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  <front>
    <journal-meta />
    <article-meta>
      <title-group>
        <article-title>Using augmented reality technologies to create interactive educational digital content</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Olha I. Potapchuk</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Ihor V. Hevko</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Iryna B. Lutsyk</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Borys V. Struhanets</string-name>
          <email>struhanetsborus@ukr.net</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="author">
          <string-name>Vitalina V. Parasynchuk</string-name>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <contrib contrib-type="editor">
          <string-name>PCWrEooUrckResehdoinpgs ISSNc1e6u1r-3w-0s0.o7r3g</string-name>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>Ternopil Volodymyr Hnatiuk National Pedagogical University</institution>
          ,
          <addr-line>2, M. Kryvonosa Str, Ternopil, 46027</addr-line>
          ,
          <country country="UA">Ukraine</country>
        </aff>
      </contrib-group>
      <fpage>65</fpage>
      <lpage>79</lpage>
      <abstract>
        <p>The article reveals the possibilities of using augmented reality technologies to create interactive educational digital content. Based on the analysis of scientific literature and the needs of modern education, the need to provide the educational process with interactive digital content that can be used in various forms of organizing learning has been established. Such needs can be met through the introduction of immersive technologies into the educational process. In this context, augmented reality technologies deserve special attention, as they contribute to the development of students' critical thinking, creativity, and cooperation skills, and help to explain abstract concepts easily. The need to select means of creating digital interactive content based on AR applications has been established, taking into account the various capabilities of educational institutions to provide them with technical and software tools. Based on the results of expert evaluation of the most popular applications, we have established that the Merge Cube software is appropriate for implementation in the educational process today, according to the most important criteria. The technology of using the Merge Cube to create interactive educational content has been disclosed. The significant advantages of this software are: a large library of interactive objects and tasks; playback of video, text, animation, and audio information; the ability to download original 3D models and create collections; integration of Merge Cube with virtual reality glasses. A pedagogical experiment was conducted, which allowed us to ascertain the pedagogical feasibility of using Merge Cube to create interactive educational digital content. The results of the pedagogical study prove that the use of the Merge Cube platform contributes to increasing cognitive interest and ensures the implementation of flexible, personalized, and interactive learning.</p>
      </abstract>
      <kwd-group>
        <kwd>eol&gt;augmented reality technologies</kwd>
        <kwd>immersive technologies</kwd>
        <kwd>interactive content</kwd>
        <kwd>Merge Cube</kwd>
        <kwd>educational process</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
      <p>
        Modern processes of digital globalization require the implementation and adaptation of digital
technologies in all spheres of human activity [
        <xref ref-type="bibr" rid="ref1 ref10 ref11 ref2 ref3 ref4 ref5 ref6 ref7 ref8 ref9">1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11</xref>
        ]. In turn, digital transformation in
society requires the introduction of innovations in the use of digital technologies in the educational
process [
        <xref ref-type="bibr" rid="ref12 ref13 ref14 ref15 ref16 ref17">12, 13, 14, 15, 16, 17</xref>
        ]. This will help to increase students’ motivation and cognitive interest. The
low level of cognitive interest of students leads to their passive participation in educational activities
and, as a result, an unsatisfactory level of formation of professional competences, particularly with
regard to the use of modern digital tools in professional activities [
        <xref ref-type="bibr" rid="ref18">18</xref>
        ].
      </p>
      <p>
        This problem requires rethinking approaches to creating educational content to develop students’
critical thinking, creativity, and independence. Studies show that the use of digital content in the
educational process, which is formed based on visual modeling and interactive multimedia content,
increases students’ activity and improves their creative approach to learning, which allows them to
increase their interest in learning material [
        <xref ref-type="bibr" rid="ref19 ref20 ref21">19, 20, 21</xref>
        ]. The use of virtual, augmented and mixed
reality technologies contributes to the growth of students’ cognitive interest, their motivation and the
efectiveness of their educational activities [
        <xref ref-type="bibr" rid="ref22 ref23 ref24 ref25 ref26 ref27 ref28 ref29 ref30 ref31 ref32 ref33 ref34">22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34</xref>
        ].
      </p>
      <p>Thus, there is a pressing need to provide the educational process with interactive digital content
based on the use of immersive technologies that can be used in various forms of organizing learning.</p>
      <p>
        Methodological aspects of implementing interactive digital content into educational resources are
considered in the research of many scientists from the global community, which is due to the multifaceted
nature of this problem, including in the context of the use of AR technologies [
        <xref ref-type="bibr" rid="ref35 ref36 ref37 ref38 ref39 ref40 ref41">35, 36, 37, 38, 39, 40, 41</xref>
        ].
