DESIGN AND USER EXPERIENCE EVALUATION OF MARKER-BASED AUGMENTED REALITY FOR GEOMETRY LEARNING

Authors

  • Aulia Asyathul Hafizah Universitas Riau
  • Noveri Lysbetti Marpaung Universitas Riau
  • Dewi Nasien Institut Bisnis dan Teknologi Pelita Indonesia

DOI:

https://doi.org/10.35145/joisie.v10i1.5990

Keywords:

Augmented Reality, Marker-Based Tracking, Geometry Learning, Android, Software Quality, User Experience

Abstract

Three-dimensional geometry requires learners to interpret spatial relationships that are difficult to convey through static two-dimensional media. This study developed and evaluated a marker-based augmented reality (AR) application for Android to support junior-high-school geometry learning. A research-and-development approach using the waterfall software development life cycle guided requirements analysis, design, implementation, and testing. Unity 3D and Vuforia were used to present seven solids, geometric attributes, volume and surface-area formulas, nets, and three quiz levels. Product evaluation combined an adapted ISO/IEC 25010 product-quality assessment and the full User Experience Questionnaire (UEQ) with 65 respondents. Functional tests showed that registered markers generated the correct 3D objects at distances below 30 cm under adequate lighting, whereas unregistered markers produced no object. The UEQ mean scores were 2.24 for attractiveness, 2.05 for perspicuity, 2.09 for efficiency, 1.92 for dependability, 2.20 for stimulation, and 1.76 for novelty; all were classified as Excellent using the UEQ benchmark. The application demonstrated positive user experience and operational feasibility, although its effect on learning achievement was not tested.

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Published

2026-06-30

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