Development and Usability Perceptions of Spectral Crime Analysis Network Game with Augmented Reality for Ultraviolet-Visible Light Spectroscopy
Abstract
The Spectral Crime Analysis Network (SCAN) game was developed using the ADDIE model, used a hybrid augmented reality embedded game-based learning approach and aligned with the learning standards of ultraviolet–visible (UV–Vis) spectroscopy. This game is developed as a learning and reinforcement tool in analytical chemistry instrumentation for undergraduate chemistry students. Based on a survey study conducted on 265 respondents, it was found that the SCAN game demonstrated high usability with mean scores of 3.49 (SD = 0.489) for usefulness, 3.49 (SD = 0.474) for ease of use, 3.48 (SD = 0.504) for ease of learning and 3.53 (SD = 0.476) for satisfaction. Overall, SCAN supports cooperative, technology-enhanced game-based learning, fostering greater interactivity and engagement in chemistry education. This innovation is aligned with the United Nations' Sustainable Development Goal number 4 (SDG4), which is quality education that utilises technology and interactive 21st-century learning.
Full text article
References
Al Ghawail, E. A., & Yahia, S. B. (2025). Mobile augmented reality techniques with gamification to enhance learnability for higher institute students of chemistry course. Journal of Applied Research in Higher Education, 18(1), 121-147. https://doi.org/10.1108/JARHE-11-2023-0508
Aliyu, H., & Talib, C. A. (2022). Implementation of a game-based student response system in engaging, motivating, concentrating, and apprehending students’ interest in learning “The Environment and Sustainable Development.” Asian Education, 2022, 7-7. https://lynnp.org/index.php/ae/article/view/26
Álvarez-Herrero, J.-F., & Valls-Bautista, C. (2021). The game as a strategy of learning chemistry among high school students. European Journal of Science and Mathematics Education, 9(3), 80–91. https://doi.org/10.30935/scimath/10947
Annamalai, S., & Mohamed Faisal, N. F. (2023). Design and development of lost boy calculic adventure: A mobile game-based learning for year 1 dyscalculic children. Advances in Social Science, Education and Humanities Research, 464–472. https://doi.org/10.2991/978-2-38476-098-5_40
Ariffin, N. H., Azmi, M. S. M., & Rahman, N. A. (2022). The development of “Monolektrik Kit” for the topic on series and parallel circuits for secondary school science and its’ usability among physics trainee’s teachers. Journal of Physics: Conference Series, 2309(1), 012066. https://doi.org/10.1088/1742-6596/2309/1/012066
Arruzza, E., & Chau, M. (2021). A scoping review of randomised controlled trials to assess the value of gamification in the higher education of health science students. Journal of Medical Imaging and Radiation Sciences, 52(1), 137–146. https://doi.org/10.1016/j.jmir.2020.10.003
Bertram, A., Clark, C. A., Galloway, K. W., Brügge, O. S., & Nortcliffe, A. (2025). Can you escape Da Vinci’s curse? A chemistry escape room for skills consolidation. Journal of Chemical Education, 102, 1572-1581. https://doi.org/10.1021/acs.jchemed.4c01522
Borit, M., & Stangvaltaite‐Mouhat, L. (2020a). GoDental! Enhancing flipped classroom experience with game‐based learning. European Journal of Dental Education, 24(4), 763–772. https://doi.org/10.1111/eje.12566
Borit, M., & Stangvaltaite‐Mouhat, L. (2020b). GoDental! Enhancing flipped classroom experience with game‐based learning. European Journal of Dental Education, 24(4), 763–772. https://doi.org/10.1111/eje.12566
Carpentieri, M.A., & Domenici, V. (2024). Introducing UV–visible spectroscopy at high school level following the historical evolution of spectroscopic instruments: a proposal for chemistry teachers. Foundations of Chemistry, 26, 115-139. https://doi.org/10.1007/s10698-024-09501-5
Chávez Herting, D., Cladellas Pros, R., & Castelló Tarrida, A. (2020). Habit and social influence as determinants of PowerPoint use in higher education: A study from a technology acceptance approach. Interactive Learning Environments, 31(1), 1–17. https://doi.org/10.1080/10494820.2020.1799021
Chen, O., Paas, F., & Sweller, J. (2023). A cognitive load theory approach to defining and measuring task complexity through element interactivity. Educational Psychology Review, 35(2), 63. https://doi.org/10.1007/s10648-023-09782-w
da Silva Júnior, J. N., Uchoa, D. E. de A., Sousa Lima, M. A., & Monteiro, A. J. (2019). Stereochemistry game: Creating and playing a fun board game to engage students in reviewing stereochemistry Concepts. Journal of Chemical Education, 96(8), 1680–1685. https://doi.org/10.1021/acs.jchemed.8b00897
Daniel Maggioni, Natalia Neves Macedo Deimling, & Cesar Vanderlei Deimling. (2023). O ensino da espectroscopia UV-Vis na educação básica: Considerações iniciais. Vitruvian Cogitationes, 3(2), 269–278. https://doi.org/10.4025/rvc.v3i2.67395
Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 13(3), 319–340.