According to experts from diferent countries, the development of such resources as basic from the
point of view of smart education should take into account both technological aspects and ethical
issues that afect the formation of learning outcomes [
        <xref ref-type="bibr" rid="ref42 ref43">42, 43</xref>
        ]. Researchers emphasize the need to
develop innovative educational resources taking into account the capabilities of immersive technologies
for the implementation of interactive content according to the content of the academic discipline
[
        <xref ref-type="bibr" rid="ref44 ref45 ref46 ref47 ref48 ref49 ref50">44, 45, 46, 47, 48, 49, 50</xref>
        ]. Under such conditions, it is important to analyze the perception of the
academic community of the use of these approaches and technologies in the educational process
[
        <xref ref-type="bibr" rid="ref51 ref52 ref53">51, 52, 53</xref>
        ]. In particular, noting the advantages and disadvantages of the impact of the implementation
of these technologies on the educational process, the researchers argue that their further integration
into the educational space is unconditional [
        <xref ref-type="bibr" rid="ref54">54</xref>
        ]. This ensures the flexibility of the educational process
and compliance of the proposed technologies with modern requirements. First of all, this is due to the
fact that the use of interactive tools as educational tools allows increasing the interest of students and
improving the learning results [
        <xref ref-type="bibr" rid="ref55">55</xref>
        ]. As noted by Tărîţă [56], an interactive approach that combines
education and entertainment promotes brain training, is able to stimulate cognitive processes and
motivate students.
      </p>
      <p>
        In this context, augmented reality technologies deserve special attention, which contribute to the
active involvement of students through the creation of interactive learning environments [57]. This
makes it possible to personalize learning to the individual needs of each student and promotes the
development of students’ critical thinking, creativity, and collaboration skills, and helps to explain
abstract concepts easily [
        <xref ref-type="bibr" rid="ref51">51</xref>
        ].
      </p>
      <p>The purpose of the study is to reveal the possibilities of using augmented reality technologies to
create interactive educational digital content and to verify the feasibility of their implementation in the
educational process.</p>
    </sec>
    <sec id="sec-2">
      <title>2. Results of the study</title>
      <sec id="sec-2-1">
        <title>2.1. Augmented reality technologies and their possibilities in education</title>
        <p>Augmented reality technologies allow the physical and virtual worlds to be combined with constant
user control, enabling immersive and interactive learning [58].</p>
        <p>The unique capabilities of augmented reality, such as 3D rendering of virtual information and
interaction functions, allow students to develop critical thinking and problem solving skills by conducting
original investigations of physical phenomena. With the help of AR, objects and data that are usually
absent can be integrated into the real environment, creating educational scenes [59]. Visualization in
3D format makes objects more understandable and exciting to study, allowing interaction with virtual
objects that are rarely available in real life.</p>
        <p>The use of AR in education improves learning abilities and creates a comfortable learning atmosphere.
Thanks to interactivity, AR training programs help to better understand the material through
visualization of complex processes and interaction with objects, providing the opportunity to view them from
diferent angles. In addition, the use of AR models eliminates the need to use large stands and other
demonstration materials, increasing eficiency and making the educational process interesting and
exciting. Thus, AR technology plays a crucial role in creating an interactive hybrid learning environment
and developing digital skills.</p>
        <p>Thus, the use of augmented reality technologies in the educational process ensures the implementation
of:
• creates a sense of reality;
• increases attention and involvement in learning;
• contributes to a better understanding of the material;
• stimulates creative thinking;
• provides flexibility to the educational process;
• provides experience that is dificult to access in real life;
• saves space and time;
• creates a safe environment for learning.</p>
        <p>It should be noted that the use of this tool in the educational process does not allow one to completely
replace traditional teaching methods that have been used for many years, but it can significantly
supplement them.</p>
        <p>However, as noted by Kiv et al. [60], when developing methodological support for the use of
augmented reality technologies, careful attention is required when choosing software, taking into account
the target audience and providing the necessary technical means. It should be borne in mind that
diferent educational institutions have diferent opportunities to provide technical and software means.
