A subscription to JoVE is required to view this content. Sign in or start your free trial.

Research Article

Augmented Reality Educational Game Applications in Science Teaching

330 views

DOI:

10.3791/69301

March 20th, 2026

In This Article

Summary

Augmented reality (AR) enhances science teaching by integrating educational games, improving interactivity, and enhancing learning outcomes. Experiments show that AR boosts increase scores by 28 points, with freshmen/seniors gaining 22/30 points. Game indicators (playability and applicability) reach 84%-87%, and user satisfaction exceeds 94%. AR significantly improves performance and classroom effectiveness.

Abstract

With the deep integration of information technology and education, augmented reality (AR) has become a trend in science teaching, combining virtual reality and real-time interaction. This study designs and develops a science teaching system based on AR technology, integrated with educational game mechanisms, to overcome the problems of difficulty in understanding abstract content and low student participation in traditional science teaching. The system is guided by the theories of experiential learning and constructivism, and it integrates algorithms such as feature point tracking, image correction, and regression training. These algorithms improve the accuracy and stability of virtual models in real environments. Finally, a 12-month comparative experiment is conducted in a science and engineering major at a certain university. Experimental results showed that the average score for the science teaching method using AR technology improved significantly, by 20.11 points, compared with the traditional teaching method. The grade of Freshmen in the teaching system increased by 22.36 points, and the average score of seniors in the teaching system increased by 29.97 points. In the science teaching system, the indicators of educational games, playability, and applicability increased to 84, 87, and 86, respectively. Users' satisfaction with the system's usability, content accuracy, responsiveness, and clarity of indicators could reach 97%, 96%, 94%, and 98%, respectively. In summary, the science teaching system using an AR technology educational game has a significant improvement in students' performance and a strong practical effect in the science classroom.

Introduction

Augmented reality (AR) technology has become a necessity, helping people to experience, detect, and inspire, so as to improve life experience1. This brings heuristic significance to the education and teaching of abstract content. Given the very abstract and difficult-to-observe nature of VR and AR technologies, they can be used2 to enhance the effectiveness of education and teaching, so that students' learning potential can be tapped and developed3. Virtual reality technology has interactivity, immersion, and autonomy, which meet the needs of contemporary education. It can be integrated into p....

Access restricted. Please log in or start a trial to view this content.

Protocol

This study has undergone rigorous review and approval by the relevant ethics review committee, and the entire research process strictly adheres to the Declaration of Helsinki and applicable academic research ethics standards, fully safeguarding the legitimate rights and interests, physical and mental well-being, and personal privacy of the participants.

The recruitment process for research participants complies with ethical requirements, and all participants signed a written informed consent form prior to participation in the study. The informed consent form is clear and easy to understand and explicitly describes the scope of data collecti....

Access restricted. Please log in or start a trial to view this content.

Results

Evaluation results of educational game experience and learning effectiveness

To verify the scientificity and practicability of the teaching system, the science teaching system developed through an educational game using AR technology is analyzed. To quantify the core performance of the system, technical indicator data is synchronously collected during the experimental process. Under standard experimental conditions (illumination of 300 ± 50 lux), the average tracking success r.......

Access restricted. Please log in or start a trial to view this content.

Discussion

With the development of science and technology, the impact of information technology on people's daily lives spans many fields, and the state also makes every effort to promote the deep integration of information technology with education and teaching. AR technology, with real-time interaction and the combination of virtual and real, is popular in the education industry. Tulgar et al. found, through extensive bibliometric analysis, that AR-based mobile learning and gamification have become the focus of recent research

Access restricted. Please log in or start a trial to view this content.

Materials

List of materials used in this article
NameCompanyCatalog NumberComments
AR display deviceMicrosoftHoloLens 2https://www.microsoft.com/en-us/hololens/hardware
Computer Vision LibraryOpenCV TeamOpenC 4.13.0https://opencv.org/releases/
Development engineUnity TechnologiesUnity 2021 LTShttps://unity.com/releases/2021-lts
Graphics cardNVIDIARTX A2000https://www.nvidia.com/content/dam/en-zz/Solutions/design-visualization/rtx-a2000/rtx-a2000-datasheet-us-nvidia-1520552-r3-web.pdf
Integrated Development EnvironmentMicrosoftVisual Studio 2022https://visualstudio.microsoft.com/vs/
Operating systemMicrosoftWindows 11https://www.microsoft.com/en-us/windows/windows-11
ProcessorIntelCore i9-11950Hhttps://www.intel.com/content/www/us/en/products/sku/213800/intel-core-i911950h-processor-24m-cache-up-to-5-00-ghz/specifications.html

References

  1. John, Y. M., Sanusi, A., Yusuf, I. Reliability analysis of multi-hardware-software system with failure interaction. JCCE. 2 (1), 38-46 (2023).
  2. Amin, S. N., Shivakumara, P., Jun, T. X. An augmented reality-based approach for designing interactive food menu ....

Access restricted. Please log in or start a trial to view this content.

Reprints and Permissions

Tags

Educational GamesAR TechnologyExperiential LearningConstructivist LearningFeature Point TrackingImage CorrectionRegression TrainingVirtual Models