International Journal of Interactive Mobile Technologies (iJIM) – eISSN: 1865-7923 – Vol. 16, No. 05, 2022


Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

Development of a Mobile e-Learning Platform on Physics 
Using Augmented Reality Technology

https://doi.org/10.3991/ijim.v16i05.26961

Yevgeniya A. Daineko(*), Dana D. Tsoy, Aigerim M. Seitnur, Madina T. Ipalakova
International Information Technology University, Almaty, Kazakhstan

y.daineko@iitu.edu.kz

Abstract—The rapid changes caused by the pandemic worldwide has affected 
every sphere of our lives and accelerated the digitalization process. With the con-
stant increase in the computing power of tablets and smartphones, new oppor-
tunities for their use in trade, industry, medicine, and education have emerged. 
Our current transition to Industrialization 4.0, supported mainly by mobile tech-
nologies, has helped preserve this condition. The authors have researched this 
area to implement the project, studied various approaches and experiences during 
COVID-19. The authors attempted to observe relevant world experience and 
hypothesize that mobile devices have a high potential for forming a new effective 
learning model when adequately integrated. The experience of researchers from 
different countries is highlighted, in which the authors share their observations 
and discoveries made after the world moved to distance learning in spring 2020. 
This article focuses on the experience of developing a mobile application for 
distance physics learning in higher and secondary educational institutions using 
augmented reality technology. The article consistently describes how the authors 
have made through the development process, including the background research 
and testing the product among users. The paper gives paper the project imple-
mentation process, the rationale for the used tools, and a description of the var-
ious stages of development. A student survey supports the proposed hypothesis, 
and the article also includes an analysis of the responses. The paper highlights 
the advantage of using digital educational tools, which have shown significant 
importance during the unplanned closure of schools and universities due to the 
coronavirus. Our future work lies in the improvements of research design and 
application optimization.

Keywords—mobile e-learning platform, mobile application, augmented reality, 
Unity3D, physics 

1 Introduction

In this work, an attempt is made to investigate and evaluate the potential of new 
technologies to compensate for knowledge that has traditionally been obtained through 
direct interaction. The global pandemic of 2020 has brought many processes online 
around the globe, and this has evolved into one of the most severe issues, with mixed 
consequences that we still have to deal with. This situation has had the most significant 

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mailto:y.daineko@iitu.edu.kz


Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

impact on areas where live interaction is critical: the education, service sector, event, 
and entertainment industries.

However, the situation in the educational sphere is the most crucial because it 
involves the young generation, which is in the formation stage, and thus ineffective 
decisions can harm future development. In addition, it is essential to remember about 
the psychological state of pupils and students, who, despite the high level of proficiency 
in technology, even at a young age [1], yet are not always able to control the situation 
entirely. Even adults are not always able to select the best solutions. The unplanned 
closure of schools and universities due to the Covid-19 pandemic has had clear impli-
cations on education worldwide and has accelerated the adoption of digital and mobile 
technologies in the education system.

Many research papers that attempt to observe and track mental and general health 
issues have been published since spring 2020, which was challenging for everyone. 
Davis et al. explore distance learning from the perspective of teachers’ mental health 
and how it affects them. It is shown that it causes mental distress for teachers and 
parents [2].

Karakose et al. [18] discuss other problems revealed during the lockdown, and they 
related to many aspects of our lives. The research results show that most state structures 
were not ready for these changes, reflected in COVID-19 phobia and conflicts within 
families and workplaces. 

Despite these complexities, as is discussed in [3], students were motivated and 
tended to pass all the assignments on time. Another positive outcome is that students 
got more time to rest though limited with impersonal communication. 

The use of mobile technology during the pandemic has become the most organic 
solution due to its prevalence and ease of use. According to [4], the number of smart-
phones worldwide is increasing from year to year. Mobile phones rose to prominence 
and became a panacea for many educational institutions. On the one hand, life changes 
brought about by social distancing and self-isolation, and the development and spread 
of mobile technologies have resulted in new teaching methods. Traditional education 
failed, and it was necessary to rethink the educational paradigm focusing on digital and 
mobile technologies.

