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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>development and use of mobile app AR Physics in physics teaching at the university</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Arnold E. Kiv</string-name>
          <email>kiv.arnold20@gmail.com</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff1">1</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vladyslav V. Bilous</string-name>
          <email>v.bilous@kubg.edu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dmytro M. Bodnenko</string-name>
          <email>d.bodnenko@kubg.edu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Dmytro V. Horbatovskyi</string-name>
          <email>d.horbatovskyi@kubg.edu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Oksana S. Lytvyn</string-name>
          <email>o.lytvyn@kubg.edu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Volodymyr V. Proshkin</string-name>
          <email>v.proshkin@kubg.edu.ua</email>
          <xref ref-type="aff" rid="aff0">0</xref>
          <xref ref-type="aff" rid="aff2">2</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Animation, Asset Media Recorder, Ashampoo Music Studio, Google Translate Plugin) are described. The</institution>
        </aff>
        <aff id="aff1">
          <label>1</label>
          <institution>Ben-Gurion University of the Negev</institution>
          ,
          <addr-line>P.O.B. 653, Beer Sheva, 8410501</addr-line>
          ,
          <country country="IL">Israel</country>
        </aff>
        <aff id="aff2">
          <label>2</label>
          <institution>Borys Grinchenko Kyiv University</institution>
          ,
          <addr-line>18/2 Bulvarno-Kudriavska Str., Kyiv, 04053</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>197</fpage>
      <lpage>212</lpage>
      <abstract>
        <p>This paper outlines the importance of using Augmented Reality (AR) in physics education at the university as a valuable tool for visualization and increasing the attention and motivation of students to study, solving educational problems related to future professional activities, improving the interaction of teachers and students. Provided an analysis of the types of AR technology and software for developing AR apps. The sequences of actions for developing the mobile application AR Physics in the study of topics: “Direct electronic current”, “Fundamentals of the theory of electronic circuits”. The software tools for mobile application development (Android Studio, SDK, NDK, Google Sceneform, 3Ds MAX, Core bank of 3D models of elements of electrical circuits (sources of current, consumers, measuring devices, conductors) is created. Because of the students' and teachers' surveys, the advantages and disadvantages of using AR in the teaching process are discussed. Mann-Whitney U-test proved the efectiveness of the use of AR for laboratory works in physics by students majoring in “Mathematics”, “Computer Science”, and “Cybersecurity”.</p>
      </abstract>
      <kwd-group>
        <kwd>complementary reality</kwd>
        <kwd>mobile addition</kwd>
        <kwd>physics</kwd>
        <kwd>educational process</kwd>
        <kwd>physics and mathematics education</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Today’s realities suggest that most students studying university physics feel a certain tension and
dissatisfaction. On the one hand, the weak level of school knowledge, as evidenced by the high
school graduation examinations, is a factor. Thus, in 2020, only 9% of school graduates took the
External Independent Examination in Physics. The average score on the External Independent
Examination evaluation results is 138.4, which is much lower than many other school subjects [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ].
nEvelop-O
LGOBE
      </p>
      <p>CEUR
Workshop
Proceedings
htp:/ceur-ws.org
IS N1613-073</p>
      <p>
        CEUR Workshop Proceedings (CEUR-WS.org)
On the other hand, students’ poor understanding of the discipline’s meaning due to emotional
non-acceptance of the teaching material and limited equipment in the laboratories of most
Ukrainian universities [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. This leads to the fact that many students do not understand the links
between physical phenomena and processes and do not see the possibility of using physics to
solve professional tasks and recognize the real world. One area of modernization of physics
teaching in the university is the use of AR technology, which allows conducting physical
experiments in the absence of the necessary equipment. AR provides an ability to move, wrap,
zoom 3D models, view them under any object, combine and separate virtual objects, modeling
of processes and phenomena, etc. Thus, complementary reality creates an atmosphere of
excitement in problem-solving and in the environment of experimentation, helping to visualize
complex processes and laws that are dificult or even impossible to achieve without special
tools.