This creates inequality of access to modern digital content, which requires solving the problem of
selecting appropriate digital means. Therefore, we consider it necessary to determine those means of
creating digital interactive content based on AR applications that are most accessible to the educational
industry.</p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2. Analysis of the capabilities of AR applications for creating interactive educational content</title>
        <p>The scientific literature identifies a number of varieties of augmented reality visualization technologies.
We agree with Semerikov et al. [61] who classify AR applications according to the technology of their
functioning. Therefore, we have identified the following main types of augmented reality:
• projection AR (technology of user interaction with the projection based on a change in the
projection display);
• markerless AR (using GPS, compass, gyroscope, and accelerometer to provide data on the user’s
basic locations);
• marker AR (scanning a special visual object (QR code, special character, image, logo, etc.) with
the gadget’s camera).</p>
        <p>AR based on layering (full or partial replacement of the original image with a spatial object of
augmented reality).</p>
        <p>Let’s analyse the most popular AR applications that are advisable to integrate into the educational
process to create interactive educational digital content. All applications difer in that they are used in
diferent application areas and have diferent functionalities. Since the goal of our research is to integrate
augmented reality technologies into education, we conducted a comparative analysis of software that
can be used in the process of studying various disciplines.</p>
        <p>Cleto et al. [62], Yildiz [63], Ivanytska et al. [64], Gasmi and Benlamri [65], Voštinár and Ferianc [66]
analyzed the capabilities of the most popular AR applications for education, including: ARLOOPA,
Panoform, ARitize, Merge Cube, Augment, etc. The ARLOOPA application is primarily intended for
visualizing models during the study of natural sciences in the secondary and higher education system.
However, the limited content in the free version is a significant disadvantage of this software [ 63].
The Panoform application is intended for use when studying creative disciplines (art, language) and
promotes the development of spatial thinking [64]. However, this software does not allow interactive
interaction between participants in the educational process, only viewing AR content. A feature of the
ARitize platform for 3D visualization is an online designer [65] for adding AR to websites, educational
presentations, and online courses. The disadvantage is that the application is focused mainly on business,
and less on classical education. Therefore, many features are available only in the paid version.</p>
        <p>The Merge Cube platform is supported by mobile applications Merge Explorer, Object Viewer,
HoloGlobe, etc., which “animate” 3D objects on the surface of the AR cube [66]. A functional feature of
the platform is collections of interactive content for studying natural processes, technical disciplines,
history, architecture, etc. A feature of the platform is the need for a printed Merge Cube model. However,
free printable templates are ofered for their production [66].</p>
        <p>To describe the quality of the software taking into account the most important parameters, based
on the ISO/IEC 25002:2024 standard (Systems and software Quality Requirements and Evaluation
(SQuaRE) — Quality model overview and usage) [67], a software rating was determined. It is worth
noting that the analyzed software uses diferent content visualization technologies: markerless, marker,
and the nesting method.</p>
        <p>According to the standard, the software quality model consists of nine characteristics related to their
quality properties. Each characteristic is described by several attributes, where for each attribute a
set of metrics is defined that allow it to be evaluated. Characteristics and subcharacteristics provide a
reference model for the quality of the product to be defined, measured and evaluated.</p>
        <p>In the context of this study, the most important criteria were identified:
1. Accessibility.
2. Functionality.
3. Flexibility.
4. Productivity.
5. Modifiability (number of libraries).
6. Cross-platform.
7. Interoperability (availability of virtual classes).</p>
        <p>Since the quality criteria have diferent significance, diferent coeficients are set for them according
to the standard method of expert assessments. Therefore, for determining the availability of software,
the evaluation coeficient is 0.5, for functionality, flexibility and cross-platform – 0.7, for performance
and modifiability – 1.0, and the possibility of interaction is determined by its presence or absence
(+ or –). The overall rating score is equal to the average score for each criterion multiplied by the
corresponding coeficient.</p>
        <p>A software rating was formed based on the analysis of the most significant quality characteristics of
software according to the ISO/IEC 25002:2024 standard, scientific literature, personal experience using
AR applications, surveys, and subjective judgments of specialists on the research problem (table 1).</p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3. Technology for reproducing interactive educational content using Merge Cube</title>
        <p>The development of cloud-based systems singles out one of the promising areas – the development
of digital educational content using augmented reality technology. One of the popular platforms for
implementing augmented reality is Merge Cube, which allows you to display and interact with 3D
objects while literally holding them in your hands [68]. The model layering looks like a Cube with
unique markers on its surfaces (figure 1) that activate various virtual scenes and objects through
applications on a smartphone or tablet.</p>
        <p>Using Merge Cube allows you to create an interactive learning process in which students can
interact with three-dimensional models and virtual objects [69]. This platform ofers over 100 diferent
interactive lessons that cover key topics from a range of disciplines. Merge Cube is compatible with
Google Classroom and Microsoft Teams learning platforms, making it easier to manage classes and
conduct lessons in distance education. It is also worth noting that the content of the Merge Cube active
learning platform is aligned with the NGSS standard, which makes it possible to use libraries of teaching
aids with augmented reality technology. This makes it popular in educational institutions due to its
convenience and interactivity.</p>
        <p>The Cube integrates with the cloud-based Merge EDU system (figure 2), which includes a variety of
educational applications aimed at studying science, technology, mathematics, and other disciplines. A
significant advantage of Merge EDU is a large thematic collection of 3D objects and integration with
other similar services. Merge Cube can be used in distance education settings, as most of its applications
are compatible with smartphones and tablets, as well as for conducting research in classrooms [69].