One of the disadvantages of distance learning is that students cannot gain practi-
cal skills, for example, within physics courses, because there is no direct access to 
laboratory facilities for conducting experiments. Therefore, we decided to create a 
program that combines the approach of challenging games and allows performing 
practical tasks, studying physical processes. Traditionally, practical teaching methods 
are problem-solving, laboratory works, and home experiments. Students develop the 
ability to apply theoretical knowledge, measurement skills, and mathematical data pro-
cessing. The practical skills for performing experiments, measuring, recording, and 
processing the results are of fundamental importance for mastering this course. When 
there is no access to actual equipment during distance learning, it is more expedient to 
use virtual laboratories and simulators with virtual and augmented reality to form the 
necessary practical skills by students. 

Today, almost all students use mobile devices for educational purposes. A trans-
formation of students’ attitudes towards electronic devices occurs—from consider-
ing gadgets as means of communication and devices for consuming game and music 

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Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

content and communicating on social networks to using them as an element of online 
education. 

This paper attempts to investigate how mobile technologies can change the learning 
process. To get a complete picture of the current situation and the active use of new 
methods in education in the era of sustainable development and industrialization 4.0, 
an analysis of relevant world experience in this area was made. The advantages and 
disadvantages of the approach are considered. Based on the research, an algorithm for 
developing the software package was developed in the “Instruments” and “Implemen-
tation” sections. The application development process and the tools that were involved 
are presented. After development, a survey was done among students who evaluated the 
application itself and its functionality. The “Results and Evaluation” section reflects the 
project evaluation results and analysis. Future work is displayed in the “Conclusion” 
section, and it describes the following steps to work on the project.

Thus, this article considers how to make the assimilation of physical laws more 
effective, accessible, and interesting for students using mobile devices and virtual 
and augmented reality technologies. This work will reveal the potential properties of 
mobile technologies and mixed reality in studying physics courses in an accessible and 
fascinating format.

2 Related works 

The learning process with mobile devices such as laptops, mobile phones, and tab-
lets has become a new research topic worldwide, while their application in everyday 
life has long been a reality. Several studies are devoted to using mobile devices in the 
educational process and the efficacy of the methodology and practice of using gadgets 
for educational purposes [5–7].

Liashenko and Tereshchuk [8], in their work, analyze the possibilities of introducing 
mobile learning technologies into school practice as means of building information 
and digital competencies of students. The authors argue that the low level of mobile 
education implementation in school practice is due to a lack of methodological support 
and an incorrect description of how to use mobile applications in specific didactic situa-
tions. On the Plickers mobile application example, the possibilities of such an approach 
in teaching physics are demonstrated [9].

Salnyk [10] studied the use of mobile technologies in teaching physics as well. In 
particular, the possibilities of mobile applications and sensors of mobile devices are 
considered as measuring instruments for conducting physical experiments. The author 
argues that using mobile device sensors in a virtual-oriented environment significantly 
expands their functionality. This opens up the possibility of designing and developing 
low-cost laboratories that can engage physics lessons in and out of the classroom.

The study of the application of mobile augmented reality to support teaching and 
learning physics in high school is discussed by Fojtik [11]. He explored the didactic 
capabilities of this technology using a system of web and mobile applications. The 
results of the author’s research undoubtedly show that mobile augmented reality can 
increase students’ motivation and interest while successfully supporting the learning 
and teaching of physics in high school. In addition, the author considers the use of 

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Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

mobile learning technologies for special needs children. The paper describes the expe-
rience of their implementation in the framework of inclusive education.

An exciting overview of online tools for creating mobile applications, such as App 
Inventor, Thunkable, AppsGeyser, AppyBuilder, Infinity Monkeys, is presented in the 
article by Voštinár [12]. With these tools, any teacher can create their mobile app with-
out prior programming skills. The author highlighted the advantages and disadvantages 
of using these online tools. There is an example of a mobile app designed for each 
online tool designed for training.

If we consider foreign experience from the perspective of the teaching methods 
effectiveness, then an exciting example of an article is presented by Rochmah et al. 
[13]. This study develops a mobile app to integrate augmented reality (AR) features 
into puzzle-like games. To determine the effectiveness of the proposed platform, 
experiments were carried out to assess the impact on academic performance and stu-
dents’ motivation in two groups: experimental (based on AR) and control (traditional 
approach). The results showed that the AR-based group scored significantly more 
points (p < 0.05) than the control group, which increases the value of the new approach 
to teaching natural sciences at the primary school level. However, the AR-based group 
also showed a relative decrease in confidence, suggesting further research is needed to 
understand the impact of AR technology on students’ motivation.

