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  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>July</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Converting Physical Textbooks into Interactive and Immersive 'Phygital' Textbooks: A Proposed System Architecture Design for Textbook Companion Apps</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Devanshu Saindane</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Sunny Prakash Prajapati</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Syaamantak Das</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>SPARTA Research Group, IDP in Educational Technology, IIT Bombay</institution>
          ,
          <addr-line>Mumbai</addr-line>
          ,
          <country country="IN">India</country>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2023</year>
      </pub-date>
      <volume>0</volume>
      <fpage>3</fpage>
      <lpage>07</lpage>
      <abstract>
        <p>In this research, a system architecture design framework is proposed which can be standardized for textbook companion apps, and is customizable for any subject, especially pedagogically complex subjects like Biosciences. The architecture uses the images in the textbook itself as a marker for generating Augmented Reality based interactive content. Apart from standard interactive afordances, Augmented Reality based in-screen interactions and Generative Pre-trained Transformers (GPT) enabled on demand 'Ask me anything' feature was introduced in the app design. Eleven participants validated the usabiliy of the proposed model using SUS (system usability score) on three complex Biology topics for the high school level. The proposed app design had a higher usability score when compared to the standard textbook app. Overall, the proposed system architecture design has the potential to improve the usability of any textbook companion app and consequently the learning experience.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;textbook companion apps</kwd>
        <kwd>system architecture design</kwd>
        <kwd>mobile learning</kwd>
        <kwd>phygital textbook design</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Textbook companion apps are a type of mobile app that is designed to complement a traditional
physical textbook [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ]. These apps typically provide additional features and functionality that are
not available in the textbook itself such as interactive quizzes, AR/3D models and animations,
audio narration, and external links to additional resources. This combination of a physical
textbook augmented by an supplementary digital interactive interface is termed as a ‘Phygital’
textbook [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ],[3]. Textbook companion apps are often considered as the standard digital part
of a ‘phygital textbook’. There are a number of ways that textbook companion apps can be
used to enhance the learning experience, specifically for STEM subjects like Biology [ 4],[5],
or Chemistry, where the app can provide students with interactive exercises and quizzes to
help them learn about the diferent parts of a cell, or could provide students with 3D models
of molecules to help them visualize chemical reactions. In social science subjects, a textbook
companion app could provide students with audio and video recordings of historical events to
help them understand them more deeply. By providing additional information and interactivity,
textbook companion apps can help students to learn more efectively, stay organized, improve
their grades, and engage with the learning content more deeply fostering immersive learning.
[6].
      </p>
      <sec id="sec-1-1">
        <title>1.1. Contribution of this research</title>
        <p>The following is the key contribution of this research: — Development of a novel system
architecture design framework for mobile companion apps, which is customizable and does not
require any additional hardware, except for a standard Android OS-enabled mobile phone.</p>
      </sec>
    </sec>
    <sec id="sec-2">
      <title>2. Literature Review</title>
      <sec id="sec-2-1">
        <title>2.1. General concerns regarding educational app frameworks</title>
        <p>Many evaluation frameworks for educational apps [7], [8],[9] have been proposed in order
to simplify and facilitate the app development evaluation process. However, some of these
frameworks emphasize on the technical aspects of the apps rather than the educational aspects,
as stated in the comprehensive work by [10]. Furthermore, many of these frameworks are
subjectspecific, and therefore are inapplicable to other subject-based apps. For example, frameworks
for language learning apps (e.g. Duolingo [11]) cannot be applicable for STEM subject apps,
even if they use gamification as a core model. However, some of these studies indicate that
there are purely educational features (e.g. tools supporting active reading interactions) that can
be used to identify high-quality educational apps. In this proposed research, such educational
features are identified and aggregated as a set of immersive learning enabling afordances and
interactions, which are transferable and can be generalized across domains.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Challenges with Augmented Reality based Educational App frameworks</title>
        <p>The work by [12] analyzed existing Augmented Reality (AR) app frameworks, focusing on the
concepts, design, and implementation of mobile applications. One of the primary challenges
in the development of AR-based educational apps is the lack of standardization [13],[14] in
interactions. The number of interactions in an educational app is not very specific [ 15], and this
fragmentation makes it dificult for developers to create apps that are compatible with diferent
subjects. This leads to higher development costs and longer development times. This lack of
standardization can also lead to two other constraints:
• Usability and user experience: AR-based educational apps often require a high level
of interaction from users, and the apps can be complex to navigate. This complexity can
result in frustration and disengagement, leading to low user adoption rates.
