Augmented Reality in Biology Education: A Literature Review
Abstract
1. Introduction
2. Methods
Biological Content Indicators
- RQ1.
- Which biological content do teachers at all levels of education supplement with AR technology?
- RQ2.
- Which types of technical choices (hardware, software, type of AR) did the researchers make when trialling AR in biology lessons?
- RQ3.
- Which types of teaching practices or pedagogical processes did the researchers use when trialling AR in biology lessons?
3. Results
4. Discussion
5. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Conflicts of Interest
Abbreviations
| AR | Augmented reality |
References
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| Bio. Area | Content Set | Educ. Level | Learning Practices/Pedagogy | Technical Choices (a—Hardware, b—Software, c—AR Type) | Ref. |
|---|---|---|---|---|---|
| microbiology, biochemistry and genetics | biomolecules | UN ° | Short course with wet-lab + AR dry-lab module; active in quiry; independent installation on own devices. | (a) Student smartphones (Android and iOS). (b) Augment app; PyMol for comparison. (c) Marker-based (printed images/“trackers”). | [30] |
| macromolecules | Active learning modules in 4 undergraduate courses; worksheets and discussion. | (a) Microsoft HoloLens visor. (b) Holocule app; custom models created with UCSF Chimera + SketchUP. (c) Immersive visor-based AR. | [31] | ||
| glycolysis | Game mode and study mode; collaborative and step-by-step pathway construction. | (a) Smartphone/tablet (iOS/Android). (b) ARMET app built with Unity3D + Vuforia; 3D molecules from PDB/ChemSpider. | [32] | ||
| enzymes | Molecular Case Study (story-based inquiry); active, research-like learning; cross-institutional undergraduate courses. | (a) Smartphone/tablet with Merge cubes. (b) Mol * Viewer for 3D scenes, converted to AR with Merge Object Viewer. (c) Markerless object viewer. | [33] | ||
| viruses | US *** | Development study using 4D (Define–Design–Develop–Disseminate) model. Independent and teacher-guided exploration; students view 3D virus models and complete quizzes. | (a) Android smartphones. (b) Custom AR app; 3D virus objects built in Blender, interface designed in Adobe Illustrator; voice-over and sound effects added. (c) Marker-based. | [34] | |
| viruses | Development research using ADDIE model (Analysis–Design–Development–Implementation–Evaluation). Focus on improving scientific literacy and retention. | (a) Android-based e-module with built-in AR application (no app name given). (b) AR triggered within e-module to visualise viral structures. | [35] | ||
| viruses | Discovery-learning framework: students identify problems, analyse data and test hypotheses while using AR visualisations. | (a) Smartphone/tablet for e-module use. (b) Custom e-module with embedded AR (development via ADDIE model). (c) Markerless AR integrated inside interactive e-module. | [36] | ||
| genetics | Investigates learning styles (e.g., visual, auditory) and influence on learning performance within an AR setting. | (a)/(b) No hardware/software names. (c) AR learning environment. | [37] | ||
| genetics | Mixed-method design: app development plus quasi-experimental evaluation; constructivist mobile learning. | (a) Smartphone/tablet. (b) MAR-Gen mobile application. | [38] | ||
| cytology and histology | cell | UN ° | Inquiry and collaborative learning activities; students design and present cell-biology tasks using AR/VR. | (a) Smartphone/tablet for AR; VR headsets for virtual environments. (b) AR and VR apps (not all names specified). (c) Mix of marker-based and markerless experiences. | [39] |
| cell organelles | US *** | Research and development using IMSDD model. Independent exploration: students navigate a 3D virtual tour, observing and manipulating organelles. | (a) Student smartphones; development on ASUS ROG laptop. (b) Unity 2021, Blender 3.5, Photoshop, Vuforia. (c) Markerless 3D virtual-tour AR, objects rotate 360°. | [40] | |
| plant cell structure | Descriptive case study with pre-/post-testing. Teacher-guided class sessions where students interacted with AR posters to memorise organelles. | (a) Smartphones to scan AR posters. (b) Custom AR-poster app (details not specified). (c) Marker-based posters with 3D visualisations. | [41] | ||
