CURRENT TRENDS IN THE APPLICATION OF AUGMENTED REALITY-BASED LEARNING MEDIA IN BIOLOGY EDUCATION: A SYSTEMATIC LITERATURE REVIEW
DOI:
https://doi.org/10.51878/science.v6i1.8929Keywords:
Augmented Reality, Biologi, Media pemeblajaranAbstract
The development of digital technology has brought significant changes to the world of education, including in Biology learning, which often contains abstract concepts that are difficult to visualize. One innovation that is widely used to overcome this problem is Augmented Reality (AR) technology. AR allows students to interact with three-dimensional virtual objects in a realistic way, thereby improving their understanding of complex Biology concepts. This study aims to analyze the latest trends in the application of AR-based learning media in biology learning using a Systematic Literature Review (SLR) approach with PRISMA guidelines. A total of 19 articles published between 2016 and 2025 were reviewed based on inclusion criteria, including formal education levels, types of media, research methods, and biology topics studied. The results of the analysis show that the use of AR is most commonly found at the senior high school level, with smartphone-based media dominating. This is due to the more mature abstract thinking and digital literacy skills of senior high school students, which support the effective use of AR in understanding biology material. Most studies used quantitative methods with quasi-experimental designs to measure the effect of AR on student learning outcomes, motivation, and digital literacy. In general, AR-based media has been proven to improve students' conceptual understanding, learning outcomes, motivation, and engagement in Biology learning. Thus, AR technology has great potential as an innovative 21st-century learning strategy that is interactive, contextual, and supports the digital transformation of Biology education.
ABSTRAK
Perkembangan teknologi digital telah membawa perubahan signifikan dalam dunia pendidikan, termasuk dalam pembelajaran Biologi yang sering kali memuat konsep abstrak dan sulit divisualisasikan. Salah satu inovasi yang banyak digunakan untuk mengatasi permasalahan tersebut adalah teknologi Augmented Reality (AR). AR memungkinkan siswa berinteraksi dengan objek virtual tiga dimensi secara nyata sehingga dapat meningkatkan pemahaman terhadap konsep Biologi yang kompleks. Penelitian ini bertujuan untuk menganalisis tren terkini penerapan media pembelajaran berbasis AR dalam pembelajaran Biologi menggunakan pendekatan Systematic Literature Review (SLR) dengan panduan PRISMA. Sebanyak 19 artikel yang diterbitkan pada tahun 2016–2025 ditelaah berdasarkan kriteria inklusi, meliputi jenjang pendidikan formal, jenis media, metode penelitian, serta topik Biologi yang dikaji. Hasil analisis menunjukkan bahwa penggunaan AR paling banyak ditemukan pada jenjang Sekolah Menengah Atas (SMA) dengan dominasi media berbasis smartphone. Hal ini dikarenakan kemampuan berpikir abstrak dan literasi digital siswa SMA yang lebih matang, sehingga mendukung efektivitas penggunaan AR dalam memahami materi Biologi. Sebagian besar penelitian menggunakan metode kuantitatif dengan desain quasi-experimental untuk mengukur pengaruh AR terhadap hasil belajar, motivasi, dan literasi digital siswa. Secara umum, media berbasis AR terbukti mampu meningkatkan pemahaman konsep, hasil belajar, motivasi, dan keterlibatan siswa dalam pembelajaran Biologi. Dengan demikian, teknologi AR memiliki potensi besar sebagai strategi pembelajaran inovatif abad ke-21 yang interaktif, kontekstual, dan mendukung transformasi digital pendidikan Biologi.