• Integration with existing learning management systems (LMS): Integrating
ARbased educational apps with existing LMS can be challenging, as specialized software
development kits (SDKs) are required for this purpose, which may not be compatible with
existing LMS platforms.</p>
        <p>These challenges can lead to higher development costs, longer development times, and low
user adoption rates. To address them, it is important for developers to work together to develop
standardized interaction frameworks, which would make it easier for developers to create
compatible apps to improve the usability and learning experience of AR-based educational
apps. Additionally, there are a number of other challenges that need to be addressed in order
to develop efective AR-based educational apps. These challenges include: a) The need for
high-quality 3D models and animations, b) The need for accurate tracking and positioning user
log for eficient data management, and c) The need for efective pedagogical design to maximise
the app’s utility.</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Research Gap</title>
        <p>Based on the existing literature, the following questions were considered for this research:
• RQ1: Which features should exist in educational apps that can be generalized across
disciplines?
• RQ2: Can these features be combined together in a system architecture framework to
standardize text book companion app design?</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. The proposed System Architecture Design Framework</title>
      <sec id="sec-3-1">
        <title>3.1. i-BioVARse app</title>
        <p>As a prototype design, a markerless augmented reality (AR) app [16] called "i-BioVARse" was
developed for Biology students of grades 10 and 11 using Unity 3D1. The demo app is available
at this link2. The list of interactions is available at table 1.</p>
        <p>i-BioVARse was compared against the oficial app of the NCERT (National Council of
Educational Research and Training) Biology book available from the DIKSHA portal3 and the
epathshala AR app portal4. DIKSHA app is a standard textbook companion app while epathshala
AR focuses only on AR content. The instructions to use the oficial DIKSHA app can be obtained
from here5. The topics chosen for the experiment were: Heart (Grade 11, Chapter 18), Human
Eye (Grade 10, Chapter 11), Lungs (Grade 11, Chapter 17). Figure 1 shows the proposed System
Architecture Diagram and the infographic description of the i-BioVARse app.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2. Description of the System Architecture Design</title>
        <p>The proposed system architecture design consists of five major modules, namely: (i) Augmented
Reality (AR) Module, (ii) Assessment (Quiz) Module, (iii) In-screen Active Reading (Notes)
Module, (iv) Ask me Anything (GPT based QnA) Module, and (v) Hosting and Analytics Platform
(Google Firebase) Module. These modules independently perform specific interactions based on
some pre-defined afordances. The user interface (UI) consists of a main menu, a quiz game, a
note-taking feature, and an "Ask Me Anything" feature. The main menu allows users to select</p>
        <sec id="sec-3-2-1">
          <title>1https://unity.com/unity/features/ar</title>
          <p>2https://github.com/SPARTA-Research-Group-ET-IITB/i-BioVARse
3https://diksha.gov.in/getapp/
4https://play.google.com/store/apps/details?id=nic.ncert.ciet.epathshalaarhl=en
5https://ncert.nic.in/textbook/pdf/instruction.pdf
from the diferent features of the app. The quiz game allows users to test their knowledge of
Biology. The note-taking feature allows users to take notes about the 3D models. The "Ask Me
Anything" feature allows users to ask questions about Biology and receive answers from a large
language model.</p>
          <p>• Augmented Reality Content Module: This module is responsible for creating and
displaying 3D models of biological objects. The module uses the Vuforia augmented
reality platform6 to track the position of the user’s device and overlay the 3D models on
the real world. The module also includes a variety of features that allow users to interact
with the 3D models, such as a) rotation, b) zooming, and c) panning.
