Features of Using Mobile Applications to Identify Plants and Google
Lens During the Learning Process
Zhanna I. Bilyk
1 a
, Yevhenii B. Shapovalov
1 b
, Viktor B. Shapovalov
1 c
, Pavlo D. Antonenko
2 d
,
Sergey O. Zhadan
3 e
, Daniil Lytovchenko
4 f
and Anna P. Megalinska
5 g
1
The National Center “Junior Academy of Sciences of Ukraine”, 38-44 Degtyarivska Str., Kyiv, 04119, Ukraine
2
College of Education, University of Florida, PO Box 117042, Gainesville, FL 32611-7044, U.S.A.
3
Individual Entrepreneur “Dyba”, Kiev, 03035, Ukraine
4
Taras Shevchenko National University of Kyiv, 60 Volodymyrska Str, Kyiv, 01033, Ukraine
5
National Pedagogical Dragomanov University, 9 Pyrohova Str., Kyiv, 01601, Ukraine
Keywords:
Mobile Application, STEM, Augmented Reality, Plant Identification, Google Lens.
Abstract:
Students’ motivation by providing personalized studies and using IT during classes is relevant in STEM.
However, there is a lack of research devoted to justifying these approaches. The research aims to justify
the choice of AR-plant recognition application, choosing to provide personalized experience during both the
educational process at school and extracurricular activities. All apps have been analyzed and characterized by
all interaction processes of the app with the user. In addition, the social environments of the apps and their
usage during extracurricular activities are described. The didactics of the usage of AR-recognition apps in
biology classes have been described. To provide usability analysis, a survey of experts on digital didactics
was conducted to evaluate such criteria as installation simplicity, level of friendliness of the interface, and
accuracy of picture processing. To evaluate the rationality of usage, apps were analyzed on the accuracy
of plants recognition of the “Dneprovskiy district in Kyiv” list. It is proven that Google Lens is the most
recommended app to use for these purposes. Considering the analysis results, Seek or Flora Incognita are
both valid alternative options. However, these apps were characterized by lower accuracy. The use of mobile
applications to identify plants is especially relevant for distance learning.
1 INTRODUCTION
The implementation of a mobile phone as a mod-
ern instrument into educational process has proven to
achieve impressive results. Mobile phone usage dur-
ing classes provides visualization of educational ma-
terial, thus involving students in research and increas-
ing their motivation for learning (Mart
´
ın-Guti
´
errez
et al., 2015; Kinateder et al., 2014). Compared to
computer approaches, mobile phone applications are
characterized by the most promising advantages, in-
a
https://orcid.org/0000-0002-2092-5241
b
https://orcid.org/0000-0003-3732-9486
c
https://orcid.org/0000-0001-6315-649X
d
https://orcid.org/0000-0001-8565-123X
e
https://orcid.org/0000-0002-7493-2180
f
https://orcid.org/0000-0002-1328-7077
g
https://orcid.org/0000-0001-8662-8584
cluding portability and the possibility to use both
internal and external sensors (not commonly used).
The modern educational directions include person-
alization and the research process, which may be
achieved through the use of mobile phones (Marienko
et al., 2020). However, it was proved that a gen-
eral didactic approach led to a significant effect rather
than using the device (mobile phone) for some sep-
arate aspects of education (Amelina et al., 2022).
STEM/STEAM/STREAM technologies appear to be
the most promising and relevant for the use of mobile
apps.
1.1 Types of Software That Can Be
Used During Education
All software that can be used during the learning pro-
cess in the application of STEM can be divided into
688
Bilyk, Z., Shapovalov, Y., Shapovalov, V., Antonenko, P., Zhadan, S., Lytovchenko, D. and Megalinska, A.
Features of Using Mobile Applications to Identify Plants and Google Lens During the Learning Process.
DOI: 10.5220/0012067000003431
In Proceedings of the 2nd Myroslav I. Zhaldak Symposium on Advances in Educational Technology (AET 2021), pages 688-705
ISBN: 978-989-758-662-0
Copyright
c
2023 by SCITEPRESS Science and Technology Publications, Lda. Under CC license (CC BY-NC-ND 4.0)
desktop applications, mobile applications, and web-
oriented technologies. The most perspective of infor-
mation and communication technology (ITC) in edu-
cation are augmented reality (Mart
´
ın-Guti
´
errez et al.,
2015; Marienko et al., 2020; Modlo et al., 2019a;
Agustina et al., 2019; Nechypurenko et al., 2019,
2023; Kramarenko et al., 2019; Oleksiuk and Olek-
siuk, 2022; Rashevska et al., 2020), virtual reality (Ki-
nateder et al., 2014; Potkonjak et al., 2016; Joiner,
2018; Lee and Wong, 2014; Sala, 2014; Hussein and
N
¨
atterdal, 2015; Zantua, 2017; Antonietti et al., 2001;
Park, 2014), providing digital environments of educa-
tion, including computer modelling (Sarabando et al.,
2014; Sahin, 2006; Sifuna et al., 2016; Khine, 2018;
Clark and Ernst, 2008), providing of ontological edu-
cational networks (Tarasenko et al., 2021; Shapovalov
et al., 2021; Stryzhak et al., 2019), mobile-based ed-
ucation (Modlo et al., 2019b,a; Nechypurenko et al.,
2023), modelling environments (Dziabenko and Bud-
nyk, 2019; de Jong et al., 2014; de Jong, 2019; Kapici
et al., 2019), providing of education visualization by
including YouTube videos (Chorna et al., 2019), 3D
modelling, and printing, smart physiological tools
(Shapovalov et al., 2022) etc. A comparison of the
most used software in the education process is pre-
sented in table 1.
Using mobile phone apps during the educational
process is characterized by advantages such as multi-
capabilities, interaction with students in their re-
search, and visualization of the educational process.
Mobile apps can be classified as measuring apps,
analyzing apps, image recognition, and classifica-
tion apps, course platforms, and VR/AR-based apps.
Based on the functions of apps, they can be divided
into the following categories:
training (course) platforms;
measuring apps;
measuring apps;
video analysis apps;
applications that analyze images and classify
them;
augmented and virtual reality (AR and VR) apps.
A comparison of different mobile apps categories
is shown in table 2.
Apps-identifiers are characterized by the high po-
tential, especially in biology classes, due to their ca-
pability to provide personalized studies. Nowadays,
there is an entire range of mobile applications for
identifying wildlife. Such apps may help identify
insects (for example, Insect identifier Photo), ani-
mals (Dog Scanner), mushrooms (Fungus) and plants
(Flora Incognita, PlantSnap, Picture This). In addi-
tion, some apps (such as Seek) provide identifica-
tion of a few types of nature (both plants and ani-
mals). Nonetheless, in our opinion, the most promis-
ing applications provide analysis of the static objects
of nature (plants and mushrooms). It is dependent on
lower requirements for image quality, meaning that
one does not require a high-end expensive smartphone
to use the app effectively. Therefore, Inclusion of
most students in most schools is not guaranteed.