| structure and function of plant and animal tissue | ND • | Collaborative classroom action research. Discovery learning motivation questionnaires. | (a) Smartphones. (b) Halo AR mobile app. (c) Marker-based with printed images. | [42] | |
| anatomy and physiology (Animalia) | human anatomy | UN ° | Grounded in constructivist learning theory. AR apps to explore anatomical structures, collaborate and discuss findings. | (a) Students’ own smartphones/tablets. (b) Commercial AR apps. (c) Mobile, markerless (apps overlay 3D anatomical models without printed triggers). | [43] |
| anatomic structure of human heart | Four-stage laboratory procedure: introduction to MAR, AR-assisted lab, dissection of a real heart, reflection session; constructivist approach. | (a) Smartphone/tablet. (b) Mobile AR (MAR) application with marker-based tracking. | [44] | ||
| anatomy of the brain, eye, heart and kidney, and their dissection processes | Mixed research method; apps used in laboratory environment suitable for 5E learning model based on constructivist approach; 7-week application process. Pre-service science teachers performed hands-on AR tasks and dissections. | (a) Smartphone/tablet. (b) Commercial MAR applications (not individually named). (c) Marker-based activities combined with traditional lab work. | [45] | ||
| human neural anatomy and endocrine systems | Constructivist theories of learning anatomical concepts. | (a) Tablet/smartphone with cameras. (b) Commercial AR apps Anatomy 4D and The Brain iExplore; printed AR markers. (c) Marker-based 3D anatomical visualisations. | [4] | ||
| human organs and organ systems | US *** | 12-week online course; constructivist and collaborative learning elements; interviews + quasi-experimental design. | (a) Students’ own mobile phones. (b) Commercial Human Anatomy Atlas + other mobile AR apps. (c) Mobile markerless/marker mix (noted as “mobile AR”). | [23] | |
| human coordination system | ADDIE model; validation sheets, questionnaires, tests. Focus on critical thinking. | (a) Smartphone/tablet. (b) Custom AR viewer linked to printed comic book markers. (c) Marker-based 3D objects over comic panels. | [46] | ||
| human blood circulatory system | Small-group collaborative simulation sessions aligned with national science standards; inquiry and creativity emphasised. | (a) zSpace® system (AR/VR monitor with stylus and 3D glasses providing haptic feedback). (b) zSpace® Studio and related modules. (c) Immersive AR/VR. | [47] | ||
| human respiratory system | Socioscientific-Issues (SSI) model; students debate social-scientific dilemmas and develop argumentation and critical thinking. | (a) Smartphones. (b) Mobile AR of Respiratory System (MARRS). | [48] | ||
| respiratory system | Quasi-experimental post-test-only control group design with 60 high-school students. | (a) Smartphone/tablet. (b) Platform not given. (c) AR Sinaps learning media. | [49] | ||
| nervous system | Quasi-experimental pre/post test; focus on concept mastery (Bloom C1–C4) and digital literacy. | (a) Student smartphone. (b) Custom AR app with printed markers. (c) Marker-based. | [50] | ||
| human digestion and absorption | US *** | ARCS (Attention, Relevance, Confidence, Satisfaction) motivation model. Pre-/post-tests; interviews. Mobile AR application learning vs. traditional methods learning. | (a) Android smartphones. (b) Custom AR app built with Vuforia toolkit and Huawei AR Engine for image/plane/body recognition. (c) Marker-based AR. | [51] | |
| human blood circulatory system | LS ** | Structure–Behaviour–Function (SBF) model; quasi-experimental (textbook vs. textbook + AR). | (a) Tablets. (b) Software: Mirage AR app with 2D/3D animations and film. (c) Marker-based, linked to textbook images. | [52] | |
| nutrition and the human digestive system | PS *, US *** | Technology Acceptance Model survey of 188 students to assess ease of use and perceived usefulness. | (a) Students’ own smartphones. (b) Commercial mobile AR apps (specific names not given). | [53] | |
| human blood circulatory system | PS * | Inquiry-based lab activity; small-group discussion. | (a) Smartphone/tablet. (b) Mobile AR app for concept-association mapping. (c) Marker/QR-triggered 3D models. | [54] | |