• Assessment (Quiz) Module: It provides users with a way to test their knowledge
of Biology through a series of questions about Biology. The questions are presented
to the user in a multiple-choice format. The user can select the answer they believe is
correct. The quiz module keeps track of the user’s score and provides feedback on their
performance. The quizzes are designed to be challenging but fair, and they provide users
with feedback on their performance.
• In-screen Active Reading (Note Taking) Module: This module is responsible for
providing users with a way to take notes and screenshots of the 3D models and other
content in the app. It also includes a gallery where users can store their notes and
screenshots, and allows users to type notes about the 3D models in addition to taking
their screenshots, which can be saved to the user’s device or shared with others.
• Ask me Anything Module: The "Ask Me Anything" feature allows users to ask questions
about Biology and receive answers using a large language model (GPT 3.5) 7
• Hosting and Analytics Platform (Google Firebase) module: The hosting and
analytics platform (Google Firebase 8) [17] module is responsible for hosting the app and</p>
        </sec>
        <sec id="sec-3-2-2">
          <title>6https://www.ptc.com/en/products/vuforia/vuforia-engine/ar-app-development 7https://platform.openai.com/docs/models/gpt-3-5. 8https://firebase.google.com/products/analytics</title>
          <p>providing analytics data about user behavior. The module uses the Google Cloud Platform
to host the app and store its data, and it includes a variety of analytics features that allow
developers to track user activity and identify trends.</p>
        </sec>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Study Design: Usability Assessment of i-BioVARse App</title>
      <p>The System Usability Scale (SUS) was used to assess the usability of the i-BioVARse app. The
usability of i-BioVARse was compared with the standard textbook companion apps available
from the DIKSHA and ePathshala portals. In this study, 11 participants were provided with
the applications and were asked to interact with them for a limited duration. Their feedback
was recorded through a web platform. This interaction was focused on various application
features, such as the AR model, multimedia content, and MCQ assessments. The average
SUS score for i-BioVARse was 85.45 which is good usability, and it was 42.04 for the standard
textbook companion app, which has fair usability. This result is indicative of a better usability
for i-BioVARse application. Table 1 shows the comparison between i-BioVARse and the oficial
textbook app (NCERT DIKSHA).</p>
    </sec>
    <sec id="sec-5">
      <title>5. Future Work and Conclusion</title>
      <p>The study presented here has demonstrated the efectiveness of i-BioVARse as a learning tool.
However, further studies are needed to investigate the long-term efects on student learning
outcomes. One area to look into is collaborative learning through apps as classroom activities
are often collaborative in nature. Addition of these features would make the app more engaging
and efective, and would allow students to learn from each other by sharing their ideas, working
in teams to solve problems, and learn from each other in a more meaningful way.
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collaborative learning, in: Companion Proceedings of the 28th International Conference
on Intelligent User Interfaces, 2023, pp. 1–4.
[4] A. Bullock, R. Dimond, K. Webb, J. Lovatt, W. Hardyman, M. Stacey, How a mobile app
supports the learning and practice of newly qualified doctors in the uk: an intervention
study, BMC medical education 15 (2015) 1–6.
[5] N. Golenhofen, F. Heindl, C. Grab-Kroll, D. A. Messerer, T. M. Böckers, A. Böckers, The
use of a mobile learning tool by medical students in undergraduate anatomy and its efects
on assessment outcomes, Anatomical Sciences Education 13 (2020) 8–18.
[6] G. Taylor, J. Kolak, E. M. Bent, P. Monaghan, Selecting educational apps for preschool
children: How useful are website app rating systems?, British Journal of Educational
Technology 53 (2022) 1262–1282.
[7] J. Kolak, S. H. Norgate, P. Monaghan, G. Taylor, Developing evaluation tools for assessing
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[8] M. Meyer, J. M. Zosh, C. McLaren, M. Robb, H. McCafery, R. M. Golinkof, K. Hirsh-Pasek,
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[9] S. Papadakis, Tools for evaluating educational apps for young children: a systematic
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    </sec>
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