References
Agusti, N. M., & Aslam, A. (2022). Efektivitas media pembelajaran aplikasi Wordwall terhadap hasil belajar IPA siswa sekolah dasar. Jurnal Basicedu, 6(4), 5794–5800. https://doi.org/10.31004/basicedu.v6i4.3053
Ahmad, Z., Ahmad, H., & Rahman, Z. A. (2022). Penggunaan media pembelajaran augmented reality berbantuan Assemblr Edu untuk meningkatkan hasil belajar siswa SMA Negeri 5 Kota Ternate. Jurnal Ilmiah Wahana Pendidikan, 8(23), 514–521. https://doi.org/10.5281/zenodo.7421774
Aivelo, T., & Uitto, A. (2016). Digital gaming for evolutionary biology learning: The case study of parasite race, an augmented reality location-based game. Lumat: International Journal of Math, Science and Technology Education, 4(1), 1–26. https://doi.org/10.31129/LUMAT.4.1.3
Anantasia, G., & Rindrayani, S. R. (2025). Metodologi penelitian quasi eksperimen. Adiba: Journal of Education, 5(2), 183–192. https://adiba.cvsyafina.com/index.php/adiba/article/view/390
Annisa, D. N., & Subiantoro, A. W. (2024). Augmented reality to support students learning of socio-scientific issues in biology class: A systematic review of the literature. AIP Conference Proceedings, 2622(1), 30011. https://doi.org/10.1063/5.0133557
Aprilinda, Y., Endra, R. Y., Afandi, F. N., Ariani, F., Cucus, A., & Lusi, D. S. (2020). Implementasi augmented reality untuk media pembelajaran biologi di Sekolah Menengah Pertama. Explore: Jurnal Sistem Informasi dan Telematika, 11(2), 124–133. https://doi.org/10.36448/jsit.v11i2.1591
Archundia-Sierra, E., Cerón-Garnica, C., Contreras-Juárez, R., & Garcés-Báez, J. A. del C. (2024). Design of a mobile application with augmented reality to promote learning of cell biology. Dalam International Conference on Communication and Applied Technologies (hlm. 195–207). Springer. https://doi.org/10.1007/978-981-96-0426-5_17
Ariyanto, A., Priyayi, D. F., & Dewi, L. (2018). Penggunaan media pembelajaran biologi di Sekolah Menengah Atas (SMA) swasta Salatiga. BIOEDUKASI (Jurnal Pendidikan Biologi), 9(1), 1–13. https://doi.org/10.24127/bioedukasi.v9i1.1377
Ashari, R. N., & Agustina, L. (2025). The effectiveness of augmented reality media on student learning outcomes in biology learning. AIP Conference Proceedings, 3142(1), 20110. https://doi.org/10.1063/5.0262306
Cahyana, U., Luhukay, J. R., Lestari, I., Irwanto, I., & Suroso, J. S. (2023). Improving students’ literacy and numeracy using mobile game-based learning with augmented reality in chemistry and biology. International Journal of Interactive Mobile Technologies, 17(16), 4–15. https://doi.org/10.3991/ijim.v17i16.42377
Cheong, C. W. L., Guan, X., & Hu, X. (2021). Using augmented reality for biology learning in high school: A quasi-experiment study. Proceedings of International Conference of the Learning Sciences, ICLS, 1167–1168. https://doi.org/10.22318/icls2021.1167
Chuang, C. H., Lo, J. H., & Wu, Y. K. (2023). Integrating chatbot and augmented reality technology into biology learning during COVID-19. Electronics, 12(1), 222. https://doi.org/10.3390/electronics12010222
Darmawan, E., Prajoko, S., Prabowo, B. H., Sukmawati, I., Alamsyah, M. R. N., Permadani, K. G., & Pamungkas, S. J. (2023). Development of android-based augmented reality lab coat in biology learning. AIP Conference Proceedings, 2706(1). https://doi.org/10.1063/5.0120332