1.2 The Problem of Plants Identification
There are about 27,000 species of flora in Ukraine.
Such biodiversity requires detailed description and
study. Natural conditions are constantly changing,
causing changes in the species composition of bio-
cenosis. Both aspects indicate a problem with plant
identification. One of the basic principles of peda-
gogy is the principle of a natural experiment. For a
modern child, a mobile phone with Internet access
is a natural environment. So, training should be car-
ried out within the environment where a mobile phone
should become a full-fledged learning tool.
Some apps can be installed on a student’s mobile
phone free of charge while still allowing to determine
the species of plants, their morphology, the range of
distribution, and more.
There are about ten applications that can be used
to identify plants. Most common of them are LeafS-
nap, Seek, PlantNet, Flora Incognita, PlantSnap, Pic-
ture This, Florist-X (in Russian), What is a flower (in
Russian), Manager of houseplants (in Russian).
These applications can be divided into three
groups:
1) plant identifiers that can analyze photos (for ex-
ample, Google Lens, PlanNet, Flora Incognita,
PlantSnap, Picture This);
2) plant identifiers with the function of classifica-
tion allow to identify plants manually. The plant’s
classificatory commonly contains pictures and in-
formation about plant species. However, the qual-
ity of analysis, in this case, will depend on the
user’s knowledge and skills, which may cause dif-
ficulties for both teachers and students. Their use
in biology lessons within the STEM approach has
considerable potential because it allows them to
learn plant morphology. However, its efficiency
depends on the user’s knowledge, which may be
lacking in the case of pupils (for example, Florist-
X and What is a flower);
3) plants-care apps that remind to water a plant or
change the soil, characterized by a lower potential
Features of Using Mobile Applications to Identify Plants and Google Lens During the Learning Process
689
Table 1: Comparison of the most used in the education process software.
Type Web-oriented Mobile applications Desktop applications
Installation Not required From official stores or using appli-
cation file
From official stores or installa-
tion files
General re-
quirements
Compatible Internet
browser for all features
support
A compatible version of Android,
iOS or another mobile operating
system
A compatible version of Win-
dows / macOS /Linux or another
desktop operating system
Facilities Modelling, calculation,
visualization, video pre-
senting
Modelling, calculation, visualiza-
tion, video presenting, AR, measur-
ing with both internal and external
sensors, photo analysis, AR, VR
Modelling, calculation, visual-
ization, video presenting, using
additional external sensors
Main ad-
vantages
Cross-platforming, no in-
stallation required, low
device space usage
Huge possibilities, portability Stability and variation of appli-
cations
Main dis-
advantages
Limited opportunities,
may not start correctly de-
pending on the platform,
lack of individualization
Needs technical updates, which
may be expensive (a new phone
purchase may be required each two
or three years)
Lack of individualization, the
lesser effect of increasing moti-
vation during STEM-education
Table 2: Comparison of different mobile apps categories.
Type of application Description Examples
Education platforms These platforms allow the teacher to
create instructional content, communi-
cate with students, give them assign-
ments and check them out automatically
Google Classroom, Prometheus,
Coursera, Microsoft Office 365 for
Education
Measuring applications These sensors and their software are al-
ready built into mobile phones
Measure, AR-ruler, Smart Mea-
sure, Lux-meter, Accelerometer,
Magnet Field Meter
Image analysis apps It allows you to measure distances, an-
gles, perimeters, areas, and calculate
with this data.
ImageMeter
Image recognizing and it’s clas-
sification applications that ana-
lyze images and classify them
These mobile applications allow you to
identify species of plants and animals
using photos
Identification, Mushroom, Iden-
tify, Shazam, Dog Scanner, Iden-
tify
VR and AR-based apps Allow virtual travel, get a spatial image
of the training material.
Minecraft Earth, IKEA Place, Ide-
ofit, Lego Hidden Side
than other application types (for example, Man-
ager of houseplants).
Considering all advantages of plant identifiers,
they were used as an object of the research. It was
proven that Google Lens provides high efficiency in
plant type and species identification (Bilyk et al.,
2022). Furthermore, Google Lens can analyze real-
life objects in AR and provide additional informa-
tion using neural network algorithms. A few articles
have been devoted to Google Lens that prove its rel-
evancy and usability (du Plessis, 2015; Bilyk et al.,
2020; Devi and Gaurav, 2018). However, some apps-
identifiers may be more specialized and may provide
better identification efficiency.
Despite the greater specialization of other ap-
plications, the research hypothesis is that Google
Lens is the best plant analyzer because it may use a
more extensive database, better algorithms or anal-
ysis and teaching AI using the Google crowdsource
app (500 000+ installation).
Therefore, this article aims to analyze existing ap-
plications that can be used in teaching biology both in
the classroom and in the field.
1.3 New Features in Google Lens
Interest in learning Google Lens capabilities usage for
the learning process is growing. This is due to the de-
velopment of both the technology itself and the ped-
agogical and psychological aspects of its application.
For example, Google Lens can be installed on a desk-
top computer via Chrome. In this version, Google
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
690
Lens allows you to not only search for similar images,
but also to perform operations with text on images.
Google Lens announces the emergence of a
new search algorithm Multitasking Unified Model
(MUM). At the presentation, they demonstrated how
it works by searching for “Socks with this pattern”.
As a result – a list of stores selling socks with a simi-
lar pattern was shown. There is another way to use it
for other purposes, for example looking up how to fix
a speed shifter on a bicycle. Simply by pointing the
lens on the object and asking “How to fix it”, MUM
would show a video with the necessary timecode.
At a first glance, the above example with the sock
pattern resembles a successful marketing move, but it
also involves the moment of finding information and
clarifying its proper use. For example, bicycle repair
is a classic STEM project. There is a problem state-
ment and its practical solution by way of the engineer-
ing method.
An interesting aspect of Google Lens use is fa-
cial recognition of employees working for large enter-
prises. The developers of Google Lens are also work-
ing hard to implement the translation feature. Pho-
tographing text in one language provides automatic
translation into another. Such technology would be
especially relevant for teaching deaf and dumb stu-
dents.
Yue’s work has shown that the use of Google Lens
significantly expands the vocabulary among English
for lower primary pupils (Sergeeva et al., 2021) ex-
amined the possibility of utilizing Google Lens in
teaching foreign language. These studies reported
that Google Lens can be applied in foreign language
classes as it contributed to the optimization of the edu-
cational process by filling it with information, involv-
ing students, and successfully influencing the process
of development.
Psychological and pedagogical aspects of the
Google Lens application are currently being actively
studied. The study results (Nguyen, 2021) showed
that performance expectancy, utilitarian value, and so-
cial influence had a statistically significant and posi-
tive impact on behavioral intention, but the perceived
risk had a statistically significant and negative effect
on behavioral intention.
