Evaluating the Feasibility and User-Friendliness of an Augmented Reality–Integrated Physics Textbook on Motion Dynamics
DOI: https://doi.org/10.26618/dh72jq67
augmented reality, AR-integrated textbook, motion dynamics, physics education, user experience
Abstract
Physics learning in the 21st century requires interactive, technology-enhanced instructional resources that support students' understanding of abstract concepts, particularly those related to the dynamics of motion. However, many augmented reality (AR)-based learning tools remain limited to standalone applications and are not adequately integrated into structured instructional materials, which may reduce their pedagogical value and classroom usability. Therefore, this study aimed to develop and evaluate an Augmented Reality Integration (ARI)-based physics textbook designed to improve the feasibility and user-friendliness of AR-supported learning materials in physics education. The study employed a development research approach based on the design thinking model, comprising five stages: empathize, define, ideate, prototype, and test. The ARI textbook was developed by integrating textbook content, student worksheets, and marker-based augmented reality features into a unified learning resource on motion dynamics. Data were collected through literature review, observations, interviews, expert validation, and usability testing involving teachers and students. Feasibility was assessed using Gregory’s expert agreement analysis, while usability and user experience were evaluated using the System Usability Scale (SUS) and the User Experience Questionnaire (UEQ). The results showed that the developed textbook achieved a Gregory coefficient of 1.00 for both content and language, indicating a high level of feasibility for classroom use. The SUS results further indicated that the textbook was acceptable for learning, although differences were found between Grade X and Grade XII students in terms of ease of use and independence. In addition, the UEQ results demonstrated improvements across all users experience dimensions after iterative refinement, particularly in stimulation, attractiveness, and perspicuity. The novelty of this study lies in integrating augmented reality into a structured physics textbook, developed through a user-centered design thinking approach, rather than as a standalone application. In conclusion, the ARI-based textbook is feasible and user-friendly, and it contributes to physics education by providing an innovative, interactive, and pedagogically meaningful learning resource for visualizing abstract concepts.
References
Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1–11. https://doi.org/10.1016/j.edurev.2016.11.002
Azuma, R. T. (1997). A survey of augmented reality. Presence: Teleoperators and Virtual Environments, 6(4), 355–385. https://doi.org/10.1162/pres.1997.6.4.355
Bacca, J., Baldiris, S., Fabregat, R., Graf, S., & Kinshuk. (2014). Augmented reality trends in education: A systematic review of research and applications. International Forum of Educational Technology & Society, 17(4), 133–149. https://www.jstor.org/stable/jeductechsoci.17.4.133
Bernard, R. M., Borokhovski, E., Schmid, R. F., Waddington, D. I., & Pickup, D. (2017). Protocol for a systematic review: 21st century adaptive teaching and individualized learning operationalized as specific blends of student-centered instructional events: a systematic review and meta-analysis. Campbell Systematic Reviews, 13(1), 1–24. https://doi.org/10.1002/CL2.180
Bower, M., Howe, C., McCredie, N., Robinson, A., & Grover, D. (2014). Augmented reality in education: Cases, places, and potentials. Educational Media International, 51(1), 1-15. https://doi.org/10.1080/09523987.2014.889400
BSKAP Kemdikbudristek. (2022a). Keputusan BSKAP No. 003/H/KR/2022 tentang capaian pembelajaran pada Kurikulum Merdeka. Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi. https://kurikulum.kemendikdasmen.go.id/file/1711503412_manage_file.pdf
BSKAP Kemdikbudristek. (2022b). Keputusan BSKAP No. 009/H/KR/2022 tentang dimensi, elemen, dan subelemen Profil Pelajar Pancasila pada Kurikulum Merdeka. Kementerian Pendidikan, Kebudayaan, Riset, dan Teknologi. https://kurikulum.kemendikdasmen.go.id/file/1711503412_manage_file.pdf
Cai, S., Wang, X., & Chiang, F. K. (2017). A case study of augmented reality simulation system application in a chemistry course. Computers in Human Behavior, 37, 31-40. https://doi.org/10.1016/j.chb.2014.04.018
Çalik, M., Ayas, A., & Ebenezer, J. V. (2005). A review of solution chemistry studies: Insights into students’ conceptions. Journal of Science Education and Technology, 14, 29-50. https://doi.org/10.1007/s10956-005-2732-3
Cheng, K. M. (2017). Advancing 21st century competencies in East Asian education systems. University of Hong Kong. https://asiasociety.org/files/21st-century-competencies-east-asian-education-systems.pdf
Dam, R. F., & Teo, Y. S. (2024). What Is Empathy and Why Is It So Important in Design Thinking?. IxDF - Interaction Design Foundation. https://ixdf.org/literature/article/design-thinking-getting-started-with-empathy
Elmqaddem, N. (2019). Augmented reality and virtual reality in education: Myth or reality? International Journal of Emerging Technologies in Learning (iJET), 14(3), 234–242. https://doi.org/10.3991/ijet.v14i03.9289
Garzón, J., Pavón, J., & Baldiris, S. (2019). Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality, 23, 447-459. https://doi.org/10.1016/j.compedu.2021.104227
Gräser, S., Kirschenlohr, F., & Bohm, S. (2024). User experience evaluation of augmented reality: A systematic literature review. arXiv. https://doi.org/10.48550/arXiv.2411.12777
Hasan, I., Arafah, K., & Hasyim, M. (2025). The impact of augmented reality media on high school students’ critical thinking skills in physics. Jurnal Pendidikan Fisika, 13(3), 600–613. https://doi.org/10.26618/zsft6997
