Abbas Ali Iftikhar Hussain, Azlan Kamari, Frendi Ihwan Syamsudin, Lenni Khotimah Harahap, Sulistyo Saputro, Antuni Wiyarsi, Adulsman Sukkaew
The aim of this study was to develop, validate, and evaluate the usability of the Spectral Crime Analysis Network (SCAN) game, an augmented reality game-based learning tool for undergraduate ultraviolet–visible (UV–Vis) spectroscopy. The SCAN game was developed comprising all stages of ADDIE model, used a hybrid augmented reality embedded game-based learning approach and aligned with the learning standards of UV–Vis spectroscopy. This game is developed as a learning and reinforcement tool in analytical chemistry instrumentation for undergraduate chemistry students. This study involved 235 chemistry undergraduate respondents, of which 125 students from Sultan Idris Education University Malaysia, 57 students from Sriwijaya University Indonesia and 53 students from State Islamic University Walisongo Indonesia. It was found that the SCAN game demonstrated high usability with mean scores of 3.49 (SD=0.489) for usefulness, 3.49 (SD=0.474) for ease of use, 3.48 (SD=0.504) for ease of learning and 3.53 (SD=0.476) for satisfaction. The high satisfaction score (M=3.53) indicates that SCAN game supports cooperative and interactive learning, in line with SDG4's focus on leveraging technology for quality education. © 2026 The Authors.
Faculty of Science and Mathematics, Sultan Idris Education University, Perak, Tanjong Malim, Malaysia; Faculty of Teacher Training and Education, Sriwijaya University, Campus, South Sumatera, Inderalaya, Indonesia; Faculty of Science and Technology, State Islamic University Walisongo, Campus III, Semarang, Indonesia; Faculty of Teacher Training and Education, Sebelas Maret University, Surakarta, Indonesia; Faculty of Mathematics and Natural Sciences, Yogyakarta State University, Yogyakarta, Indonesia; Faculty of Science Technology and Agriculture, Yala Rajabhat University, Yala, Thailand