Nowadays, some aspects of Google Lens use in
marketing, in learning foreign languages with stu-
dents of all ages, and in biology lessons are explored.
However, the effectiveness of Google Lens in recog-
nizing living objects requires further study and com-
parison with other mobile applications.
2 ANALYSIS METHODS
To analyze the plant identification apps’ usability, a
survey of experts on digital didactics was provided.
The main criteria were installation simplicity, level of
friendliness of the interface, and accuracy of picture
processing. Each criterion was evaluated from 0 to 5
(the higher the better). Those applications which were
characterized by an average evaluation grade of more
than four were used to further analyze quality of iden-
tification taking into account the condition that the ap-
plication may be used by both students and teachers
with a low level of ICT competence.
Analysis of quality of identification was provided
by a simplified method compared to our previous re-
search (Sala, 2014) due to the aim of this paper to
obtain a general state on application plant identifi-
cation accuracy. 350 images from the list of plants
of the catalog “Dneprovskiy district of Kyiv” were
taken to analyse the identification accuracy. The key
from the “Dneprovskiy district of Kyiv” plant classi-
fication was used as a control. The vast majority of
photographs of plants on this list contain distinct veg-
etative organs (shoots with stems, leaves, buds) and
generative organs (flowers or fruits). The presence
of the latter is necessary to accurately determine the
species.
To analyze the data, tables with names of the plant
as lines and as names of the app in columns have been
created. Each successful identification was evaluated
as 1 and unsuccessful as 0 (see an example in table 3).
Table 3: Example of the table of apps analyzing.
The name of the plant
Flora Incognita
PlantNet
Seek
LeafSnap
Picture This
Prunus armeniaca (Apricot) 0 0 0 0 1
Jasione montana 0 1 1 1 1
Ageratum houstonianum 0 1 0 1 1
Chaenomeles japonica 0 0 0 0 0
Amaranthus 1 0 1 1 0
Ambrosia artemisiifolia 0 1 0 1 1
Amorpha fruticosa 0 0 1 1 0
Anemone sylvestris 1 1 1 1 0
Anemonoides ranunculoides 1 0 0 0 1
Anisanthus tectorum 0 0 1 0 0
Finally, all obtained results, including general us-
ability evaluation (survey) and results on identifica-
tion quality, were compared with results on Google
Lens to summarize information.
Features of Using Mobile Applications to Identify Plants and Google Lens During the Learning Process
691
3 RESULTS
3.1 Analysis of the Interaction with
Apps
General characteristics of the apps. The apps’
databases are significantly differing. For example,
the lowest number of plants in the database is in
Flora Incognita (4800 species), and the highest is in
PlantSnap (585,000 species).
In addition, the app’s databases differ in the
presence of species based on geographical loca-
tions. For example, Flora Incognita’s database is
very limited geographically and contains only Ger-
man flora; Conversely, PlantNet’s data is geographi-
cally vast and contains flora of Western Europe, USA,
Canada, Central America, Caribbean islands, Ama-
zon, French Polynesia, including, medicinal plants,
invasive plants, weeds.
Login procedure and instruction. For education,
the login procedure is significant because it is related
to the safety of students’ personal data. On the other
hand, login possibility is vital to save achievements,
progress, and communications which motivates the
student.
Only LeafSnap does not use the additional ac-
count at all (it automatically connected to the Google
account). However, almost all apps request their
own account. For example, Seek requests Inatural-
ist account (to connect with Inaturalist social net-
work). Apps such as FloraIncognita start with the ac-
count creation page; PictureThis starts from the page
with subscription plans, which may be a disadvan-
tage when used by students. The login process into
Flora Incognita, PlantNet, PlantSnap, Seek, Picture-
This, and PictureThis’s is accompanied by aggressive
advertising illustrated in figure 1.
The feature of detailed video instructions is avail-
able via e-mail only in the PlantSnap app (English au-
dio and Russian subtitles available). Other apps pro-
vide instructions within themselves. PlantNet does
not feature any instructions whatsoever. Instructions
of PictureThis are very simple. LeafSnap’s help sec-
tion is not displayed with the first launch confined to a
specific tab. Instructions presentation in Flora Incog-
nita (a), PlantSnap (b), PictureThis (c) LeafSnap (d)
and Seek (e, f) apps is presented in figure 2.
Data and photo input process. According to
botanical science, the algorithm for determining a
plant includes: establishing the life form of the plant
(tree, bush, grass); studying the vegetative parts of
the plant (leaves, stem). In addition, generative or-
gans (flower or fruit) analysis is helpful to determine
a specific species name. Flora incognita and LeafS-
nap request the addition of different parts of the given
plant’s pictures. The mechanism of processing can
differ. For example, Flora incognita processes photos
of different parts of the plant; PlantNet provides pho-
tography and then choice of the plant part (analysis of
only one photo)
Geographic location is significant to identify
many species. For example, Picea omorika and Picea
abies are very similar species, but Picea omorika is
only found in Western Siberia and Eastern Bosnia
and Herzegovina. Seek, Flora Incognita, LeafSnap,
PlantNet request geolocation access during the first
launch. If the algorithm for determining the plant in
the application includes the definition of life form,
photographing the vegetative and generative organs,
and the geographical location of the object, such al-
gorithm has been evaluated as entirely correct. If the
application of the plant is based on the analysis of one
image in a single click, the algorithm has been evalu-
ated as simple. The interface of different apps’ photo
and data input is presented in figure 3.
apps are free, but PlantSnap limits the quantity
of identifications by 25 plants per day per account.
The mobile application PictureThis has the biggest
amount of advertising. This mobile application also
allows you to identify only 5 plants per day for free.
Therefore, the use of PictureThis during the learning
process is quite limited. The programs can request a
single photo of the plant or photos of different parts of
plants (PlantNet). In addition, LeafSnap provides au-
tomatic detection of the part of the plant presented in
the photo. In general, all programs allow both making
a real-life photo or uploading the photo made before.
Identification results. All apps (except PlantNet
and Seek) provide information on the determined
plant. All data on the plant is very structured in
all apps and displayed, for example, in the manner:
“Genus: Fucus”.
FloraIncognita, PlantNet, PlantSnap provide inter-
action with other sources. Both public sources such
as Wikipedia and more specialized sources, such as
Plants for a Future, are used for interaction. The most
interactive app among them is Plant net. It provides
links to Catalogue of Life, Plants for a Future, and
Wikipedia Flora Incognita. When used with the Rus-
sian interface, it provides the additional link to the
site https://www.plantarium.ru (figure 4). Compar-
ison results of mobile applications that can analyze
plant photos are presented in table 4.
There are some spesific functions available during
identification:
PictureThis can provide an auto diagnosis of
plant’s problems with pests and determination of
their diseases (figure 5);
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
692
(a) (b) (c) (d)
(e) (f)
(g)
Figure 1: Login process of Flora Incognita (a), PlantNet (b), PlantSnap (c), Seek (d), Picture-This (e), and PictureThis’s
aggressive advertising (f, g).