Gani, N. I. A., Rathakrishnan, M., & Krishnasamy, H. N. (2020). A pilot test for establishing validity and reliability of qualitative interview in the blended learning english proficiency course. Journal of Critical Reviews, 7(05), 140–143. https://doi.org/10.31838/jcr.07.05.23
Halim, E., Soeprapto Putri, N. K., Anisa, N., Arif, A. A., & Hebrard, M. (2021). Usability testing of vocabulary game prototype using the nielsen’s attributes of usability (NAU) method. 2021 International Conference on Information Management and Technology (ICIMTech), 590–594. https://doi.org/10.1109/icimtech53080.2021.9534970
Hayati, S., Gunawan, & Hikmawati. (2024). The Influence of the Problem Based Learning Model on Students' Critical Thinking Ability in Mechanical Wave Material. AMPLITUDO: Journal of Science & Technology Innovation, 3(1), 55-60. https://doi.org/10.56566/amplitudo.v3i1.138
Hubahib, L. V., & Mark, A. (2025). Whodunit: A Forensic Chemistry Investigative Game Kit. Journal of Chemical Education, 102(2), 704-713. https://doi.org/10.1021/acs.jchemed.4c01299
Isma, Sri Rahayu, & I Wayan Dasna. (2022). Game based learning application in chemistry learning a systematic literature review. Jurnal Pendidikan MIPA, 23(1), 01-12. http://jurnal.fkip.unila.ac.id/index.php/jpmipa/article/view/23572
Kanjana Kamtan, & Praiporn Saengchan. (2024). Satisfaction of service recipients with the service of the work to be considered for ethical consideration of human research, graduate school, Suan Sunandha Rajabhat University. Proceeding National & International Conference, 17(1), 204. http://journalgrad.ssru.ac.th/index.php/8thconference/article/view/4940
Kementerian Pendidikan Malaysia. (2019). Ringkasan eksekutif pembangunan pendidikan malaysia 2013 - 2025. https://www.pmo.gov.my/wp-content/uploads/2019/07/Pelan-Pembangunan-Pendidikan-2013_2025.pdf
Khobir, A., Mahmudah, R. N., & Musa, M. M. (2022). Strategies to reduce children’s saturation in distance learning through power point presentation media. AL-ISHLAH: Jurnal Pendidikan, 14(4), 5897–5906. https://doi.org/10.35445/alishlah.v14i4.2089
Krejcie, R. V., & Morgan, D. W. (1970). Determining sample size for research activities. National Emergency Training Center.
Li, C.-T., Hou, H.-T., & Lin, W.-S. (2022). Chemistry education board game based on cognitive mechanism: multi-dimensional evaluation of learners’ knowledge acquisition, flow and playing experience of board game materials. Research in Science & Technological Education, 42(3), 699-719. https://doi.org/10.1080/02635143.2022.2125505
Lin, J. (2022). The effects of gamification instruction on the roles of perceived ease of learning, enjoyment, and useful knowledge toward learning attitude. The Turkish Online Journal of Educational Technology, 21(2). https://files.eric.ed.gov/fulltext/EJ1337923.pdf
Liu, Z., & Yang, Y. (2025). Fundamental usability evaluation in visualization: Integrating nielsen’s principles and the analytic hierarchy process. International Journal of Human–Computer Interaction, 41(20), 13012–13040. https://doi.org/10.1080//10447318.2025.2467455
Lund, A. (2001). Measuring Usability with the USE Questionnaire. ResearchGate. https://www.researchgate.net/publication/230786746_Measuring_Usability_with_the_USE_Questionnaire
Mao, W., Cui, Y., Chiu, M. M., & Lei, H. (2021). Effects of game-based learning on students’ critical thinking: A meta-analysis. Journal of Educational Computing Research, 59(8), 073563312110070. https://doi.org/10.1177/07356331211007098
Najib, M., & Mageswary Karpudewan. (2024). STEM-PT Traveler, a game-based approach for learning elements of the periodic table: an approach for enhancing secondary school students’ motivation for learning chemistry. Chemistry Education Research and Practice, 25(4), 1251–1267. https://doi.org/10.1039/d4rp00032c
Nur Ashikin Lakman, & Zamry Mokhtar. (2024). Mobile application for practical structural engineering learning: A USE questionnaire-based student evaluation on usefulness, satisfaction and ease of use. International Journal of Business Studies and Education, 2(1). https://www.ijbsae.org/wp-content/uploads/2025/01/18.pdf
Olim, S. C., Nisi, V., & Ramão, T. (2024). Augmented reality interactive experiences for multi-level chemistry understanding. International Journal of Child-Computer Interaction, 42, 100681. https://doi.org/10.1016/j.ijcci.2024.100681