Henriksen, D., Richardson, C., & Mehta, R. (2017). Design thinking: A creative approach to educational problem of practice. Thinking Skills and Creativity, 26, 140-153. https://doi.org/10.1016/j.tsc.2017.10.001
Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109–123. https://doi.org/10.1016/j.compedu.2018.05.002
Law, E. L. C., & Heintz, M. (2021). Augmented reality applications for K–12 education: A systematic review from the usability and user experience perspective. International Journal of Child-Computer Interaction, 30, 1-23. https://doi.org/10.1016/j.ijcci.2021.100321
Makransky, G., & Mayer, R. E. (2022). Benefits of taking a virtual field trip in immersive virtual reality: evidence for the immersion principle in multimedia learning. Educational Psychology Review, 34(3), 1771–1798. https://doi.org/10.1007/s10648-022-09675-4
Na, H., & Yun, S. (2024). The effect of augmented reality on K–12 students’ motivation: A meta-analysis. Educational Technology Research and Development, 72, 2989-3020. https://doi.org/10.1007/s11423-024-10385-7
Nurhidayah, N., Syahri, M., & Tinus, A. (2025). Effectiveness of digital learning media on students’ achievement in science education: A quasi-experimental study in Islamic junior secondary school. Jurnal Pendidikan Fisika, 13(3), 400–415. https://doi.org/10.26618/654nz478
Pallavicini, F., & Anesa, P. (2026). A narrative review on augmented reality in education. Education Sciences, 16(2), 1-34. https://doi.org/10.3390/educsci16020261
Pertiwi, F. N., Kitthawee, U., Ramadhan, N. H., & Muna, I. A. (2025). Phys’AR as a learning innovation: Strengthening critical thinking and argumentation skills in applied physics. Jurnal Pendidikan Fisika, 13(3), 461–478. https://doi.org/10.26618/h80x0b78
Picciano, A. G. (2017). Theories and frameworks for online education: Seeking an integrated model. Online Learning Journal, 21(3), 166-190. https://doi.org/10.24059/olj.v21i3.1225
Pratama, A., Faroqi, A., & Mandyartha, A. P. (2022). Evaluation of user experience in integrated learning information systems using user experience questionnaire (UEQ). Journal of Information Systems and Informatics, 4(4), 1019-1029. https://doi.org/10.51519/journalisi.v4i4.394
Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education: Design elements, lessons learned, and research agenda. Computers & Education, 147, 1-29. https://doi.org/10.1016/j.compedu.2019.103778
Razzouk, R., & Shute, V. (2012). What is design thinking and why is it important? Review of Educational Research, 82(3), 330–348. https://doi.org/10.3102/0034654312457429
Roussou, M. (2004). Learning by doing and learning through play: An exploration of interactivity in virtual environments for children. Computers in Entertainment, 2(1), 1-23. https://doi.org/10.1145/973801.973818
Singh, G., & Ahmad, F. (2024). An interactive augmented reality framework to enhance the user experience and operational skills in electronics laboratories. Smart Learning Environments, 11(5), 1-23. https://doi.org/10.1186/s40561-023-00287-1
Sirakaya, M., & Cakmak, E. K. (2018). The effect of augmented reality use on achievement, misconception and course engagement. Contemporary Educational Technology, 9(3), 297-314. https://doi.org/10.30935/cet.444119
Sukma, A. P., Yusuf, R., & Dai, R. H. (2023). Analisis pengukuran usability sistem informasi manajemen Baznas (SIMBA) menggunakan metode system usability scale (SUS). Diffusion: Journal of System Information Technology, 3(2), 224–231. https://ejurnal.ung.ac.id/index.php/diffusion/article/view/21342
Sutarsih, T., & Maharani, K. (2020). Statistik Telekomunikasi Indonesia. Badan Pusat Statistik Indonesia.
Treagust, D. F. (2007). General instructional methods and strategies. Handbook of research on science education, 373–391. Routledge. https://www.taylorfrancis.com/chapters/edit/10.4324/9780203824696-17/general-instructional-methods-strategies-david-treagust
Volioti, C., Keramopoulos, E., Sapounidis, T., Melisidis, K., Zafeiropoulou, M., Sotiriou, C., & Spiridis, V. (2022). Using augmented reality in K–12 education: An indicative platform for teaching physics. Information, 13(336), 1-27. https://doi.org/10.3390/info13070336
Voogt, J., & Roblin, N. P. (2012). A comparative analysis of international frameworks for 21st century competencies: Implications for national curriculum policies. Journal of Curriculum Studies, 44(3), 299-321. https://doi.org/10.1080/00220272.2012.668938
Wahyudi, M., Azmar, A., Muhayadi, S., & Firmansyah, M. A. (2024). Development of physics digital props based on the Internet of Things (IoT) on the material of motion dynamics. Jurnal Pendidikan Fisika, 12(2), 109–120. https://doi.org/10.26618/jpf.v12i2.12476
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 Mutahharah Hasyim, Abdul Haris, Muhammad Takwin, Imam Ramadhan, Fatmawaty

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.
Copyright:
Authors who publish with this journal agree to the following terms:
1. Authors retain copyright and grant the journal right of first publication with the work simultaneously licensed under a Creative Commons Attribution-ShareAlike 4.0 International License that allows others to share the work with an acknowledgement of the work's authorship and initial publication in this journal.
2. 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.
3. 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.
Licence:
Authors are free to:
1. Share: Copy and redistribute the material in any medium or format
2. Adapt: Remix, transform, and build upon the material for any purpose, even commercially.
The licensor cannot revoke these freedoms as long as the authors follow the license terms, which include the following:
1. Attribution: You must give appropriate credit, provide a link to the license, and indicate if changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
2. ShareAlike: If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.
3. No additional restrictions: You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
Jurnal Pendidikan Fisika is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.