Febrianti, E., & Karyadi, B. (2018). Penerapan model kooperatif tipe-Group Investigation (GI) pada materi sistem ekskresi manusia untuk meningkatkan hasil belajar siswa kelas XI IPA SMA N 8 Kota Bengkulu. Jurnal Pendidikan dan Pembelajaran Biologi, 2(1), 10–14. https://doi.org/10.33369/jppb.v2i1.5125
Firdaus, Z., Setiawan, D., Sunarmi, S., & Setiani, P. P. (2024). The development of e-flipbook multirepresentative augmented reality in biology cells to enhance technology literacy and student learning outcomes. AIP Conference Proceedings, 3106(1), 30033. https://doi.org/10.1063/5.0215155
Habsy, B. A., Yusiana, A. P. E., Nadya, N., & Satria, A. F. (2024). Pemanfaatan ilmu pengetahuan dan teknologi dalam pendidikan. Jurnal Pendidikan dan Kebudayaan, 2(4), 164–173. https://doi.org/10.61132/bima.v2i4.1391
Hallaby, S. F., & Syahputra, A. (2025). Implementasi augmented reality dalam pembelajaran biologi di Indonesia: Analisis kritis terhadap validasi metodologis dan efektivitas pedagogis. Eduproxima: Jurnal Ilmiah Pendidikan IPA, 7(3), 1699–1711. https://doi.org/10.29100/eduproxima.v7i3.8908
Hardiansyah, D., Ulfa, S. W., Marhamah, A., Rahayu, P., & Aqmarina, T. N. (2023). Identifikasi ciri morfologis tumbuhan tingkat tinggi pada ordo berbeda di Kampus II UIN Sumatera Utara. Biosfer: Jurnal Biologi dan Pendidikan Biologi, 8(2), 154–164. https://doi.org/10.23969/biosfer.v8i2.11144
Inaku, R., & Paputungan, F. (2022). Teori afektif menurut para ahli. Journal of Education and Culture (JEaC), 2(3). https://journals.ubmg.ac.id/index.php/JEaC/article/view/1134
Izzuddin, A. (2021). Upaya mengembangkan kemampuan kognitif anak usia dini melalui media pembelajaran sains. EDISI, 3(3), 542–557. https://doi.org/10.36088/edisi.v3i3.1614
Khoirunnisa, A., Jannah, N., Nisa, T. K., & Prihatiningsih, R. (2023). Analisis tingkat penggunaan handphone pada siswa Madrasah Aliyah Negeri di Kabupaten Malang-Turen. Prosiding SEMDIKJAR (Seminar Nasional Pendidikan dan Pembelajaran), 6, 1941–1951. https://doi.org/10.29407/dzwgby11
Kurniawan, D. M. (2021). Pengaruh level physical activity anak terhadap fundamental movement skills: Systematic literature review [Skripsi, Universitas Pendidikan Indonesia]. UPI Repository. http://repository.upi.edu/id/eprint/63344
Lam, M. C., Lim, S. M., & Tan, S. Y. (2023). User evaluation on a mobile augmented reality game-based application as a learning tool for biology. TEM Journal, 12(1), 550–557. https://doi.org/10.18421/TEM121-65
Mauludin, R., Sukamto, A. S., & Muhardi, H. (2017). Penerapan augmented reality sebagai media pembelajaran sistem pencernaan pada manusia dalam mata pelajaran biologi. Jurnal Edukasi dan Penelitian Informatika (JEPIN), 3(2), 117–123. https://doi.org/10.26418/jp.v3i2.22676
Moedjiono, S., & Kusdaryono, A. (2017). Media interactive learning and biology subjects implementation with augmented reality application. 2017 Second International Conference on Informatics and Computing (ICIC), 1–6. https://doi.org/10.1109/IAC.2017.8280626
Mustaqim, I. (2016). Pemanfaatan augmented reality sebagai media pembelajaran. Jurnal Pendidikan Teknologi dan Kejuruan, 13(2), 174–183. https://doi.org/10.23887/jptk-undiksha.v13i2.8525