PlantSnap finds the plant on amazon and provides
an infographic on solar activity, water usage and
activation temperature.
3.2 Infrastructure and Social
Environment
Some applications have their own approach to provid-
ing complex research of nature. Those features are
useful forincreasing students’ motivation to research
nature. However, it is worth noting that the most de-
veloped environment is in Seek used iNaturalist appli-
cation (developed by California Academy of Science
and National Geographic), which delivers robust sys-
tems of different instruments to students and teachers.
Photo sharing and communications. PlantNet
provides the feed of photos to identify plants shared
by other users of PlanNet. The information in the
feed is divided into classes “identified”, “unidenti-
fied”, and All” filter (displays both identified and
unidentified). The items in the feed with an “iden-
tified” filter will display already identified plants by
users, and “unidentified” filter will display unidenti-
fied pictures updated by users. The most promising
approach is to use an “unidentified” feed which may
be helpful in a few cases:
To help with identifying the plant
To train own identification skills by providing
Features of Using Mobile Applications to Identify Plants and Google Lens During the Learning Process
693
(a) (b) (c)
(d) (e) (f)
Figure 2: Instructions in Flora Incognita (a), PlantSnap (b), PictureThis (c) LeafSnap (d) and Seek (e, f) apps.
identification of pictures of others
To share thoughts in the field of botanic, commu-
nicate with other researchers, and provide social
science networking.
Personal journals. The first instrument to mo-
tivate a young researcher is providing a personal
journal of observation and identification. It is a
widespread feature. For example, Flora Incognita has
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
694
(a) (b) (c)
(d) (e) (f)
Figure 3: The interface of photo and data input of Flora Incognita (a), PlantNet (b) PlantSnap (c) PictureThis (d) LeafSnap
Seek (e) apps.
the tab “My observations”; PictureThis has “My gar-
den”; Leaf snap has “My plants”. However, some
apps do not provide an explicitly personal journal. For
example, PlantNet only saves the history of observa-
tions.
Projects and social. Seek provides collaboration
Features of Using Mobile Applications to Identify Plants and Google Lens During the Learning Process
695
(a) (b) (c) (d)
(e) (f)
(g)
Figure 4: Data on identified plant Flora Incognita (a), PlantNet (b), PlantSnap (c, d), PictureThis (e), LeafSnap (f), and Seek
(g).
through access to projects. Users can find and choose
projects that they would like to join. It is worth not-
ing that the app is ubiquitous and that there are even
projects available in Ukraine. The project selection
and specific project interfaces are presented in fig-
ure 6a.
Achievements. Seek-identification app provides
a significantly different approach to increasing stu-
dents’ motivation. It provides achievements for each
plant students may find, which motivates them to
delve into new studies from time to time. The effect of
achievement affects the brain as exaltation, and peo-
ple desire it repeatedly. It is used in games to motivate
students to play again and again (Abramovich et al.,
2011; Hart and Albarrac
´
ın, 2009; Weiner, 1985). In
the case of Seek, some factors will motivate students
to research nature.
The iNaturalist offers to observe plant and animal
species, which a student can find nearby. This fea-
ture is activated by the “Exploring All” function and
choosing “My location”. Moreover, based on loca-
tion, students can use Missions which gibes quests for
students to do, for example, to find a “Rock Pigeon”.
Hence, students can observe nature nearby to study it
in general terms while the program keeps encouraging
students by illustrating progress through completion
of various missions. The Exploring All and Missions
functions are presented in figure 6b, c.
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
696
Table 4: Comparison results of mobile applications that can analyze plant photos.
Application
Number of
plants in the
database
Accuracy of the
analyzing process
Links to other information services
Flora Incognita
4800 (only
German)
The analysis algorithm is correct Links to Catalogue of Life, Plants for a
Future and Wikipedia. Flora Incognita,
with a Russian interface, provides links to
the Russian site
PlantNet 21920 The analysis algorithm is entirely
correct
Gives only the name of the plant. Includes
elements of social networks (by sharing
plants student found and subscriptions).
In addition, it contains links to Wikipedia.
PlantSnap 585000 The analysis algorithm is simple. Has its own description. Searches via
Amazon to give purchase options of the
plant in question.
Picture This 10000 The analysis algorithm is simple. Provides very structured information (in-
cluding type, lifespan, height, flower di-
ameter), care aspects, usage of the plant
LeafSnap No data The analysis algorithm is correct.
Evaluation of health state (healthy
and unhealthy) is included into de-
termination process.
Contains links to Wikipedia, Pl@ntUse,
Global Biodiversity Information Facility
Seek No data The analysis algorithm is the sim-
plest. Achievements are given to
users after some successful identi-
fications
Has no detailed description but proposes
“species nearby in this taxon”
3.3 Analysis of Application
Identification Accuracy
PlantNet is the most straightforward app to install.
Google Lens, LeafSnap and Flora Incognita have also
simple installation procedure. Google Lens, LeafS-
nap, Flora Incognita, Seek have the most straightfor-
ward interface. Google Lens, PlantSnap, PictureThis,
and PlantNet are characterized by the most uncom-
fortable identification process, which can be compli-
cated for teachers. Results of detailed analyses on
plant identification applications are presented in fig-
ure 7.
In general, Google Lens, LeafSnap, Flora Incog-
nita, PlanNet, and Seek have proven to be the most us-
able after detailed research. However, the total num-
ber of points each application received is presented in
figure 8.
The most accurate apps are Google Lens, with
92.6% identification accuracy. Flora Incognita cor-
rectly identifies 71% of cases; PlantNet 74%; Seek
in 76%, LeafSnap – in 76%. The PictureThis percent-
age of correct definitions was not determined, because
this mobile application allows to identify only three
plants per day for free. For a comparison of the iden-
tification plants accuracy by research applications, see
figure 9.
Our previous work demonstrated that Google
Lens does not differentiate native species from
Ukraine. It seems that Seek, PlantNet and Google
Lens mostly use data of American and European
kinds of plants to train the neural network, and
they have missed during identification of specific
Ukrainian kinds of plants. Flora Incognita provides
significantly different specific analyses; it may be due
to Flora Incognita using a Russian database (similar
to the Ukrainian region).
In our previous studies, it was shown that the ac-
curacy of plant detection by the mobile application
PlantNet is 55%. However, in the current test, the
percentage of correct identification of plants by this
mobile application has increased to 74%. This ten-
dency indicates the ability of this neural network to
learn.
The algorithm for determining plants using Seek
also differs significantly. All other applications stud-
ied, except Seek, require a clear real-time photograph
of the plant. Seek works with the user by interactively
managing his activities in terms of image quality.