      </p>
      <p>But at present, the use of AR in the process of physics teaching at the university is not
systematic, and the majority of available mobile extensions or computer programs are limited to
the school physics course. This makes the theoretical foundation of principles and approaches
to the creation and use of AR at the high school level on the one hand; and, on the other hand,
the development of apps with the material of a suitable level, and structure highly relevant.</p>
      <p>
        The theoretical and practical aspects of teaching physics in the university are described by
Bushuev et al. [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ], Korobova et al. [
        <xref ref-type="bibr" rid="ref4">4</xref>
        ], Lozovenko et al. [
        <xref ref-type="bibr" rid="ref5">5</xref>
        ], Tsekhmister et al. [
        <xref ref-type="bibr" rid="ref6">6</xref>
        ], Velychko and
Shulga [7], Zavrazhna et al. [8] and others. Particular attention to the improvement of methods
of physical experimentation is paid by Boyes et al. [9], Han [10], Laouina et al. [11], Lu [12],
Martyniuk et al. [13], Riggi et al. [14], Seliverstov et al. [15], Vallmitjana [16], Zhao et al. [17]
and others.
      </p>
      <p>Studies of the use of digital technologies in physics teaching deserve attention. Thus,
Merzlykin [18] has developed a methodology for using digital technologies to develop research
competencies of high school students in the process of professional education of physics.</p>
      <p>Velychko [19] has substantiated the feasibility of using new state-of-the-art optics equipment
and developed methods and techniques of performing demonstration and laboratory
investigations on its basis combined with modern information technologies and computer devices for
their implementation.</p>
      <p>Velychko et al. [20] revealed the approaches and principles of virtual software support in the
training of future physics teachers.</p>
      <p>
        Recently, a number of studies have been implemented that reveal the potential of AR in the
learning process. Thus, Blevins [
        <xref ref-type="bibr" rid="ref7">21</xref>
        ] examines the problem of enhancing students’ digital literacy
in the AR process. The author explores the use of one Augmented Reality (AR) software to
support students composing AR and become familiar with concepts relevant to other composing
occasions. He presents a scafolded process involving analysis and composition, focusing
instruction and discussion on the composing concept of the layer. Kurilovas [
        <xref ref-type="bibr" rid="ref8">22</xref>
        ] researched
the quality evaluation and personalisation of virtual reality/augmented reality/mixed reality.
Evaluation of quality of VR/AR/MR platforms/environments should be based on (a) applying
both expert-centred (top-down) and user-centred (bottom-up) quality evaluation methods and
(b) separating ’internal quality’ criteria, and ’quality in use’ criteria in the set of quality criteria
(model).
      </p>
      <p>
        Akçayır and Akçayır [
        <xref ref-type="bibr" rid="ref9">23</xref>
        ] identify the advantages and disadvantages of using AR in the
educational process. Moreover, theoretical and methodological principles of using AR are
given by Babkin et al. [
        <xref ref-type="bibr" rid="ref10">24</xref>
        ], Bacca et al. [
        <xref ref-type="bibr" rid="ref11">25</xref>
        ], Fidan and Tuncel [
        <xref ref-type="bibr" rid="ref12">26</xref>
        ], Kolomoiets and Kassim
[
        <xref ref-type="bibr" rid="ref13">27</xref>
        ], Kramarenko et al. [
        <xref ref-type="bibr" rid="ref14">28</xref>
        ], Lavrentieva et al. [
        <xref ref-type="bibr" rid="ref15 ref16">29, 30</xref>
        ], Mintii and Soloviev [
        <xref ref-type="bibr" rid="ref17">31</xref>
        ], Nechypurenko
et al. [
        <xref ref-type="bibr" rid="ref18 ref19">32, 33</xref>
        ], Palamar et al. [
        <xref ref-type="bibr" rid="ref20">34</xref>
        ], Petrovych et al. [
        <xref ref-type="bibr" rid="ref21">35</xref>
        ], Rashevska et al. [
        <xref ref-type="bibr" rid="ref22">36</xref>
        ], Rashevska and
Soloviev [
        <xref ref-type="bibr" rid="ref23">37</xref>
        ], Semerikov et al. [
        <xref ref-type="bibr" rid="ref24">38</xref>
        ], Striuk et al. [
        <xref ref-type="bibr" rid="ref25">39</xref>
        ], Tarasenko et al. [
        <xref ref-type="bibr" rid="ref26">40</xref>
        ], Vakaliuk and
Pochtoviuk [
        <xref ref-type="bibr" rid="ref27">41</xref>
        ], Zelinska et al. [
        <xref ref-type="bibr" rid="ref28">42</xref>
        ], Zinonos et al. [
        <xref ref-type="bibr" rid="ref29">43</xref>
        ] etc.