Other researchers, such as Tavares et al. [14], believe that modern technology offers 
many ways to improve teaching and learning, which, in turn, contribute to the devel-
opment of tools for educational activities both inside and outside classrooms. Many 
educational programs that apply augmented reality (AR) technology are widely used to 
provide additional educational materials. This article describes the potential and prob-
lems of using GeoGebra AR in mathematical research, allowing students to view 3D 
geometric objects to understand their structure better and verifies the feasibility of its 
use based on the experimental results [15].

In education, augmented reality makes learning more exciting and engaging. The 
problems of performing laboratory and practical work in distance learning can be solved 
by developing teaching aids that use augmented reality, which projects two-dimensional 
or three-dimensional virtual objects into a natural environment in real-time. The article 
[16] describes the experience of creating an application based on AR technologies for 
teaching computer network devices, which contributes to a better understanding and 
motivation of students in mastering the study material.

Thus, research and literature review show that the introduction of digital and mobile 
technologies into the learning process is becoming more relevant since they can com-
plement and create a high-quality symbiosis with traditional teaching methods. Such 
combinations help to increase the efficiency of the educational process.

The usage of computer science (CS) is becoming much more prevalent in society 
today. Especially in today’s digital generation, gamification has become a popular tactic 
to encourage specific behaviors and increase motivation and engagement. Some plat-
forms enable educators to use gaming technology to develop learning environments 
for students. Classcraft is one of the many examples of how technology can be used 
in classrooms to engage students and facilitate exciting, engaging, and exciting les-
sons. The results presented in this study suggest that students’ engagement and attitudes 
toward programming have been positively affected.

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Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

On the contrary, students’ academic performance was not affected at a statisti-
cally significant level. The paper reflects the experience of students’ interaction with 
plenty of educational gamification tools. Their study showed a positive effect on 
engagement and lessons’ interest though the academic performance was not changed 
significantly [17]. 

Karakose et al. [18] investigate mobile technologies and other innovations in edu-
cation from the opposite side. The authors surveyed one hundred seventy-six Greece 
primary and secondary teachers. The findings revealed why many of them are hesitant 
to adopt new technologies. The most common of them are technological equipment, 
and another reason is unfamiliarity with learning objects and simulation tools.

The importance of flexibility and readiness to unexpected cases and situations is 
highlighted in another work by Karakose et al. [19]. The authors have investigated 
many publications made during the pandemic and have developed thematic and meth-
odological recommendations for sustainable research, especially among management, 
leadership, and administration. 

Papadakis [20] analyzed the current use of mobile technology for STEM. The author 
reveals the high performance of the approach, and it is shown that it develops students’ 
creative thinking and increases involvement and perception. 

Despite all the advantages that the use and implementation of new technologies 
bring into the learning process, this approach also has several disadvantages. They can-
not be ignored, especially for young minds with a fragile psyche. This question is stud-
ied in work presented by Buchner et al. [21]. The authors aimed to analyze the impact 
of AR on cognitive load, especially during the learning process. They found that the 
AR is relatively moderate regarding mental processes. Applications’ design rather than 
the technology itself causes the increase in the consumption of the brain’s resources. 
Thus, design principles in terms of augmented reality can control the performance of 
the application and its common perception. 

The authors of [22] cite the experience of Russian higher education institutions. 
They look at mobile learning tools from the design, formation, and legal sides. In their 
opinion, mobile devices and technologies make it possible almost to avoid the organi-
zational problems inherent in traditional education without losing their practical sig-
nificance. Moreover, they allow avoiding psychological barriers and have unlimited 
access. However, such practices’ implementation, regulation, and development are 
fraught with legal, organizational, and technical difficulties. It is also noted that the 
educational program should be tailored to the needs and interests of the students.

The use of the m-learning approach is also discussed by Saikat et al. [23]. The authors 
conducted a study of twenty-two articles on the use of mobile technology during the 
pandemic. They emphasize the importance and the high potential of the technology, 
although implementing all the necessary functionality still takes time. Paramount is the 
approach’s safety, which is provided due to the possibility of remote interaction.

In [24], the authors note that there is still no clear definition of non-formal learning 
tools despite the new trend and increased applications. Moreover, although informal 
learning is more effective than formal, more precise characteristics and criteria are 
required for sustainable development. One of the tips for developing more effective 
mobile learning systems is to form a learning path that can be individually tailored to 
the needs, interests, and preferences.

