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	<dc:title xml:lang="en-US">Interactive Augmented Reality Learning Media for Human Organ Systems in Middle School Education</dc:title>
	<dc:creator>Ping, Maria Floriana</dc:creator>
	<dc:creator>Yasri, Budi</dc:creator>
	<dc:creator>Handayani, Fitiriah</dc:creator>
	<dc:creator>Ardhiyanti, Lusyta Puri</dc:creator>
	<dc:creator>Pertiwi, Kartika Dian</dc:creator>
	<dc:creator>Khorunnita, Aulia</dc:creator>
	<dc:creator>Andrea, Reza</dc:creator>
	<dc:creator>Prabowo, Nurhasan Agung</dc:creator>
	<dc:description xml:lang="en-US">EduBody is an Augmented Reality (AR)-based interactive learning application designed for eighth-grade Madrasah Tsanawiyah (MTs) students to study five vital human organ systems: the heart, lungs, brain, liver, and kidneys. Conventional science instruction in MTs schools relies heavily on static two-dimensional textbook images, leaving dynamic biological processes abstract and difficult to comprehend. To address this challenge, EduBody was engineered using the Multimedia Development Life Cycle (MDLC) methodology across six systematic stages. Developed in Unity 3D with the Vuforia SDK for Android 8.1 and above, the software overlays interactive 3D animated organ models, informative text banners, synchronized audio narration, and an embedded 10-question quiz onto five printed target markers. To optimize visual processing, the UI/UX design incorporates Mayer's Cognitive Theory of Multimedia Learning principles, specifically spatial contiguity, signaling, modality, and segmenting. Expert evaluations confirmed high content (88.5%) and media validity (91.2%), while internal testing verified functional reliability across all core features. Field testing with 38 students at MTs Labbaika yielded a practicality score of 89.4% (&quot;Very Practical&quot;). Cognitive assessment demonstrated a statistically significant improvement (t (37) = 24.18, p   0.001) from a pre-test score of 42.50 ± 8.12 to a post-test score of 84.20 ± 6.45 (scaled 0–100), achieving a mean Normalized Gain (N-gain) of 0.725 (High category). Topic mastery increased across 9 out of 10 items. These empirical findings confirm that EduBody effectively enhances students' cognitive comprehension of basic human organ functions. Keywords: Augmented Reality, 3D Animation, MDLC, Learning Media, Human Organ System, Cognitive N-Gain.</dc:description>
	<dc:publisher xml:lang="en-US">Institute of Multidisciplinary Research and Community Service</dc:publisher>
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	<dc:date>2026-09-09</dc:date>
	<dc:type>info:eu-repo/semantics/article</dc:type>
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	<dc:type xml:lang="en-US">Peer-reviewed Article</dc:type>
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	<dc:identifier>https://imrecsjournal.com/journals/index.php/rietm/article/view/488</dc:identifier>
	<dc:identifier>10.61436/rietm/v5i3.pp315-328</dc:identifier>
	<dc:source xml:lang="en-US">Research in Education, Technology, and Multiculture; Vol 5, No 3 (2026): Research in Education, Technology, and Multiculture; 315-328</dc:source>
	<dc:source>3025-6763</dc:source>
	<dc:language>eng</dc:language>
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	<dc:rights xml:lang="en-US">Copyright (c) 2026 Maria Floriana Ping, Budi Yasri, Fitiriah Handayani, Lusyta Puri Ardhiyanti, Kartika Dian Pertiwi, Aulia Khorunnita, Reza Andrea, Nurhasan Agung Prabowo</dc:rights>
	<dc:rights xml:lang="en-US">https://creativecommons.org/licenses/by-sa/4.0</dc:rights>
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