From the point of view of botanical science, the
possibility to add different parts to the plants and
choose the plant’s type and geolocation access must
Features of Using Mobile Applications to Identify Plants and Google Lens During the Learning Process
697
(a)
(b)
Figure 5: PictureThis’ app features autodiagnosis on pests and diseases function: photo input interface (a) and the result of
the analysis (b).
affect the identification process accuracy. However,
considering the results of the experiment, applications
with a simple algorithm definition (analysis of a sin-
gle image) more accurately identify plants. There-
fore, it seems that internal algorithms of identifica-
tion (due to higher statical characteristics of neural
network) and the fullness of the database are more
important than accuracy of data input or taking user
geolocation into account.
It should be noted that Seek identifies plants
according to the algorithm used by professional
botanists. Firstly, Seek defines the department, then
the class, family, genus, and, finally, the species.
Therefore, Google Lens is the most recommended
app for use during classes (Bilyk et al., 2020). It is
thus characterized by the highest general evaluation
with 4.6 points of interface analysis, which is signifi-
cantly higher than marks for other apps.
However, taking into account results of usability
analysis and quality of analysis, it is possible to use
Seek or Flora Incognita for students and teachers who
do not like the Google Lens app for whichever rea-
son. However, PlantNet cannot be recommended to
use due to low accuracy which may result in half of
incorrect analysis results.
3.4 Advantages of Using Mobile Phone
Applications in the Educational
Process
In our opinion, the use of mobile applications that
identify plants during the education process has the
following functions:
1. Function of creating a learning environment.
Even in the works of Montessori (Montessori,
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
698
(a) (b) (c)
Figure 6: The Exploring All (a), Missions functions (b) and concrete project (c) functions.
1961) (a true classic of pedagogical thought), it
was proven that the environment should develop
the child. To a greater or lesser extent, mobile
applications create such an environment. For ex-
ample, Seek stimulates the child to search for new
plant objects, manages the process of photograph-
ing plants, provides links to additional informa-
tion about the plant, creates its own synopsis for
the child, and motivates the child with “achieve-
ments”.
2. Cognitive function. Only 70 hours are allotted
to study all plants in Ukrainian schools. Such
amount of time is insufficient for such task Mo-
bile applications allow students to learn about the
diversity of the plant world.
3. Training function. Due to the limited number of
teaching hours, a teacher cannot focus enough on
the development of practical skills, such as deter-
mining the life form of plants (bush, grass, tree,
vine). Such skills are developed as a result of re-
peated training. Some applications, for instance
Flora Incognita, request a definition of life form.
All these functions contribute to the formation of
this skill.
The use of mobile applications promotes the de-
velopment of students with the following competen-
cies:
1. STEM competence. When using mobile applica-
tions, students gain experience in the study of na-
ture.
2. Environmental competence. Some applications,
such as Seek, explain the rules of behavior in na-
ture.
3. ICT competence. Mobile applications allow stu-
dents to demonstrate the safe use of technology
for learning.
4. Lifelong learning competence. The use of mobile
applications teaches students to find opportunities
for learning and self-development throughout life.
4 DISCUSSION
4.1 The Effect of UI/UX of the Apps on
the Student’s Motivation
The likelihood of students using mobile applications
to identify plants depends on their interest. Accord-
ing to modern theories, there is individual and situa-
tional interest. Individual interest depends on the psy-
chological characteristics of the individual. In con-
trast, situational interest arises in response to the pe-
culiarities of the environment. Situational interest
Features of Using Mobile Applications to Identify Plants and Google Lens During the Learning Process
699
Figure 7: Results of detailed results on plants identification applications usability analysis.
Figure 8: Integrated results on the usability of plants identification applications.
(SI) is divided into triggered situational interest and
maintained situational interest (Linnenbrink-Garcia
et al., 2010). Triggered-SI occurs quickly, directly,
and on the “catch”. Maintained-SI is a more stable
form of interest in which the student begins to delve
into the details. If maintained-SI deepens, this inter-
est may become individual. According to Schiefele
(Schiefele, 1991), Maintained-SI can be divided into
maintained-SI, feeling component and maintained-SI,
value component. These researchers believe that per-
sonality’s value and sensory component support inter-
est.
Situational interest may depend on the content of
the study material. Quite a small number of students
are interested in plants. However, many students may
be interested in mobile applications. One way to cap-
ture users’s attention is to provide mobile applications
on the social network principle. PlantNet works ac-
cordingly. Users can share unique photos of plants
and discuss the species. In modern pedagogics, social
networks have significant didactic potential (Green-
how and Askari, 2017).
Enhancing students’ motivation is an essential ele-
ment, when modern informational tools usage is con-
cerned. Motivation enhancement is significantly de-
pendent on many factors. Situational interest plays
a vital role in this context. In the case of mobile
phones, students’ motivation state is affected by both
of them. Other factors affect motivation, such as en-
gagement (Fredricks et al., 2004), well-being (Ren-
shaw and Arslan, 2016; Bates and Boren, 2019; Ren-
shaw, 2015), satisfaction (Ritzhaupt, 2019), positive
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
700
Figure 9: Comparison of the definition plants mobile apps accuracy.
and negative factors affect schedule (PANAS) (Ebe-
sutani et al., 2012; Laurent et al., 1999). However,
it seems that situational interest is caused by other
factors; therefore, for analysis’ sake, we will focus
on situational interest. Indeed, some students will be
looking for a tool that will help them satisfy their need
for investigation of nature, and that causes a high level
of maintained-SI when using identification mobile ap-
plications. However, triggered-SI will affect students
that are not interested in nature investigation. For this
purpose, the program’s interface and UI/UX are very
important because these are the components forming
the first impression.
For example, the use of situational interest, which
was triggered yet not maintained markedly de-
creased from pre-test to post-test during a digital
mathematics game (Rodr
´
ıguez-Aflecht et al., 2018).
This result may be explained by the program inter-
face, which was neither easy to understand nor en-
joyable to use. Consequently, enhancement of moti-
vation when using such tools during biology classes
becomes impossible with the interface, which con-
tributes neither to the ease of understanding nor en-
joyment of app use.
Due to the above understanding, detailed results
on usability analysis (UI/UX) of plant identification
applications are utterly significant (figure 7). The
examples of comparison between different parts of
the programs’ interface are shown in figures 1-4. As
shown in figure 7, the programs with the best UI/UX
are Leaf Snap, Flora incognita, and Google lens.
The login process is an important part of UX, es-
pecially in the case of school usage. The experts took
into account the login procedure during the evaluation
of the simplicity and friendliness of the interface (fig-
ure 7). The most straightforward procedures were in
Google Lens and Plant Net because it is possible to
use them without additional login steps. Plant Snap
and Seek also have relatively simple login procedure.
Instructions are helpful, but their effect seems to have
a much lesser influence on student motivation (fig-
ure 2). However, their absence may have a significant
negative effect on students’ motivation.
However, no programs were characterized by the
absence of instructions. The simplicity and friend-
liness of the interface during the process of plant
identification seem to deliver reverse accuracy within
such a process. Even with the inaccuracy of in-
putting photos, some programs, such as Google Lens,
nonetheless provide impressive results. Therefore, we
will take into account the simplicity of such process.