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Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

Most of the authors still consider mobile technologies an opportunity rather than 
a disadvantage and see great potential in them. However, like any product/direction, 
mobile learning is still at the stage of formation, when each developer has his/her 
vision and approach to development. In this regard, there is no theoretical basis, and 
as a result, the ground for assessing the product’s effectiveness is in isolation from the 
user experience. Therefore, even though mobile technologies in education allow users/
students to get a richer experience, consider complex processes, study the material 
repeatedly and independently, after all, this method still requires specific improvements 
and the introduction of rules.

3 Methodology

Initially, the project was dedicated to using a mobile application to study physics in 
high school. Tasks from the program and the corresponding laboratory work were cho-
sen for this purpose. All work on the project consisted of the following stages:

1. Gathering information, researching the experience of colleagues.
2. Development of requirements for the project.
3. Implementation of the project.
4. Development of a questionnaire.
5. Mailing the application and conducting a survey.
6. Processing of the survey results.
7. Summing up.

A quantitative analysis was used during the work, namely, a survey among applica-
tion users. It was necessary to assess the benefits, usability of the program, and future 
improvements and draw a general picture of the introduction of mobile technologies 
into the educational process. The survey was chosen due to the project’s original pur-
pose; it was created for students, and thus they are the primary judge for evaluating its 
benefits. The questionnaire consists of questions on various aspects of the software: 
interface, usability, and the complexity of using the program. The questions were com-
piled based on Nielsen questionnaires, taken as valid.

4 Instruments

The application properties have become essential for the selection of development 
tools. The app must be compatible with Android and iOS devices and work in AR 
mode. The simplest solution was to use the Unity game engine, and the development 
of the project was carried out inside the Unity engine. The choice is justified by the 
authors’ experience in this environment and a wide range of different functions and 
compatibility of various additional modules, including those providing augmented real-
ity operation. In addition, it is also an advantage that Unity can be assembled for a wide 
range of different devices, both mobile and TV.

Another advantage of the environment is the interface’s ease of use and customi-
zation of the workspace. Continuous software update allows you to create up-to-date 

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Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

applications to implement various frameworks. In addition, the authors have extensive 
experience with this environment. The Unity interface is user-friendly and straightfor-
ward, while it has many different tools, features, and parameters. 

The C# programming language is used to write code inside scenes. It is a high-level 
object-oriented programming language supported by the Unity framework. It allows 
you to customize all elements within scenes, define their behavior and interaction.

Also, the engine differs in its implementation of physics. This is made possible by 
NVIDIA’s PhysX physics engine. In our case, this is especially important since we are 
implementing an imitation of physical processes. The engine and the programming lan-
guage have excellent up-to-date documentation and community, improving and speed-
ing up the development process.

To add functionality that works in augmented reality, the EasyAR library was cho-
sen. It has many different functions, supports marker and markerless modes of opera-
tion. It is also possible to recognize several targets simultaneously, track planes.

5 Implementation

Before starting work on the project, it was necessary to determine the development 
methodology. As a result, it was decided to use Agile since it allows you to work effi-
ciently and flexibly due to making changes directly during the development process 
itself. To begin with, the whole procedure was divided into the following stages:

1. Analysis of the market and analogs to identify current trends.
2. Development of general application requirements.
3. Design of the necessary 3D models, selection of development tools.
4. Project prototyping.
5. Application development.

The developed application is a physics study program that operates in augmented 
reality mode and allows users to switch between three different interface languages: 
Kazakh, Russian, English. The developers analyzed similar projects to study the main 
trends in developing such educational projects to implement the application. In addi-
tion, according to the project topic, the following requirements were identified: realistic 
equipment, correct imitation of physical processes. In Figure 1, you can see a model of 
technical equipment using the example of a lamp.

а) in a view mode b) in the application

Fig. 1. 3D model of a lamp

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Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

The next step was prototyping the user interface. Figure 2 shows the main menu 
prototype, and Figure 3 demonstrates its implementation in the application. 

Fig. 2. Main menu prototype

Fig. 3. Main menu

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Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

In addition to prototyping the main menu, a prototype of scenes with virtual labo-
ratories was also created. Figure 4 shows a screenshot of the interface. The templates 
allowed us to determine the optimal arrangement of interface elements, making the 
application’s user experience more convenient. This was an essential criterion since the 
scenes with labs contain a large amount of text information to be displayed correctly.

