AUGMENTED REALITY INFORMATION TECHNOLOGY BASED ON AR-CONSTRUCTORS AND GAMIFICATION FOR INTERACTIVE THEMATIC LEARNING

2025;
: 67-81
https://doi.org/10.23939/ujit2025.02.067
Received: August 23, 2025
Revised: September 28, 2025
Accepted: October 30, 2025

Цитування за ДСТУ: Чирун С. Л., Висоцька В. А. Інформаційна технологія доповненої реальності на основі AR-конструкторів та
гейміфікації для інтерактивного тематичного навчання. Український журнал інформаційних технологій. 2025. Т. 7, № 2. С. 67–81.
Citation APA: Chyrun, S. L., & Vysotska, V. A. (2025). Augmented reality information technology based on AR-constructors and
gamification for interactive thematic learning. Ukrainian Journal of Information Technology, 7(2), 67–81.
https://doi.org/10.23939/ujit2025.02.67

1
Lviv Polytechnic National University, Lviv, Ukraine
2
Lviv Polytechnic National University, Lviv, Ukraine

This paper presents a comprehensive study on the development and application of augmented reality (AR) and virtual reality (VR) technologies for interactive thematic learning and cultural heritage exploration. The main objective is to design an information technology framework that combines the accessibility of no-code AR constructors with the flexibility of professional development environments, enabling teachers and students to create educational content without requiring advanced programming skills. The study reviews and evaluates widely used AR platforms such as Artivive, Assemblr, PlugXR, Onirix, and Vuforia, focusing on their capabilities in free versions and their suitability for educational purposes. Several demonstrative projects were implemented, including a video collage of the university department in Artivive, an interactive 2D Solar System model in Assemblr, a virtual tour of Pidhirtsi Castle in PlugXR, anatomical 3D scenes of human organs in Onirix, and a custom AR mobile application “Kvitka” built in Unity with Vuforia integration for image tracking and 3D visualization of biological objects. Additionally, a set of VR 360° panoramas was created to expand immersion and provide opportunities for virtual tours of real environments. The testing and comparative analysis showed that AR and VR technologies significantly improve student engagement, motivation, and knowledge retention across multiple disciplines such as biology, geography, history, astronomy, and anatomy. The proposed methodology highlights the advantages of integrating AR scenes with pedagogical goals, balancing gamification with educational value, and ensuring accessibility through mobile apps and WebAR solutions. The research also identifies challenges related to technical barriers, teacher training, and evaluation of long-term learning outcomes. The novelty of the work lies in its combined approach: rapid prototyping of AR scenarios with no-code platforms and the development of scalable professional applications in Unity, further enhanced with VR panoramas for complete immersion. The results demonstrate that the integration of AR and VR supports a new model of interactive education and online excursions, adaptable to different academic levels and subject areas, and applicable not only in schools and universities but also in museums and tourism. This contributes to creating engaging digital learning environments that connect visual interactivity, gamification, and cultural enrichment, opening new perspectives for future research and innovative educational products.

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