Nabila, A., Aziz, A., & Suprapto, R. (2025). Systematic literature review: Pengaruh media pembelajaran digital terhadap pemahaman konsep matematis. Sains dan Teknologi, 12(2), 1079–1100. https://doi.org/10.47668/edusaintek.v12i2.1724
Norlita, D., Nageta, P. W., Faradhila, S. A., Aryanti, M. P., Fakhriyah, F., & Ismayam. A, E. A. (2023). Systematic Literature Review (SLR): Pendidikan karakter di sekolah dasar. JISPENDIORA: Jurnal Ilmu Sosial Pendidikan dan Humaniora, 2(1), 209–219. https://doi.org/10.56910/jispendiora.v2i1.743
Nurfadhillah, S., Ningsih, D. A., Ramadhania, P. R., & Sifa, U. N. (2021). Peranan media pembelajaran dalam meningkatkan minat belajar siswa SD Negeri Kohod III. PENSA: Jurnal Pendidikan dan Ilmu Sosial, 3(2), 243–255. https://doi.org/10.36088/pensa.v3i2.1186
Paliling, A., Mardiawati, M., & Al Kasyaf, M. A. (2025). Rancang bangun aplikasi augmented reality berbasis mobile untuk pembelajaran flora dan fauna. Jurnal Manajemen Informatika (JAMIKA), 15(2), 141–151. https://doi.org/10.34010/jamika.v15i2.15608
Pangadongan, N. K., & Safrudiannur, S. (2024). Tren penelitian miskonsepsi matematika di jurnal-jurnal berbahasa Indonesia tahun 2019-2023: Review tahap awal. Prosiding Seminar Nasional Hasil Penelitian, 98–114. https://ojs.unm.ac.id/semnaslemlit/article/view/62953
Purwaningsih, P. (2022). Peningkatan hasil belajar melalui model pembelajaran penemuan pada peserta didik kelas VIII SMP Negeri 8 Cikarang Utara Kabupaten Bekasi. EDUCATOR: Jurnal Inovasi Tenaga Pendidik dan Kependidikan, 2(4), 422–427. https://doi.org/10.51878/educator.v2i4.1929
Putri, D. G., Zulfarina, Z., & Syafii, W. (2021). Development of augmented reality for biology E-magazine. Journal of Educational Sciences, 5(3), 511–519. https://doi.org/10.31258/jes.5.3.p.511-519
Qamari, C. N., & Ridwan, M. R. (2017). Implementation of Android-based augmented reality as learning and teaching media of dicotyledonous plants learning materials in biology subject. 2017 3rd International Conference on Science in Information Technology (ICSITech), 441–446. https://doi.org/10.1109/ICSITech.2017.8257153
Rachim, M. R., Salim, A., & Qomario, Q. (2024). Pemanfaatan augmented reality sebagai media pembelajaran terhadap keaktifan belajar siswa dalam pendidikan modern. Jurnal Riset dan Inovasi Pembelajaran, 4(1), 594–605. https://doi.org/10.51574/jrip.v4i1.1407
Raharjo, R., Wiyati, I., Sutanto, S., Santoso, S., & Rondli, W. S. (2025). Efektivitas penggunaan media pembelajaran digital dalam meningkatkan minat dan hasil belajar siswa SDN 1 Sarirejo. Jurnal Guru Sekolah Dasar, 2(1), 50–60. https://doi.org/10.70277/jgsd.v2i1.5
Rini, D. S., Azrai, E. P., Khansa, A. A., & Wulandari, Y. (2024). Enhance biology learning outcomes with applying augmented reality (AR Sinaps) as learning media. AIP Conference Proceedings, 2982(1), 50004. https://doi.org/10.1063/5.0184458
Setyawati, E., Ngadiman, N., & Susanti, A. D. (2021). Penerapan model Explicit Instruction (EI) berbantu media Jobsheet untuk meningkatkan hasil belajar komputer akuntansi kelas XI AKL. Tata Arta: Jurnal Pendidikan Akuntansi, 7(1), 13–25. https://jurnal.uns.ac.id/tata/article/view/70224
Sumatraputra, A. N., Tapanuli, F. M., & Maringgita, I. (2023). Pemanfaatan aplikasi interaktif berbasis augmented reality untuk meningkatkan motivasi belajar siswa sekolah menengah. Jurnal Literasi Digital, 3(3), 160–170. https://doi.org/10.54065/jld.3.3.2023.599