Fig. 4. Scene screenshot

Each scene has two buttons, “Assignment” “Data,” so students can efficiently per-
form the task independently. The first button allows finding out the order of the work 
and the general requirements, and the “Data” button allows entering the received data 
necessary for calculations. This simplifies the work with the application since it does 
not need to use additional resources: paper, pens, or a text editor. In Figure 5, you can 
see the task in the scene, which describes the goal of the work, the equipment used in 
it, and the experiment’s procedure. In case there are several tasks, there are buttons in 
the scene to switch between them.

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Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

Fig. 5. Interface inside the scene with a description of the task

Figure 6 shows a class diagram of one of the application scenes. It consists of var-
ious classes to ensure the correct operation of the laboratory practice. To provide the 
work in three languages, the LocalizationController class is used, in which the data is 
translated.

Fig. 6. Class diagram of the lab “Studying a mixed connection of conductors”

The CalculationController class is used to calculate various parameters studied while 
working on an assignment. The classes LampBehaviour, VoltmeterBehavoir Rheostat-
Behaviour are responsible for the behavior of devices used in the lab: lamps, voltmeter, 

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Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

and rheostat. The LabController class is needed to monitor the operation of the system 
and its correct flow.

6 Results and evaluation

At the end of the 2020–2021 academic year, after completing a physics course in 
high school, within which the developed application was used, the authors, together 
with the teacher, surveyed students about the effectiveness of such training systems in 
general and this application in particular. The survey involved two classes of 34 school-
children, and they were asked the following questions:

1. Rate the degree of realism of the experiments performed (from 1 to 5).
2. Rate the degree of ease of use of the application (from 1 to 5).
3. Are the developed virtual experiments practical as an additional and convenient 

source of knowledge on the relevant topic?
4. Do the developed applications contribute to a clearer understanding of the material 

than after reading the information in a book?
5. Do such virtual experiments contribute to an increase in interest in physics classes?

The answer options for questions 3 to 5 are as follows: no, rather no, do not know, 
somewhat yes, yes. The survey results are shown in Table 1.

Table 1. Student survey results

Questions/ 
Answers

1
No

2
Rather No

3
Do Not Know

4
Rather Yes

5
Yes

Question 1 6% 9% 45% 40%

Question 2 5% 45% 50%

Question 3 18% 82%

Question 4 10% 90%

Question 5 12% 88%

The survey results show that the developed application is a convenient and effective 
additional source of knowledge. Also, when it is not possible to conduct actual physical 
experiments or within distance learning, the mobile application is an effective teaching 
tool that allows students to expand and consolidate the knowledge gained in the class-
room and increase interest in the course. At the same time, the use of augmented reality 
makes it possible to make learning conduct training in a more exciting form. 

Based on the obtained data, we can unequivocally conclude that using the applica-
tion for conducting virtual experiments is an effective and exciting tool for involving 
students in the study of the material: 30 people answered that they consider the project 
as such, 4—that it is more likely yes than no.

However, the realism of the experiments demonstrated caused rather unpleasant sen-
sations for two students, three students were unable to decide, but the application and 
the experiments within it proved quite realistic for 29 students.

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Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

In the case of ease of interaction with the application, two students answered that 
they were at a loss to answer, but 32 students found it easy.

When asked about the application’s relevance, the students’ opinion was also 
somewhat approving: 28 students answered affirmatively, while six said that it was 
instead yes.

It can also be seen from the results that visualization of physical processes makes 
them easier to understand, so 31 students answered that the program made it easier to 
understand the information presented in the textbook. Three students also tend to con-
sider the application clearer than not.

The scores obtained generally demonstrate a positive perception of the application 
and an eagerness to incorporate it into the learning process.

The work results confirm the initial hypothesis about the benefits of using new tech-
nologies in the educational process, in this case, studying physics in high school. The 
development of the project and the selection of materials for implementation demon-
strated the relevance, and as a result, the usefulness, which was expressed in the survey 
results. Another important outcome of the research is the importance of target function-
ality and AR design itself because effective use of such applications necessitates proper 
instruction and descriptions for users within the application.

Another significant result of the study is the need to expand the questionnaire to cover 
all the characteristics of the application and take into account the model of the device 
on which the application is being tested since this affects the application’s performance. 

AR design is a relatively new field that is yet to be studied, and proper information 
demonstration with no redundancy for the user’s consciousness is the most important 
goal, especially regarding young people. 