Google lens, PlantNet and Seek were also the easiest
due to their one-click-based process. All the above
steps are essential to use the factors to transfer sit-
uational triggered to maintaining interest. In most
cases, obtaining additional data UX/UI will depend
on maintaining situational interest. Consequently, ob-
taining additional data on UX/UI contribution to stu-
dents’ motivation will exhibit a lesser effect.
Furthermore, it is essential to consider that trig-
gered motivation is affected not only by UI/UX,
but also, by involving students in the investigation
process, for instance, by providing the social net-
work effect and communication with other young re-
searchers – a function available in Seek.
The Seek mobile application system is interesting
from the point of view of didactics. The principle of
operation of this application uses gamification princi-
ples. Numerous studies have proven the high educa-
tional potential of games. In many cases, the appli-
Features of Using Mobile Applications to Identify Plants and Google Lens During the Learning Process
701
cation of games and simulations for learning provides
an opportunity for learners to apply acquired knowl-
edge and experiment. Some things cannot be applied
in real-world contexts. Games can motivate to learn,
increasing the likelihood that the desired learning out-
comes will be achieved. Learning is defined as the
acquisition of knowledge or skills through experience
or practice, and what better way to learn is there other
than through a game? (Pivec and Kearney, 2007).
The student can register in Seek and get a nick-
name. For each plant identified, he receives an
achievement and becomes a higher-level user. Dur-
ing computer games, the participant learns to use their
knowledge in a specific situation without even realiz-
ing it. These steps allows to use knowledge, skills,
and abilities automatically (Facer et al., 2001). The
impact of games on motivation to learn is not unam-
biguous; it all depends on the game itself. Students
whose situational interest trajectories were stable (ei-
ther high or low) presented no changes in individual
interest, yet the individual interest of students whose
situational interest was triggered but not maintained
markedly decreased from pre-test to post-test. Re-
sults suggest that it is vital to use game-based learning
not because games are believed to be “motivating”;
rather, games with proven learning outcomes should
be carefully selected (Rodr
´
ıguez-Aflecht et al., 2018).
When a student uses Seek for a while, he sees that
first, the mobile application defines the class, then the
family, then the species. This knowledge is deeply
remembered.
Therefore, Seek increases the motivation to learn
because, in addition to virtual awards, it offers partic-
ipation in real environmental projects.
4.1.1 Alignment With Relevant K-12 STEM
Education Standards in the United States
and Ukraine
The main document declaring the introduction of
STEM education in Ukraine is the concept of the
implementation of natural and mathematical (STEM)
education (Cabinet of Ministers of Ukraine, 2020).
According to this document, the task of STEM in ed-
ucation is the formation of skills for solving complex
(complex) practical problems, comprehensive devel-
opment of personality by identifying its inclinations
and abilities; mastering the means of cognitive and
practical activities; education of a person who strives
for lifelong learning, the formation of skills of practi-
cal and creative application of acquired knowledge.
In our opinion, the use of mobile applications:
1. allows to solve a practical problem (determining
the type of plant, for example, if it is a parasitic
plant and one needs to get rid of it);
2. comprehensive development of personality is
realized through the acquisition of biological
knowledge, the practice of using mobile applica-
tions, and communication with people who have
similar interests;
3. the concept of lifelong learning is perfectly imple-
mented when using mobile applications because
anyone can use them at any time.
In the United States and many European coun-
tries, the ISTE 2016 standard is one of the most well-
known educational standards. According to this stan-
dard, the modern student must be able to solve spe-
cific problems, making optimal use of modern tech-
nology. Such technologies include mobile applica-
tions for identifying plants which solve a specific
problem. ISTE states that students use collaborative
technologies to interact with others, including peers
and experts, to study problematic issues from differ-
ent points of view. This item is significantly supported
by mobile applications for identifying plants, which
are created on the principle of social networks. Us-
ing these applications, a student can discuss s photos
of the most interesting plants with others. According
to ISTE 2016, students jointly explore the problems
at both local and global levels and use technology to
develop standard ways to solve these problems. Seek
promotes real projects from researching a few faunas
and flora representatives to solve global problems.
5 CONCLUSION
1. Apps related to plant identification can be referred
to as those which can analyze photos, devoted to
manual identification, and apps devoted to plant
care monitoring.
2. It has been proven that LeafSnap, Flora Incognita,
PlanNet, and Seek are the most usable plant iden-
tifier apps.
3. Seek and LeafSnap correctly identified plant
species in 76% of cases, PlantNet correctly did
this in 74% of cases, Flora Incognita correctly
identified plant species in 71% of cases, which
is significantly lesser than the same parameter for
Google Lens (92.6%). Google Lens was charac-
terized by the highest usability mark compared to
PlantNet, Flora Incognita, LeafSnap, and Seek.
4. Based on the above, Google Lens is the most rec-
ommended app for use during biology classes.
However, it is possible to use Seek or Flora Incog-
nita for students and teachers who do not like the
Google Lens app for whichever reason.
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
702
5. The Seek mobile application can be used as a
learning environment.
6. PlantNet app is characterized by an accuracy of
55% and cannot be recommended for use during
biology classes.
REFERENCES
Abramovich, S., Schunn, C., Higashi, R., Hunkele, T.,
and Shoop, R. (2011). Achievement Systems’ to
Boost Achievement Motivation’. In Proceedings
of Games+Learning+Society Conference 7.0 (GLS
’11), July, 2011. https://www.ri.cmu.edu/publications/
achievement-systems-to-boost-achievement-motivation/.
Agustina, W. W., Sumarto, S., and Trisno, B. (2019). Aug-
mented reality based on stem for supporting science
literacy in vocational education. Journal of Physics:
Conference Series, 1375(1):012088. https://doi.org/
10.1088/1742-6596/1375/1/012088.
Amelina, S. M., Tarasenko, R. O., Semerikov, S. O., and
Shen, L. (2022). Using mobile applications with
augmented reality elements in the self-study pro-
cess of prospective translators. Educational Technol-
ogy Quarterly, 2022(4):263–275. https://doi.org/10.
55056/etq.51.
Antonietti, A., Imperio, E., Rasi, C., and Sacco, M. (2001).
Virtual reality and hypermedia in learning to use a
turning lathe. Journal of Computer Assisted Learning,
17(2):142–155. https://doi.org/10.1046/j.0266-4909.
2001.00167.x.
Bates, M. and Boren, D. M. (2019). Assessing Wellbeing in
Schools: An Educator’s Practical Guide to Measuring
Wellbeing. EdTech Books. https://edtechbooks.org/
wellbeing.