With Merge Cube, students can conduct experiments in a virtual environment, avoiding real-world
risks.</p>
        <p>To view each of the 3D objects, you don’t need a separate marker or plugin. All the necessary
information is contained on the key image Cube. To visualize the object, the smartphone or tablet
camera scans a QR code on each side of the Cube, which allows the application to overlay 3D objects
and models on the Cube in augmented reality. The user feels like he is holding various virtual objects
in his hands, which can be rotated and explored from all sides (figure 3).</p>
        <p>For example in figure 3 shows an example of using the Merge Cube in studying the basics of robotics.
In particular, the platform was used to familiarize students with a model of a robotic complex, which
allows for a visual representation of the structure and layout of the system.</p>
        <p>This augmented reality technology allows not only to visualize 3D objects, but also to play video,
text, animation, and audio, which expands the opportunities for students to better absorb educational
material. The application also allows students to complete interactive tasks or quests, and solve problems
related to AR content.</p>
        <p>AR content of this technology meets the following criteria:
• virtual additions, correspond to the content of the lesson or the topic being studied;
• sound efects emphasize artistic or other content;
• video fragments demonstrate processes, events or video instructions in content;
• the reproduction of the AR object is simple, intuitive;
• the AR reproduction process is technically stable;
• the font is dynamic (increases or decreases according to the user’s needs);
• 3D images are clear;
• diferent operating systems are supported.</p>
        <p>Investigating the capabilities of this technology, it was found that the Merge EDU platform also
allows users to upload their own 3D models and create collections (figure 4). that meet the educational
needs of students, the specific requirements of an academic discipline or a separate project.
Uploading your own models allows you to combine standard content with individual developments. This
is especially important for specialized disciplines that require detailing, understanding of physical
processes, principles of operation of individual mechanisms, etc. Using your own 3D models in Merge
EDU allows you to integrate the latest innovations in AR/VR technologies into the educational process,
making it more dynamic and relevant. This allows you to integrate materials that are most consistent
with the course content and its objectives, and therefore opens up new prospects for personalizing the
educational process and a creative approach to learning.</p>
        <p>Another significant advantage of this development is the possibility of using Merge Cube in
combination with virtual reality glasses (figure 5 a). To do this, you need to connect a special headset, in
which the application scans the surface of the Cube and images are projected through the lenses of the
headset. Thus, it also allows you to use another type of immersive technology – mixed reality.</p>
        <p>The user, while wearing the headset, can still see the real environment around the Cube. The Cube
itself is visualized by various 3D objects. Due to the fact that the objects are visualized against the
background of the real world, they look realistic (figure 5 b).</p>
        <p>Figure 5 shows an example of using Merge Cube in combination with virtual reality glasses, which
allows to demonstrate the process of operation of a hydraulic turbine in dynamics. This provides
the opportunity to visually represent physical and technological processes when studying technical
disciplines.</p>
        <p>Therefore, Merge Cube makes it possible to use this technology to update basic knowledge, conduct
laboratory and practical work, during independent or individual work, use it as a reference interactive
summary of basic concepts and terms, as well as to test students’ knowledge.</p>
      </sec>
      <sec id="sec-2-4">
        <title>2.4. Analysis of the results of the pedagogical experiment</title>
        <p>During the study of the problem of using augmented reality technologies to create interactive educational
digital content, a pedagogical experiment was conducted. To allow students to study various educational
materials on the operation of individual technical mechanisms, physical processes, the architecture of
personal computers, the construction of working nodes of robotic systems, etc., we used the capabilities
of Merge Cube to visualize complex educational materials. The pedagogical experiment was conducted
at the Ternopil Volodymyr Hnatiuk National Pedagogical University in the process of training students
of the specialty 015 Professional Education with a specialization in Digital Technologies. The Merge
Cube platform was tested within the following academic disciplines: “Personal Computer Architecture”,
“Fundamentals of Robotics”, “PC Repair and Modernization”, “Digital Technologies and Learning Tools”.
