Learning with digital technology-facilitated empathy: an augmented reality approach to enhancing students’ flow experience, motivation, and achievement in a biology program
Abstract
Biology involves the understanding of life concepts and the exploration of life processes. Due to the complexity of life, the learning content of biology is often microscopic, abstract, and complex. In traditional teaching, The non-visualization of abstract concepts, rote memorization of knowledge and low classroom participation tend to make students feel dull and eventually lead to inefficient and low confidence in learning. Augmented reality (AR) superimposes 3D dynamic virtual information into the real world and visualizes abstract concepts to deepen students’ understanding of concepts. In addition, AR supports virtual-real interaction and instant feedback, which helps to stimulate learning interest and reinforce the learning effect. Therefore, the application of AR can solve the problems of traditional biology teaching. This study used a quasi-experimental approach to explore the potential of AR in teaching biology. A total of 81 third grade students were recruited for the study. The experimental group (40 students) was taught with AR, while the control group (41 students) was taught with traditional instruction. The study found that AR instruction significantly increased students’ flow experiences and motivation to learn and reduced their cognitive load. However, there were no significant differences in self-efficacy and academic performance between the two groups.
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The use of AR allows students to immerse themselves in authentic scientific learning experiences, stimulating their learning motivation and achievement, while enhancing the flexibility and interactivity of learning activities.
“The use of AR allows students to immerse themselves in authentic scientific learning experiences, stimulating their learning motivation and achievement, while enhancing the flexibility and interactivity of learning activities (Estapa & Nadolny, 2015;Lu et al., 2020;Wang et al., 2022).”
From Augmented Reality and Student Motivation: A Systematic Review (2013-2024) (2025) · cites this paper as Wang et al., 2022
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Shyr, W.-J., Wei, B.-L., & Liang, Y.-C. (2024) · Sustainability · doi:10.3390/su16052015 · Cited by 26 · see citing works
Aldeeb, F. H., Sallabi, O. M., Elaish, M. M., & Hwang, G. (2024) · Journal of Computer Assisted Learning · doi:10.1111/jcal.12989 · Cited by 28 · see citing works
Self-citationAugmented Reality and Student Motivation: A Systematic Review (2013-2024)
Zuo, R., Wenling, L., & Xuemei, Z. (2025) · Journal of Computers for Science and Mathematics Learning · doi:10.70232/jcsml.v2i1.23 · Cited by 13 · see citing works
- Authors
- Wang, X.-M., Hu, Q.-N., Hwang, G.-J., & Yu, X.-H.
- Affiliations
- Zhejiang Normal University (CN)
- National Taiwan University of Science and Technology (TW)
- Corresponding author
- Wang, Xiao-Ming
- Venue
- Interactive Learning Environments
- Publisher
- Informa UK Limited
- Published
- 2022-04-17
- Volume
- 31
- Issue
- 10
- Pages
- 6988-7004
- ISSN
- 1049-4820 (ISSN-L)
- 1744-5191
- OpenAlex
- W4223993895
- Cited by
- 87
- References
- 0
- Citations by year
- 2026: 25 · 2025: 21 · 2024: 25 · 2023: 11 · 2022: 5
- FWCI
- 4.89
- Type
- journal article
- Language
- en
- Open access
- closed
- Locations
- Interactive Learning Environments (publishedVersion)
- Funders
- Higher Education Teaching Reform Project of Zhejiang Province (jg20190106)
- Topics
- Physical Sciences › Computer Science › Computer Vision and Pattern Recognition › Augmented Reality Applications
- Physical Sciences › Computer Science › Human-Computer Interaction › Virtual Reality Applications and Impacts
- Social Sciences › Education › Science Education and Pedagogy
- Keywords
- augmented reality, biology education, flow experience, student motivation, cognitive load, self-efficacy, academic performance, visualization of abstract concepts, digital technology in teaching, junior high school students
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