Bilyk, Z. I., Shapovalov, Y. B., Shapovalov, V. B., Me-
galinska, A. P., Andruszkiewicz, F., and Dolhanczuk-
Sr
´
odka, A. (2020). Assessment of mobile phone ap-
plications feasibility on plant recognition: comparison
with Google Lens AR-app. In Burov, O. Y. and Kiv,
A. E., editors, Proceedings of the 3rd International
Workshop on Augmented Reality in Education, Kryvyi
Rih, Ukraine, May 13, 2020, volume 2731 of CEUR
Workshop Proceedings, pages 61–78. CEUR-WS.org.
https://ceur-ws.org/Vol-2731/paper02.pdf.
Bilyk, Z. I., Shapovalov, Y. B., Shapovalov, V. B., Me-
galinska, A. P., Zhadan, S. O., Andruszkiewicz, F.,
Dołha
´
nczuk-
´
Sr
´
odka, A., and Antonenko, P. D. (2022).
Comparing Google Lens Recognition Accuracy with
Other Plant Recognition Apps. In Semerikov, S.,
Osadchyi, V., and Kuzminska, O., editors, Proceed-
ings of the 1st Symposium on Advances in Edu-
cational Technology - Volume 2: AET, pages 20–
33. INSTICC, SciTePress. https://doi.org/10.5220/
0010928000003364.
Cabinet of Ministers of Ukraine (2020). Pro skhvalen-
nia Kontseptsii rozvytku pryrodnycho-matematychnoi
osvity (STEM-osvity) [On approval of the Concept of
development of natural and mathematical education
(STEM-education)]. https://zakon.rada.gov.ua/laws/
show/960-2020-#Text.
Chorna, O. V., Hamaniuk, V. A., and Uchitel, A. D. (2019).
Use of youtube on lessons of practical course of ger-
man language as the first and second language at the
pedagogical university. CTE Workshop Proceedings,
6:294–307. https://doi.org/10.55056/cte.392.
Clark, A. C. and Ernst, J. V. (2008). STEM-Based Com-
putational Modeling for Technology Education. The
Journal of Technology Studies, 34(1):20–27. https:
//doi.org/10.21061/jots.v34i1.a.3.
de Jong, T. (2019). Moving towards engaged learning in
STEM domains; there is no simple answer, but clearly
a road ahead. Journal of Computer Assisted Learning,
35(2):153–167. https://doi.org/10.1111/jcal.12337.
de Jong, T., Sotiriou, S., and Gillet, D. (2014). Innovations
in STEM education: the Go-Lab federation of online
labs. Smart Learning Environments, 1(1):3. https://
doi.org/10.1186/s40561-014-0003-6.
Devi, A. N. and Gaurav (2018). Reviews on Augmented
Reality: Google Lens. International Journal of Com-
puter Trends and Technology, 58(2):94–97. https:
//doi.org/10.14445/22312803/IJCTT-V58P116.
du Plessis, L. K. (2015). Through the Google Lens: Devel-
opment of lecturing practice in Photography. Master
of Technology in Photography, Durban University of
Technology. https://openscholar.dut.ac.za/bitstream/
10321/1437/1/DU%20PLESSIS 2015.pdf.
Dziabenko, O. and Budnyk, O. (2019). Go-Lab ecosystem:
Using online laboratories in a primary school. In ED-
ULEARN19 Proceedings, 11th International Confer-
ence on Education and New Learning Technologies,
pages 9276–9285. IATED. https://doi.org/10.21125/
edulearn.2019.2304.
Ebesutani, C., Regan, J., Smith, A., Reise, S., Higa-
McMillan, C., and Chorpita, B. F. (2012). The 10-
Item Positive and Negative Affect Schedule for Chil-
dren, Child and Parent Shortened Versions: Applica-
tion of Item Response Theory for More Efficient As-
sessment. Journal of Psychopathology and Behav-
ioral Assessment, 34(2):191–203. https://doi.org/10.
1007/s10862-011-9273-2.
Facer, K., Furlong, J., Furlong, R., and Sutherland, R.
(2001). Constructing the Child Computer User: From
Public Policy to Private Practices. British Journal of
Sociology of Education, 22(1):91–108. http://www.
jstor.org/stable/1393216.
Fredricks, J. A., Blumenfeld, P. C., and Paris, A. H.
(2004). School Engagement: Potential of the Con-
cept, State of the Evidence. Review of Educa-
tional Research, 74(1):59–109. https://doi.org/10.
3102/00346543074001059.
Greenhow, C. and Askari, E. (2017). Learning and teach-
ing with social network sites: A decade of research
in K-12 related education. Education and Informa-
tion Technologies, 22(2):623–645. https://doi.org/10.
1007/s10639-015-9446-9.
Hart, W. and Albarrac
´
ın, D. (2009). The effects of chronic
achievement motivation and achievement primes on
the activation of achievement and fun goals. Journal
Features of Using Mobile Applications to Identify Plants and Google Lens During the Learning Process
703
of Personality and Social Psychology, 97(6):1129–
1141. https://psycnet.apa.org/doi/10.1037/a0017146.
Hussein, M. and N
¨
atterdal, C. (2015). The Benefits of
Virtual Reality in Education: A Comparison Study.
Bachelor of Science Thesis in Software Engineering
and Management, Chalmers University of Technol-
ogy, University of Gothenburg, G
¨
oteborg, Sweden.
Joiner, I. A. (2018). Virtual Reality and Augmented Re-
ality: What Is Your Reality? In Joiner, I. A., edi-
tor, Emerging Library Technologies, Chandos Infor-
mation Professional Series, chapter 6, pages 111–
128. Chandos Publishing. https://doi.org/10.1016/
B978-0-08-102253-5.00007-1.
Kapici, H. O., Akcay, H., and de Jong, T. (2019). Us-
ing Hands-On and Virtual Laboratories Alone or To-
gether—Which Works Better for Acquiring Knowl-
edge and Skills? Journal of Science Education and
Technology, 28(3):231–250. https://doi.org/10.1007/
s10956-018-9762-0.
Khine, M. S., editor (2018). Computational Thinking
in the STEM Disciplines: Foundations and Research
Highlights. Springer, Cham. https://doi.org/10.1007/
978-3-319-93566-9.
Kinateder, M., Ronchi, E., Nilsson, D., Kobes, M., M
¨
uller,
M., Pauli, P., and M
¨
uhlberger, A. (2014). Virtual
reality for fire evacuation research. In 2014 Fed-
erated Conference on Computer Science and Infor-
mation Systems, pages 313–321. https://doi.org/10.
15439/2014F94.
Kramarenko, T. H., Pylypenko, O. S., and Zaselskiy, V. I.
(2019). Prospects of using the augmented reality ap-
plication in STEM-based Mathematics teaching. Ed-
ucational Dimension, 1:199–218. https://doi.org/10.
31812/educdim.v53i1.3843.
Laurent, J., Catanzaro, S. J., Rudolph, K. D., Joiner, T. E.,
Potter, K. I., Lambert, S., Osborne, L., and Gathright,
T. (1999). A measure of positive and negative affect
for children: Scale development and preliminary val-
idation. Psychological Assessment, 11(3):326–338.
https://doi.org/10.1037/1040-3590.11.3.326.