The study lasted for one academic year, which involved 146 students of diferent years of study and 8
qualified teachers.</p>
        <p>After the pedagogical experiment, an online survey was conducted using Google Forms. The
questionnaire included questions that allow for a comprehensive assessment of the pedagogical feasibility
of using the application, as well as the level of student satisfaction with the use of Merge Cube in the
educational process.</p>
        <p>Having analyzed the results of the questionnaire, we can state that the respondents are motivated
to implement innovative technologies for creating interactive digital content (figure 6). The survey
also confirmed the intensification of students’ educational activities through interactive tasks. The
convenience of the application, its visual appeal and the usefulness of the content made it possible to
state the pedagogical feasibility of using augmented reality technologies in education, in particular the
use of Merge Cube.</p>
        <p>The intuitive interface, the simplicity of Merge Cube and its compatibility with various devices
(smartphones, VR glasses) contribute to the convenient use of applications by students of various
specialties (technical, humanitarian, natural sciences, etc.) and age groups.</p>
        <p>It should also be noted the high level of user interaction with 3D models and the ability to use
interactive tasks for the active participation of students in the educational process. Therefore, we conclude
that the use of augmented reality technologies helps to stimulate creative activity and independent
search for knowledge by students.</p>
        <p>Also among the questions of the questionnaire was an open question on the analysis of the general
impressions of each student after using the Merge Cube augmented reality in education. Based on the
results of short answers, a “word cloud” was formed, which allows to understand the key impressions
of the respondents (figure 7).</p>
        <p>Analysis of the survey results made it possible to state that students are interested in using the latest
learning tools that allow them to develop spatial thinking, design skills, and understanding of processes.
Students noted that using the Merge Cube platform provides conditions for flexible, personalized, and
interactive learning, and also contributes to a deeper understanding and assimilation of the material.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Conclusions and discussions</title>
      <p>
        In the context of digitalization of the educational space, mass technologization of the pedagogical
process, AR technologies are an innovative tool that has great potential for: updating basic knowledge,
conducting laboratory and practical work, organizing independent or individual work, developing
interactive summaries of basic concepts and terms, testing students’ knowledge. Analysis of the
experience of using AR technologies indicates the need for further methodological developments in
this direction to increase student motivation and the professional level of teachers [
        <xref ref-type="bibr" rid="ref51 ref52 ref53">51, 52, 53</xref>
        ].
      </p>
      <p>As a basic software tool for implementing AR technologies, we selected Merge Cube as the most
appropriate for implementation in the educational process. The choice was justified on the basis of the
defined software quality criteria according to the ISO/IEC 25002:2024 standard based on the results of
expert analysis among the most popular AR applications.</p>
      <p>The technology of reproducing interactive educational content by layering an object on Merge Cube
is disclosed, which has a number of advantages that contribute to improving the visibility of educational
materials. The described capabilities and examples can be used in the development of didactic interactive
tasks that can provide a deeper understanding and assimilation of educational material.</p>
      <p>We conducted a survey among future professionals of vocational education on the basis of a
pedagogical university. The survey shows that the proposed AR application allows you to create exciting,
visual and accessible interactive educational content. In addition, the use of the Merge Cube platform in
the implementation of teaching methods allows you to increase student motivation and also meets the
requirements of flexible, personalized and interactive learning. The survey showed that students are
interested in using the latest learning tools that give them the opportunity to develop spatial thinking,
design skills, and understanding of technological processes.</p>
      <p>Considering the need and interest of students in an innovative approach to learning, which also
includes the introduction of augmented reality technologies to create interactive digital content, we
see prospects for further research in the creation of methodological materials for teachers, taking
into account the specifics of professional training, as well as the organization and conduct of relevant
training seminars.</p>
    </sec>
    <sec id="sec-4">
      <title>Declaration on Generative AI</title>
      <p>The authors have not employed any generative AI tools.
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