Development of Spart AR-Based Interactive Game for Teaching Force and Motion among form Four Students

Authors

Ainin Sofiya Mohamad Nizam

Department of Physics, Faculty of Science and Mathematics, Universiti Pendidikan Sultan Idris, 35900 Tanjong Malim, Perak (Malaysia)

Mohd Norzaidi Mat Nawi

STEM Nurturing Centre, Faculty of Science and Mathematics, Universiti Pendidikan Sultan Idris (Malaysia)

Article Information

DOI: 10.47772/IJRISS.2026.100800892

Subject Category: Education

Volume/Issue: 10/8 | Page No: 13060-13065

Publication Timeline

Submitted: 2026-09-05

Accepted: 2026-09-10

Published: 2026-09-19

Abstract

This study details the design, development, and empirical usability evaluation of an Augmented Reality (AR)-based interactive educational game built on the Spark AR platform. Designed to mitigate prevalent conceptual misconceptions in Newtonian mechanics, specifically the 'Force and Motion I' subtopic, the intervention caters to upper-secondary physics students. Framed within the ADDIE instructional design model and anchored in constructivist learning theories, the research adopted a quantitative developmental paradigm. A sample of 30 Form Four physics students was selected via simple random sampling. Research instruments comprised an expert validation matrix and a adapted 20-item USE questionnaire operating on a 4-point Likert scale. Content and face validity were verified by a panel of three physics education experts using the percentage of agreement method. Usability metrics were quantified through descriptive statistical analysis (mean and standard deviation) executed via SPSS. Findings revealed exceptional expert validation scores, achieving 100% face validity and 97% content validity (overall mean agreement of 98%). The usability evaluation yielded a high overall mean score (M = 3.71, SD = 0.617). Among the dimensions evaluated, Satisfaction (M = 3.78, SD = 0.607) and Ease of Learning (M = 3.75, SD = 0.545) recorded the highest ratings. The results demonstrate that integrating Spark AR into physics education provides a highly usable, interactive, and pedagogically sound supplementary tool that enhances conceptual mastery and student engagement in abstract physics topics.

Keywords

Spark AR; Augmented Reality; Physics Education

Downloads

References

1. Ministry of Education Malaysia. (2013). Malaysia Education Blueprint 2013-2025 (Preschool to Post-Secondary Education). Putrajaya: MOE. [Google Scholar] [Crossref]

2. Mahalingam, N., & Jamaludin, K. A. (2021). Impak dan cabaran pelaksanaan pengajaran dan pembelajaran atas talian semasa Perintah Kawalan Pergerakan. Jurnal Dunia Pendidikan, 3(1), 104-112. [Google Scholar] [Crossref]

3. Nordin, N. (2019). Kajian permasalahan pelajar dalam pembelajaran Fizik 1. International Journal of Modern Education, 1(2), 1-9. [Google Scholar] [Crossref]

4. Kiflee, C. S., Nordin, N., & Khalid, F. (2022). Penggunaan media interaktif dalam pengajaran dan pembelajaran Fizik: Satu tinjauan literatur. Jurnal Dunia Pendidikan, 4(1), 112-123. [Google Scholar] [Crossref]

5. Thomas, D. S., & Mahmud, M. S. (2021). Pembelajaran berasaskan permainan digital dalam pengajaran matematik: Sebuah tinjauan literatur. Jurnal Pendidikan Matematik, 9(2), 45-58. [Google Scholar] [Crossref]

6. Ajit, G., Lucas, T., & Thomas, D. S. (2021). A systematic review of Augmented Reality in STEM education. Estudios de Economía Aplicada, 39(3), 1-12. [Google Scholar] [Crossref]

7. Harun, N. H., Abdul Rahman, M. N., Mansor, M. A., & Muhamad, N. A. (2020). Pengurusan pengajaran dan pembelajaran berasaskan kreativiti Orang Asli dalam meningkatkan kecerdasan kanak-kanak prasekolah. Jurnal Kepimpinan Pendidikan, 7(2), 15-28. [Google Scholar] [Crossref]

8. Schellinger, J., Mallya, A., & Mercer, J. (2019). Using technology-enhanced inquiry-based instruction to foster the development of elementary students’ views on the nature of science. Journal of Science Education and Technology, 28(4), 341-352. [Google Scholar] [Crossref]

9. Yasak, Z., Yamhari, S., & Esa, A. (2010). Penggunaan teknologi dalam mengajar Sains di sekolah rendah. Jurnal Pendidikan Sains, 2(1), 30-42. [Google Scholar] [Crossref]

10. Rolfe, V. E., & Gray, D. (2011). Are multimedia resources effective in life science education? A meta-analysis. Bioscience Education, 18(1), 1-14. [Google Scholar] [Crossref]

11. Sidek, M. N., & Jamaludin, A. (2005). Pembinaan modul: Bagaimana membina modul latihan dan modul akademik. Serdang: Penerbit Universiti Putra Malaysia. [Google Scholar] [Crossref]

12. Krejcie, R. V., & Morgan, D. W. (1970). Determining sample size for research activities. Educational and Psychological Measurement, 30(3), 607-610. [Google Scholar] [Crossref]

13. Othman, M. S., & Kassim, A. Y. (2019). Kesahan dan kebolehpercayaan instrumen amalan pengajaran guru Pendidikan Islam sekolah rendah di dalam mengintegrasikan Kemahiran Berfikir Aras Tinggi (KBAT). Online Journal of Islamic Education, 7(1), 22-35. [Google Scholar] [Crossref]

14. Lund, A. M. (2001). Measuring usability with the USE questionnaire. Usability Interface, 8(2), 3-6. [Google Scholar] [Crossref]

15. Bond, T. G., & Fox, C. M. (2015). Applying the Rasch model: Fundamental measurement in the human sciences (3rd ed.). Routledge. [Google Scholar] [Crossref]

16. Bacotang, J., Mahmud, M. S., & Jabbar, M. A. (2020). Kesahan dan kebolehpercayaan modul pembelajaran berasaskan permainan. Jurnal Kebangsaan Pendidikan, 8(1), 50-62. [Google Scholar] [Crossref]

17. Amin, S. F. M., Sharif, S., Taat, M. S., Madjapuni, M. N., & Mariappan, M. (2022). Implementasi pemeriksaan kebolehgunaan menggunakan kaedah penilaian pakar dalam fasa penilaian modul robot M-Solat. International Journal of Education, Psychology and Counseling (IJEPC), 7(45), 180-195. [Google Scholar] [Crossref]

18. Ali, A., Abbas, L. N., & Sabiri, A. M. (2021). Effectiveness of Gamification Learning in Students Achievement for Complex Number Topic. Online Journal for TVET Practitioners, 6(1), 108-119. [Google Scholar] [Crossref]

Metrics

Views & Downloads

Similar Articles