/10.1039/d0fo01981j
Malik, D., Nandita Narayanasamy, Pratyusha, V. A., Thakur, J., & Sinha, N. (2023). Textbook of Nutritional Biochemistry. https://doi.org/10.1007/978-981-19-4150-4
Nizetic, S., Solic, P., Lopez-de-Ipina Gonzalez-de-Artaza, D., & Patrono, L. (2020). Internet of Things (IoT): Opportunities, issues and challenges towards a smart and sustainable future. Journal of Cleaner Production, 274(1), 122877. https://doi.org/10.1016/j.jclepro.2020.122877
Rahmasuci, D., & Ngabekti, S. (2023). The Development of Android-Based Mobile-learning Media on Virus Material to Improve Learning Outcomes in Class X Senior High School. Journal of Biology Education, 12(2), 257–261. https://doi.org/10.15294/jbe.v12i2.66974
Ridwan, T., Hidayat, E., Hikmawan, R., Andrian, R., & Yasin, A. (2021). Research on the Development of Edu Games as Learning Media for Geometry and Arithmetic in Elementary School Children. International Conference on Elementary Education, 3(1), 57–61. http://proceedings.upi.edu/index.php/icee/article/view/1443
Saputra, M. S., Prasetyo, Z. K., & Widowati, A. (2022, December). Development of android-based mobile learning science learning media for improving the learning motivation of student. In AIP Conference Proceedings (Vol. 2600, No. 1). AIP Publishing.
Sharma, A., Mehtab, R., Mohan, S., & Mohd Shah, M. K. (2021). Augmented reality – an important aspect of Industry 4.0. Industrial Robot: The International Journal of Robotics Research and Application, 49(3), 428–441. https://doi.org/10.1108/ir-09-2021-0204
Situmorang, R. P. (2023). Development of discovery learning-based animation media to improve students' digital literacy on human digestive topic. JIPVA (Jurnal Pendidikan IPA Veteran), 7(2), 123-142. https://doi.org/10.31331/jipva.v7i2.1797
Srivastava, A., Kumari, M., Gond, D. P., & Subhashini. (2020). Basic overview of human physiology. Smart Healthcare for Disease Diagnosis and Prevention, 193–212. https://doi.org/10.1016/b978-0-12-817913-0.00019-5
Tamam, B., & Corebima, A. D. (2023). Implementing augmented reality to improve students’ biology learning outcomes: Gender-based effect. International Journal of Evaluation and Research in Education (IJERE), 12(4), 2157–2164. https://doi.org/10.11591/ijere.v12i4.25645
Tuli, N., & Mantri, A. (2020). Usability Principles for Augmented Reality based Kindergarten Applications. Procedia Computer Science, 172, 679–687. https://doi.org/10.1016/j.procs.2020.05.089
Zaina, L. A. M., Fortes, R. P. M., Casadei, V., Nozaki, L. S., & Paiva, D. M. B. (2022). Preventing accessibility barriers: Guidelines for using user interface design patterns in mobile applications. Journal of Systems and Software, 186, 111213. https://doi.org/10.1016/j.jss.2021.111213
Zubaidah, S., Mahanal, S., Yuliati, L., Wayan, D. I., Pangestuti, Ardian A, Puspitasari, Dyne R, Mahfudhillah, Hamim T, Robitah, A., Kurniawati, Z. L., Rosyida, F., & Sholihah, M. (2017). Ilmu pengetahuan alam: buku guru SMP/MTs Kelas VIII - Repositori Institusi Kementerian Pendidikan dan Kebudayaan. Kemdikbud.go.id. http://repositori.kemdikbud.go.id/6951/1/buku%20guru%20IPA.pdf