      </p>
      <p>
        Recently, a low number of works have been implemented that show the use of AR as
educational technology in the physics teaching process. Thus, the paper [
        <xref ref-type="bibr" rid="ref30">44</xref>
        ] states that introduction
of the augmented reality technology in the training process at higher educational institutions
increases learning eficiency, facilitates students’ training and cognitive activities, improves
the quality of knowledge acquisition, provokes interest in a subject, promotes development
of research skills and a future specialist’s competent personality. The methodology of use of
the augmented reality for the development of a health-preserving competence of a physical
education teacher under conditions of post-graduate education was improved in the study
[
        <xref ref-type="bibr" rid="ref31">45</xref>
        ]. Specific theoretical and practical aspects of the use of AR in physics teaching can be
found in the works of the Cai et al. [
        <xref ref-type="bibr" rid="ref32">46</xref>
        ], Fidan and Tuncel [
        <xref ref-type="bibr" rid="ref33">47</xref>
        ], Strzys et al. [
        <xref ref-type="bibr" rid="ref34">48</xref>
        ]. An analysis
of these works allows us to conclude that AR increases students’ physics and mathematics
competence, stimulates their cognitive activity, supports organization of independent work,
prompts experimental work, etc. The results are the basis for the implementation of our study.
      </p>
      <p>This article aims to develop a mobile application AR from the university course of physics and
experimentally test the efectiveness of its use in the process of professional students’ training.</p>
      <p>In the process of research, the following methods have been used:
• analysis of scientific and pedagogical literature on the theoretical foundations of using
the supplemented reality in the process of teaching physics in the university;
• analysis of online resources, educational literature to enlarge the capabilities of the
augmented reality, especially the disclosure of its varieties, and tools for developing AR
apps;
• studying and consolidation of pedagogical experience in using AR in the educational
process;
• pedagogical experiment to improve the eficiency of mobile AR app application in physics
teaching as well as specifying of advantages and disadvantages of AR application by the
teachers and students;
• mathematical statistics methods (Mann-Whitney U-criterion).</p>
    </sec>
    <sec id="sec-2">
      <title>2. Results and discussion</title>
      <p>Even though Augment Reality is a relatively new information technology, it has already gained
popularity among educators and students in the university environment. The main factor
contributing to its dissemination is that it is unnecessary to have costly special equipment
(eyepieces, telescope, monitor, etc.) to work with AR. Use a smartphone or tablet with a cost-free
app. The principle of AR is that text, photo, video, or other information is applied to real-world
objects to supplement them.</p>
      <p>
        An analysis of the scientific literature [
        <xref ref-type="bibr" rid="ref35 ref36">49, 50</xref>
        ] allows us to conclude that AR technology has
these variations:
1. Marker technology (characterized by a connection to a certain object). Marker-assisted
reality is based on the use of markers (targets) for content creation. Images and 3D objects
can be used as markers. The unique features of this technology are the high coverage of
mobile devices and the ease of use.
2. Markerless technology (often referred to as positioning technology). Markerless doped
reality allows the use of any flat surfaces for content creation. This technology is limited
by the capacity of mobile phones supporting this functionality. It works seamlessly with
iPhone 6s and newer versions and newer Android devices.
3. Projection technology (projection of light onto physical surfaces). Special apps help to
create an interaction between man and projection by determining the moments of human
contact with the light being projected.
