|Abstract: ||Along with the progress of digital technology to enhance the quality of life of many people, the functions of mobile devices are also changing rapidly. It is no longer stuck unit’s primary functions of displaying phone numbers and text message, it now, combined with wireless communication technology, allows people to receive and transmit messages anytime, anywhere. The application of digital media technology in recent years to Education has helped developed new learning methods, changing people’s auxiliary means of study. Science and technology has spread and outstretched the boundaries of Augmented Reality, whose characteristic is that virtual information is superimposed to the real scene, with presentation of the message in the real environment more multidimensional.
In this study, the combination of educational courses in digital media technology and biotechnological experiments, the use of Augmented Reality will design a General Biology interactive learning application. This study is based on the contents of the General Biology textbook. A system of learning biology is first established from the course contents and Augmented Reality will play the role of assisted learning, allowing learners to understand the use of microscope in their process of studying animal and plant cells. A learning unit on the frog has been constituted.
The use of AR attributes learning contents and its application to simulate biological experiments through designed instrument operation and courses will achieve action learning, simulation scenarios and interactive experience.
In view of the biological, design background knowledge of the students and the expert’s questionnaire survey and interviews to collect opinions and suggestions, it has been concluded that:
1. According to the questionnaire and interview content analysis shows that through a series of AR learning content units, interactive experience in learning biology can achieve the of learning and enhance students’ interest.
2. The differences and comparative analysis of the media materials through data study. The research and design of the media is closer in authenticity, for example the frog model dispatched UV textures, blinking, breathing and body movements as well as a multiple of interactive capabilities, such as video and animation, enabling the learners to have a higher positive response. In the present study of AR, there is still a need for further improvements, in the design of the interactive and operational interfaces. The experimental results will be offered to different educational designers for reference. The research results can be used for teaching materials and has significant value for future education.