Susilo, A., Hardyanto, W., Martuti, N. K. T., & Purwinarko, A. (2021). Mobile learning development using augmented reality as a biology learning media. Journal of Physics: Conference Series, 1918(4), 042013. https://doi.org/10.1088/1742-6596/1918/4/042013
Syarah, M. M., Rahmi, Y. L., & Darussyamsu, R. (2021). Analisis penerapan pendekatan STEM pada pembelajaran biologi. BIO-EDU: Jurnal Pendidikan Biologi, 6(3), 236–243. https://doi.org/10.32938/jbe.v6i3.1260
Tamam, B., & Corebima, A. D. (2023). Implementing augmented reality to improve students’ biology learning outcomes: Gender-based effect. International Journal of Evaluation and Research in Education, 12(4), 2157–2164. https://doi.org/10.11591/ijere.v12i4.25645
Trikotama, R. M. A., Nurrohman, M. N., & Hutajulu, D. K. (2024). Application of augmented reality in education. Hipkin Journal of Educational Research, 1(3), 263–274. https://doi.org/10.64014/hipkin-jer.v1i3.26
Wang, X.-M., Hu, Q.-N., Hwang, G.-J., & Yu, X.-H. (2023). Learning with digital technology-facilitated empathy: An augmented reality approach to enhancing students’ flow experience, motivation, and achievement in a biology program. Interactive Learning Environments, 31(10), 6988–7004. https://doi.org/10.1080/10494820.2022.2057549
Weng, C., Otanga, S., Christianto, S. M., & Chu, R. J.-C. (2020). Enhancing students’ biology learning by using augmented reality as a learning supplement. Journal of Educational Computing Research, 58(4), 747–770. https://doi.org/10.1177/0735633119884213
Wibowo, Y. (2010). Visualisasi konsep-konsep biologi dengan menggunakan diagram Roundhouse. Majalah Ilmiah Pembelajaran, 6(2). https://journal.uny.ac.id/index.php/mip/article/view/3342
Widyastuty, E. (2024). Peningkatan pemahaman konsep biologi melalui penguatan minat dan kemandirian belajar. Lencana: Jurnal Inovasi Ilmu Pendidikan, 2(2), 152–164. https://doi.org/10.55606/lencana.v2i2.3624
Wilsa, A. W., Hartono, H., Subali, B., & Rahayu, E. S. (2025). Research trends of augmented reality in biology learning: Content and bibliometric mapping analysis. Malaysian Journal of Learning and Instruction, 22(1), 157–180. https://doi.org/10.32890/mjli2025.22.1.9
Wulandari, R., Mariska, R., Hairunisa, P., Yobee, A., Supriyadi, S., & Hermawan, J. S. (2025). Studi literatur: Analisis pembelajaran berbasis teknologi augmented reality (AR). JGK (Jurnal Guru Kita), 9(2), 555–570. https://doi.org/10.24114/jgk.v9i2.65335
Wulandari, S. A., & Safitri, S. (2024). Penerapan metode pembelajaran berbasis game based learning dalam materi sejarah Bandung Lautan Api di kelas XI IPS SMA Negeri 4 Pagar Alam. Jurnal Inovasi Pendidikan dan Ilmu Sosial, 2(1), 34–41. https://jurnal.wawasanilmu.co.id/index.php/jipis/article/view/264
Zufahmi, Z., Rohman, F., Listyorini, D., & Sari, M. S. (2025). The effectiveness of augmented reality-assisted e-module in improving students digital literacy in high school biology learning. Salud, Ciencia y Tecnologia, 5, 1517. https://doi.org/10.56294/saludcyt20251517
Downloads
Published
How to Cite
Issue
Section
License
Copyright (c) 2026 SCIENCE : Jurnal Inovasi Pendidikan Matematika dan IPA

This work is licensed under a Creative Commons Attribution-ShareAlike 4.0 International License.