      </p>
      <p>Each of these variants is used in the educational process depending on the availability of
appropriate equipment and the development of teachers’ and students’ digital competence.</p>
      <p>
        Today there are a significant number of libraries and frameworks for working with augmented
reality technologies. Most of them are available with open source code [
        <xref ref-type="bibr" rid="ref37">51</xref>
        ]. Complement
the information presented in the previous study [
        <xref ref-type="bibr" rid="ref37">51</xref>
        ] and highlight the most valuable tools for
working with software and games in augmented reality, and note the main characteristics of
such devices (table 1).
      </p>
      <p>In September and October of 2019, we assessed 15 experts – teachers of mathematics,
informatics, and physics at the Borys Grinchenko Kyiv University, the Sumy State Pedagogical
University named after A.S. Makarenko, and the Uman State Pedagogical University named
after Pavlo Tichyny. As a result of summarizing the respondents’ thoughts, we identified the
benefits of using AR in the educational process. We believe that these advantages will be a
guideline for the development and implementation of the mobile AR app:
1. Evidence (the main point is that the AR system can be studied and investigated in detail,
from diferent angles).
2. Attention (students are more receptive to information that is more visualised).
3. Detachment (students who use AR are more focused on the teaching material and do not
get distracted by other external factors).
4. Controllability (AR is a technology that allows the teacher to control the scenario of
learning the material according to the students’ abilities, the pace of learning the material,
the errors that occur in the learning process, etc.).
5. Safety (the AR technology can be used to carry out complex physical, chemical and other
experiments in a safe manner).
6. Efectiveness (implementation of the educational process with the help of AR increases
the motivation of students, is practically oriented and acts as a guarantor of educational
quality).</p>
      <p>Summarizing the respondents’ answers, we hypothesize that AR increases students’ attention
and motivation to the learning material, makes learning more rewarding and efective, links the
solution of learning tasks with real experience and future professional activity, enhances the
interaction between teachers and students, etc.</p>
      <p>
        Moreover, the results of previous experimental studies by the authors of the article [
        <xref ref-type="bibr" rid="ref37 ref38 ref39">51, 52,
53</xref>
        ] indicate the efectiveness of the educational process with the use of augmented reality
tools. We strongly believe that special attention should be paid to AR when studying natural
and mathematical disciplines in the university (mathematics, physics, chemistry, information
technology, etc.). In the context of distance education, which outweighs traditional full-time
education, and insuficient level of equipment and materials in the university experimental
laboratories AR technology itself can significantly afect the quality of university training of
students of natural and mathematical and technical specialties.
      </p>
      <p>Physics disciplines are usually experimental disciplines and involve practical and laboratory
work. The article authors’ experience in teaching physics shows that the use of devices of
augmented reality and simulator programs aims to ensure understanding of physical phenomena
and enable demonstration of the essence of physical processes, which are the basis for the study
of these disciplines.</p>
      <p>
        At the current stage of the development of network technologies, especially at a time of
active and total adoption of distance learning technologies (through LMS, MOOCs, educational
services), rapid growth is taking place [
        <xref ref-type="bibr" rid="ref40">54</xref>
        ]:
• simulators (e.g. https://phet.colorado.edu, https://learning.ua/);
• virtual laboratories (e.g. https://stemua.science, http://modelscience.com/products.html);
• augmented reality learning environments (e.g. http://www.arloon.com/),
• adaptive learning systems (e.g. https://cerevrum.com/),
• gamified applications (e.g., “Passcode” [
        <xref ref-type="bibr" rid="ref41">55</xref>
        ]), etc.
      </p>
      <p>These AR resources and tools create an environment in which students become active
participants in the physics learning process.</p>
      <p>Practice shows that the use of AR technologies and simulations improves students’ conceptual
understanding of physical processes. For example, the simulator can be an efective intuitive
tool for students to create working models of electric cells with an explanation of the nature
of electrical phenomena. Besides, AR contributes to the development of logical and critical
thinking of students, which can understand the nature of physical phenomena and processes.