| human respiratory system | Constructivist approach; pre/post conceptual test. | (a) Mobile phones + custom AR app; marker-based. | [20] | ||
| circulatory system | ND • | Using Borg and Gall model (first 9 stages). Pilot test. | (b) Android application plus a physical lab coat made of cotton with QR-code triggers for each organ. (c) App renders with QR codes are scanned. | [55] | |
| human anatomy | ADDIE model. Questionnaires. | (a) iOS phone. (b) X Custom AR app built with RealityKit and 3D assets; developed using ADDIE model. (c) Markerless interactive 3D simulations. | [56] | ||
| human movement system | Classroom implementation with paired t-test for cognitive gains; teacher-guided but interactive exploration of skeleton structures. | (a) Smartphone/tablet. (b) AR Human Skeleton app + Instagram filters. (c) Marker-based. | [57] | ||
| botany | flowering plant physiology | US *** | Quasi experimental design with pre/post tests; using AR vs. using conventional methods. ADDIE model. | (a) Mobile devices. (b) Custom AR module built with Unity, Blippar, PlantAR, Canva and 3Ds Max; QR-code triggers for interactive content. (c) Marker-based 3D models integrated into lessons. | [58] |
| plants | Qualitative case study of one teacher’s lesson planning and classroom practice; constructivist orientation with emphasis on teacher reflection and adaptive AR use for 10-week period. | (a) iPads and students’ smartphones. (b) Multiple commercial AR apps (e.g., Merge Cube, AR anatomy apps). (c) Mixed marker-based and markerless activities. | [59] | ||
| dicotyledonous plants | ND • | Qualitative simulation with direct AR use in class. Students worked in groups, scanned AR cards to view 3D plant structures, then discussed observations and completed a Likert-scale questionnaire. | (a) Android smartphones. (b) Augment mobile application. (c) Marker-based using custom-designed AR cards created in Cinema 4D and uploaded to Augment. | [60] | |
| zoology | arthropods | ND • | Pre-experimental one-group pre/post design; students used AR book for four class sessions as interactive learning media. | (a) Students’ smartphones. (b) Custom AR book with embedded markers and 3D models. (c) Marker-based. | [61] |
| biotechnology | food biotechnology | US *** | Quasi-experimental pre/post; multimedia learning theory; student attitude surveys. | (a) Smartphone/tablet with AR-enabled print book. (b) Custom AR book integrating 3D objects, audio, video. | [6] |
| mixed | cell, animal anatomical structure, dissection process | UN °, US *** | Constructivist, inquiry-oriented activities designed to replace cadaver or animal specimens in lab work. | (a) Android mobile devices. (b) Unity3D + ARKit/Vuforia; custom 3D models developed by the authors. | [62] |
| protists, colonies, mushrooms, plants, animals | US *** | Quasi-experimental pre/post design; constructivist orientation; AR used as supplement to standard curriculum. | (a) Android tablets. (b) Custom AR activities (name not specified). (c) Marker-based, 3D objects over real images. | [10] | |
| ecosystems, environmental changes | Problem-Based Learning (PBL); development research following Lee and Owen model [63] | (a)/(b) Electronic module with embedded AR (details not specified). | [64] | ||
| cytology, genetics, ecology | Conceptual analysis of blended learning and immersive technology integration; proposes a strategy for implementing AR in a mixed online/offline model. | (a)/(b) No specifics named. (c) Describes immersive AR technologies as part of national digitalisation trends. | [65] |
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Stanič, K.; Špernjak, A. Augmented Reality in Biology Education: A Literature Review. Multimodal Technol. Interact. 2025, 9, 117. https://doi.org/10.3390/mti9120117
Stanič K, Špernjak A. Augmented Reality in Biology Education: A Literature Review. Multimodal Technologies and Interaction. 2025; 9(12):117. https://doi.org/10.3390/mti9120117
Chicago/Turabian StyleStanič, Katja, and Andreja Špernjak. 2025. "Augmented Reality in Biology Education: A Literature Review" Multimodal Technologies and Interaction 9, no. 12: 117. https://doi.org/10.3390/mti9120117
APA StyleStanič, K., & Špernjak, A. (2025). Augmented Reality in Biology Education: A Literature Review. Multimodal Technologies and Interaction, 9(12), 117. https://doi.org/10.3390/mti9120117