Permanasari, A., Rubini, B., & Nugroho, O. F. (2021). STEM education in indonesia: Science teachers and students perspectives. Journal of Innovation in Educational and Cultural Research, 2(1), 7–16. https://doi.org/10.46843/jiecr.v2i1.24
Ramadhani Eko Prasetyo, & Adi Dewanto. (2024). Pengembangan game “Marko” dengan konsep game-based learning untuk siswa VII SMP. Journal of Information Engineering and Technology, 1(2), 45–48. https://doi.org/10.21831/jiety.v1i2.202
Ramlee Mustapha. (1999). The role of vocational and technical education in the industrialization of Malaysia as perceived by educators and employers. Purdue E-Pubs. https://docs.lib.purdue.edu/dissertations/AAI9952000/
Sampath Kumar, B. (2023). Game-Based learning in chemistry education: An overview of the literature. Research Journal of Educational Sciences, 11(2), 16–27. https://www.isca.me/EDU_SCI/Archive/v11/i2/3.ISCA-RJEduS-2023-003.pdf
San Gabriel, J. D., & S. Manalastas, A. (2025). Experimental skills of senior high school students on academic performance in chemistry. International Journal of Research Publication and Reviews, 6(1). https://www.researchgate.net/profile/Jay-San-Gabriel/publication/388385837_experimental_skills_of_senior_high_school_students_on_academic_performance_in_chemistry/links/67955a6a96e7fb48b99effbe/experimental-skills-of-senior-high-school-students-on-academic-performance-in-chemistry.pdf
Sani, J., & Ratri, D. (2024). Analysis of the effectiveness of gamification elements in mobile-based english learning applications for elementary school students. International Journal of Language Education and Culture Review, 10(2), 213–226. https://doi.org/10.21009/ijlecr.v10i2.49483
Shifflett, Ji. (2022). Chapter 10: Game literacy and message design. ODU Digital Commons. https://doi.org/10.25776/npmn-z447
Sidek Mohd Noah, & Jamaludin Ahmad. (2005). Pembinaan modul: Bagaimana membina modul latihan dan modul akademik. Universiti Putra Malaysia.
Stout, J. C., Andrews, S. C., & Yifat Glikmann-Johnston. (2017). Cognitive assessment in Huntington disease clinical drug trials. Handbook of Clinical Neurology, 227–244. https://doi.org/10.1016/b978-0-12-801893-4.00019-5
Sulma Paola Vera-Monroy, Rodriguez, S., & Manuel Alfredo Figueredo. (2024). Evaluating the effect of a blended collaborative/game-based learning strategy for skill reinforcement on undergraduate engineering. International Journal of Mathematical Education in Science and Technology, 55(7), 1727–1743. https://doi.org/10.1080/0020739x.2023.2295892
Sun, L., Kangas, M., Ruokamo, H., & Siklander, S. (2023). A systematic literature review of teacher scaffolding in game-based learning in primary education. Educational Research Review, 40, 100546. https://doi.org/10.1016/j.edurev.2023.100546
Toomnan, P., & Putsayainunt, B. (2022). Technologies in english online learning for vendors. International Journal of Emerging Technologies in Learning, 17(16), 126–136. https://doi.org/10.3991/ijet.v17i16.33387
Vala, N., Koradia, K., & Vachhani, M. (2024). Analyzing students’ choices: Blackboard teaching vs. powerpoint presentations. National Journal of Physiology, Pharmacy and Pharmacology, 14(11), 2459. https://doi.org/10.5455/njppp.2024.v14.i11.20
Vergne, M. J., Simmons, J. D., & Bowen, R. S. (2019). Escape the lab: An interactive escape-room game as a laboratory experiment. Journal of Chemical Education, 96(5), 985–991. https://doi.org/10.1021/acs.jchemed.8b01023
Yadav, A. K., & Oyelere, S. S. (2020). Contextualized mobile game-based learning application for computing education. Education and Information Technologies, 26, 2539-2562. https://doi.org/10.1007/s10639-020-10373-3
Yulianti, D., Suriansyah, A., Harsono., A. M. B., Ridhaningtyas, L. P., & Noorhapizah. (2025). Implementation of Web-Based Teaching Media as an Effort to Utilize Digital Technology in Learning. AMPLITUDO: Journal of Science & Technology Innovation, 4(1), 20-25. https://doi.org/10.56566/amplitudo.v4i1.301
Zammit, M., Voulgari, I., Liapis, A., & Yannakakis, G. N. (2022). Learn to machine learn via games in the classroom. Frontiers in Education, 7. https://doi.org/10.3389/feduc.2022.913530