The work with AR must be independent of the time and and geographical concept, which
becomes particularly important in the conditions of distance learning.</p>
      <p>In order to ensure the quality of physics teaching and increase students’ interest, we solved
the task of developing and using AR tools in the educational process.</p>
      <p>1. To develop the mobile app, we used the following tools:
• Android Studio (an integrated environment for the Android platform), SDK (a set
of tools for developing utilities and documentation, which allows you to create
apps for a particular technology or platform) and NDK (a set of tools allowing
implementation of apps using languages such as C/C++/C# to adapt the app to
various devices and to optimize the code);
• Google Sceneform (ARCore, Sceneform Animation) is a library and framework for
the visualisation of 3D models on controllable devices;
• 3Ds MAX environment for developing 3D models (in our case, we use specific
extensions to visualize models, mathematical description, and to animate elements
of the model);
• Core Animation (a library for the animation of 3D objects for augmented reality);
• Asset Media Recorder (a library for working with sound in the Android Studio
environment);
• Ashampoo Music Studio (music, sound and voice recording software);
• Google Translate Plugin (text translation plugin).</p>
      <p>The authors’ experience in developing apps allowed to use markerless technology of
augmented reality and intrinsically relocate 3D objects. 3D models of objects in the 3Ds
MAX environment are shown in figure 1, 2.
2. The next step of the research was the import of the model and its rendering in the Android
Studio environment, which allowed us to create a mathematical description of the model
through the tools ARCore, Google Sceneform and Core Animation (figure 3).
3. Having analyzed some AR apps in oficial digital markets, we decided to develop an audio
accompaniment of augmented reality models to explain the material. For this, we used
Ashampoo Music Studio to record the voice narration and Asset Media Recorder to import
and connect the audio to 3D models (figure 4). Currently available languages: Ukrainian,
Russian, English, Slovak, Italian. Up to 30 languages are planned for future versions.
4. A standard MediaPlayer library is connected for the audio software description (figure 5).
5. A plugin was included so that users of diferent languages could use the addendum.
6. The next step was to write the code for processing the sub-action and visualization with
the connection of the system libraries to work with the smartphone. After ad-hoc testing
of the app, a 3D model bank with explanations was created. It should be noted that the
AR Physics tool can work on diferent platforms (Windows, Android) and devices (mobile
phone, smartphone tablet, laptop, desktop PC), see figure 6.</p>
      <p>The mobile AR Physics app focuses on teaching material using virtual laboratory experiments.
It can be used to create electrical circuits and their upgrading, carried out virtual studies of the
electric boiler at diferent values of indicators of the devices. Moreover, the AR Physics tool can
serve as an intuitive and understandable game simulation with a set of the most popular elements
of the electric boiler. The principle diference between this game and its existing analogs is
that the characteristics of the electric components and the essence of physical phenomena and
processes occurring in an open (or closed) electric stake are thoroughly explained.</p>
      <p>AR Physics (at this stage of development) is suitable for the following topics:
• “Constant Electricity” of the module “Electricity and Magnetism” (used in the laboratory
works on themes: “Ohm’s Law”, “Laws of series and parallel connection of conductors”);
• “Fundamentals of the Theory of Electronic Circuits” of the module “Logic Circuits” (used
in the framework of the laboratory work on the themes: “Fundamentals of Electricity”,</p>
      <p>Implementation of the AR technology using the developed addendum was carried out at the
Borys Grinchenko Kyiv University during the second semester 2019–2020 and the first semester
2020–2021 (January, March, September 2020 – full-time, other – distance learning). There were
93 students of the specialties “Computer Science”, “Cybersecurity” and “Mathematics”. In March
2020, the students were surveyed to find the advantages and disadvantages of using AR in
physics teaching (you could choose any variants out of 10 ofered or not select any).</p>
      <p>The following results were obtained, ranked in descending order of respondents’ votes by
the number of respondents (figure 7).</p>
      <p>According to the survey results, students find all of the AR characteristics we have suggested
to be significant. Still, the most important are: providing a sense of reality (76 votes), an exciting
learning experience (73 votes), time-saving, and space-saving (72 votes).</p>
      <p>Among the shortcomings, students cited mainly technical problems related to the
characteristics of smartphones, tablets or lack of access to fast Internet.</p>
      <p>In addition, we contacted expert teachers who identified these problems with the use of AR:
• Lack of digital competence, which prevents the full use of AR tools in the teaching process;
• The inadequacy of teaching methods using AR;
• The limited amount of didactic material based on the use of AR.</p>
      <p>As an analysis of the use of our addendum shows, the didactic materials, enriched with the
possibility of AR, have a low advantage:
• The teaching methodology needs only correction, not a radical overhaul;
• The educational tools to which participants are accustomed do not change, but their
possibilities are greatly enhanced.</p>
      <p>To determine the impact of AR Physics on the educational achievements of the students, we
compared the results of laboratory works with the AR Physics tool (experimental group of 45
students) with the results of laboratory works, without AR (control group of 48 students). There
were requested 4 laboratory works with maximum number of points – 40. The results of the
students’ laboratory works in physics are shown in figure 8.</p>
      <p>The Mann-Whitney U-criterion is   = 109.5. Since   &lt;  1 (critical values
 1 = 706 and  2 = 845) we accept the hypothesis of statistical validity of the diference in
students’ learning results of the experimental and control groups. Of course, it is too early to say
that the very use of Augmented Reality afects the quality of students learning. In our opinion,
Augmented Reality should be used in combination with other helpful tools, such as virtual
laboratories, software simulators of physical experiments, etc. But the fact that Augmented
Reality is an efective means of implementing the educational process in the current problems
(lack of laboratory equipment, forced distance learning in a pandemic, low interest of students in
physics) there is no doubt. An analysis of the use of mobile AR Physics app shows its usefulness
for distance learning, especially for laboratory work. In face-to-face teaching, it is an efective
means of adding reality to explaining theoretical material in lectures and practical exercises.</p>
    </sec>
    <sec id="sec-3">
      <title>3. Conclusions</title>
      <p>The article informs about the actuality of AR application in teaching physics in the university as
the active tool for visualization of ideas about dynamics and interaction of physical phenomena
processes, which influences students’ comprehension of physics through emotional acceptance
of educational material. A mobile AR Physics app has been developed, which enables virtual
laboratory work. It can be used to create electrical circuits and modernization, conducting
virtual studies of the electronic circuit at the diferent values of the devices. In addition, the AR
Physics tool can serve as an intuitive game simulation with a set of the most common elements of
the electrical circuit. The following tools were used to develop the mobile application: Android
Studio, SDK, NDK, Google Sceneform, 3Ds MAX, Core Animation, Asset Media Recorder,
Ashampoo Music Studio, Google Translate Plugin. The sequence of actions for the development
of a mobile application is presented. The main diference between it and existing analogs is its
rich voice of the characteristics of electrical elements and the essence of physical phenomena
and processes. A bank of 3D models of elements of electrical circuits (power sources, consumers,
measuring devices, conductors) was developed.</p>
      <p>As a result of the use of the mobile AR Physics app in the study of topics: “Direct electronic
current”, “Fundamentals of the theory of electronic circuits”, advantages of AR in the educational
process (ensuring a sense of reality, increasing student engagement, saving time and space,
etc.) and disadvantages of AR (insuficient development of digital competence, inadequate
teaching methods, limited didactic material, etc.) have been identified. The main reasons for
this are the lack of a real sense of reality, increased student engagement, savings in time and
space, etc.) and AR disadvantages (insuficient development of digital competence, inadequate
teaching methods, limited didactic material, lack of technical capabilities of gadgets, absence
of broadband Internet, etc.). The analysis of students’ learning outcomes has confirmed the
efectiveness of using AR Physics in the educational process. The Mann-Whitney U-criterion
was used for this purpose. Prospects for further research lie in the expansion of the tools of
AR Physics, its implementation in the educational process in the study of various sections of
physics (e.g. “Nature of Light. Optics”).</p>
    </sec>
    <sec id="sec-4">
      <title>Acknowledgments</title>
      <p>This article was published within the framework of the research topic “Theoretical and Practical
Aspects of Mathematical Methods and Information Technologies in Education and Science”, CD
No. 0116U004625, Department of Computer Science and Mathematics, Borys Grinchenko Kyiv
University.
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of quantum physics, Information Technologies and Learning Tools 65 (2018) 103–114. URL:
https://journal.iitta.gov.ua/index.php/itlt/article/view/2225. doi:10.33407/itlt.v65i3.
2225.
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