Another challenge of this project is the selection of respondents and the questions 
presented. Due to the specific audience—high school students, collecting sufficiently 
accurate information that will reflect the students’ thoughts is quite challenging. 

For some reason, this study has some limitations. A more honest and thorough eval-
uation necessitates a significant increase in the number of questions, including more 
factors to evaluate the application. It is also essential to expand the group of people 
who answer the questions and possibly change the order of the study to get a complete 
picture. For example, it might be helpful to divide the participants into two groups and, 
for some time, let one of them use the application and the other not, and as a result, to 
compare their academic performance and identify the dependencies of their grades on 
the study mode.

In addition, a record of user interaction with the application may be required to track 
whether the user behaves expectedly, how comfortable it is for him/her, and how honest 
the answers to the questions about evaluating the application are.

7 Conclusion

The work on this project shed light on the use of mobile technologies in the educa-
tional process and the difficulties and advantages of this method. Since its inception 
and throughout its evolution, information technology has had a profound impact on all 
aspects of our lives, including education. Moreover, the forced transition of educational 

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Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

institutions to distance learning due to the coronavirus pandemic opened up new pros-
pects for introducing ICT in education. Mobile devices are now regarded as just a 
means of communication and interaction between students and teachers. They serve as 
an indispensable teaching tool, contributing to the overall development of the educa-
tional process and introducing innovative teaching methods.

An indispensable condition for introducing mobile technologies into the educational 
process is developing appropriate software, for example, virtual laboratories. This arti-
cle shows the process of developing a mobile application for the multilingual educa-
tional platform (Kazakh, Russian, English) for distance learning of physics in higher 
and secondary educational institutions using augmented reality technology. The authors 
plan to expand the application’s functionality and increase the number of topics and 
tasks in the future.

Studying the available world experience and the forced acceleration due to the 2020 
pandemic, the authors established the following mandatory elements of modern mobile 
learning systems. First, it is essential to meet the criteria for sustainable development. 
Sustainable development means meeting current needs without prejudice to the future. 
The use of the software fully meets this criterion. Working in a mobile app reduces the 
cost of manufacturing equipment, requires less energy, and positively impacts the edu-
cational experience. Another term in sustainability is no harm for human perception. 
The information contained within the application must clarify and simplify understand-
ing of complex phenomena by utilizing technologies in the simplest way possible, as 
defined by AR design principles.  

Secondly, mobile learning allows you to reach many students while encouraging 
their independence and involvement in the process.

So, it is imperative to adapt to different platforms and technical specifications. Tak-
ing this into account will allow you to create applications that various users can use 
without affecting the program’s operation and users’ experience.

8 Acknowledgment

This research was funded by the Science Committee of the Ministry of Education 
and Science of the Republic of Kazakhstan (Grant No. AP 09563181).

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Paper—Development of a Mobile e-Learning Platform on Physics Using Augmented Reality Technology

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10 Authors

Yevgeniya A. Daineko is a vice-rector on scientific and international affairs at Inter-
national Information Technology University, PhD, associate-professor. She has a rich 
experience in the field of educational applications for students using virtual reality and 
augmented reality. Sphere of her scientific interest lies in digitalization of the traditional 
educational systems using modern approaches.

Dana D. Tsoy is an engineer of Mixed Reality Laboratory at International Informa-
tion Technology University, Master of Technology. She works in the field of software 
development of applications using virtual reality, augmented reality.

Aigerim M. Seitnur is a lecturer at International Information Technology Univer-
sity, Master of Technology. She works in the field of animation of different processes 
including physics. Also she is experienced in creation of math models of different 
phenomenon.

Madina T. Ipalakova is a director of scientific department at International Infor-
mation Technology University, PhD, associate-professor. She has a rich experience in 
the field of educational applications for students using virtual reality and augmented 
reality. Sphere of her scientific interest lies within appliance of these modern tools in 
education.

Article submitted 2021-09-17. Resubmitted 2021-12-22. Final acceptance 2021-12-28. Final version 
published as submitted by the authors.

18 http://www.i-jim.org

https://doi.org/10.3390/su13158654
https://doi.org/10.25082/AMLER.2021.01.001
https://doi.org/10.1111/jcal.12617
https://doi.org/10.51508/intcess.2021129
https://doi.org/10.51508/intcess.2021129
https://doi.org/10.3390/educsci11090459
https://doi.org/10.1080/10494820.2018.1548488