Lee, E. A.-L. and Wong, K. W. (2014). Learning with
desktop virtual reality: Low spatial ability learners
are more positively affected. Computers & Edu-
cation, 79:49–58. https://doi.org/10.1016/j.compedu.
2014.07.010.
Linnenbrink-Garcia, L., Durik, A. M., Conley, A. M., Bar-
ron, K. E., Tauer, J. M., Karabenick, S. A., and
Harackiewicz, J. M. (2010). Measuring Situational
Interest in Academic Domains. Educational and Psy-
chological Measurement, 70(4):647–671. https://doi.
org/10.1177/0013164409355699.
Marienko, M. V., Nosenko, Y., and Shyshkina, M. P. (2020).
Personalization of learning using adaptive technolo-
gies and augmented reality. In Burov, O. Y. and
Kiv, A. E., editors, Proceedings of the 3rd Inter-
national Workshop on Augmented Reality in Educa-
tion, Kryvyi Rih, Ukraine, May 13, 2020, volume
2731 of CEUR Workshop Proceedings, pages 341–
356. CEUR-WS.org. https://ceur-ws.org/Vol-2731/
paper20.pdf.
Mart
´
ın-Guti
´
errez, J., Fabiani, P., Benesova, W., Meneses,
M. D., and Mora, C. E. (2015). Augmented real-
ity to promote collaborative and autonomous learn-
ing in higher education. Computers in Human Behav-
ior, 51:752–761. https://doi.org/10.1016/j.chb.2014.
11.093.
Modlo, Y. O., Semerikov, S. O., Bondarevskyi, S. L., Tol-
machev, S. T., Markova, O. M., and Nechypurenko,
P. P. (2019a). Methods of using mobile internet de-
vices in the formation of the general scientific com-
ponent of bachelor in electromechanics competency
in modeling of technical objects. In Kiv, A. E. and
Shyshkina, M. P., editors, Proceedings of the 2nd In-
ternational Workshop on Augmented Reality in Edu-
cation, Kryvyi Rih, Ukraine, March 22, 2019, volume
2547 of CEUR Workshop Proceedings, pages 217–
240. CEUR-WS.org. https://ceur-ws.org/Vol-2547/
paper16.pdf.
Modlo, Y. O., Semerikov, S. O., Nechypurenko, P. P., Bon-
darevskyi, S. L., Bondarevska, O. M., and Tolmachev,
S. T. (2019b). The use of mobile Internet devices
in the formation of ICT component of bachelors in
electromechanics competency in modeling of techni-
cal objects. CTE Workshop Proceedings, 6:413–428.
https://doi.org/10.55056/cte.402.
Montessori, M. M. (1961). Maria Montessori’s contribu-
tion to the cultivation of the mathematical mind. In-
ternational Review of Education, 7(2):134–141. https:
//doi.org/10.1007/BF01433363.
Nechypurenko, P., Semerikov, S., and Pokhliestova, O.
(2023). Cloud technologies of augmented reality as
a means of supporting educational and research activ-
ities in chemistry for 11th grade students. Educational
Technology Quarterly. https://doi.org/10.55056/etq.
44.
Nechypurenko, P. P., Stoliarenko, V. G., Starova, T. V., Se-
livanova, T. V., Markova, O. M., Modlo, Y. O., and
Shmeltser, E. O. (2019). Development and imple-
mentation of educational resources in chemistry with
elements of augmented reality. In Kiv, A. E. and
Shyshkina, M. P., editors, Proceedings of the 2nd In-
ternational Workshop on Augmented Reality in Edu-
cation, Kryvyi Rih, Ukraine, March 22, 2019, volume
2547 of CEUR Workshop Proceedings, pages 156–
167. CEUR-WS.org. https://ceur-ws.org/Vol-2547/
paper12.pdf.
Nguyen, V. (2021). Determinants of Intention to use Google
Lens. International Journal of Information Science
and Technology, 5(2):4–11. https://doi.org/10.57675/
IMIST.PRSM/ijist-v5i2.201.
Oleksiuk, V. P. and Oleksiuk, O. R. (2022). Examin-
ing the potential of augmented reality in the study of
Computer Science at school. Educational Technol-
ogy Quarterly, 2022(4):307–327. https://doi.org/10.
55056/etq.432.
Park, N. (2014). The Development of STEAM
Career Education Program using Virtual Reality
Technology. Life Science Journal, 11(7):676–
679. http://www.lifesciencesite.com/lsj/life1107/097
25058life110714 676 679.pdf.
AET 2021 - Myroslav I. Zhaldak Symposium on Advances in Educational Technology
704
Pivec, M. and Kearney, P. (2007). Games for Learn-
ing and Learning from Games. Organizacija,
40(6). http://organizacija.fov.uni-mb.si/index.php/
organizacija/article/view/208.
Potkonjak, V., Gardner, M., Callaghan, V., Mattila, P.,
Guetl, C., Petrovi
´
c, V. M., and Jovanovi
´
c, K. (2016).
Virtual laboratories for education in science, technol-
ogy, and engineering: A review. Computers & Educa-
tion, 95:309–327. https://doi.org/10.1016/j.compedu.
2016.02.002.
Rashevska, N. V., Semerikov, S. O., Zinonos, N. O.,
Tkachuk, V. V., and Shyshkina, M. P. (2020). Us-
ing augmented reality tools in the teaching of two-
dimensional plane geometry. In Burov, O. Y. and Kiv,
A. E., editors, Proceedings of the 3rd International
Workshop on Augmented Reality in Education, Kryvyi
Rih, Ukraine, May 13, 2020, volume 2731 of CEUR
Workshop Proceedings, pages 79–90. CEUR-WS.org.
https://ceur-ws.org/Vol-2731/paper03.pdf.
Renshaw, T. L. (2015). A Replication of the Techni-
cal Adequacy of the Student Subjective Wellbeing
Questionnaire. Journal of Psychoeducational As-
sessment, 33(8):757–768. https://doi.org/10.1177/
0734282915580885.
Renshaw, T. L. and Arslan, G. (2016). Psychomet-
ric Properties of the Student Subjective Wellbeing
Questionnaire With Turkish Adolescents: A Gen-
eralizability Study. Canadian Journal of School
Psychology, 31(2):139–151. https://doi.org/10.1177/
0829573516634644.
Ritzhaupt, A. (2019). Measuring learner satisfaction in
self-paced e-learning environments: Validation of the
Electronic Learner Satisfaction Scale (eLSS). In
Marks, G. H., editor, Proceedings of International
Journal on E-Learning 2019, pages 279–299, Way-
nesville, NC USA. Association for the Advancement
of Computing in Education (AACE). https://www.
learntechlib.org/p/178466.
Rodr
´
ıguez-Aflecht, G., Jaakkola, T., Pongsakdi, N.,
Hannula-Sormunen, M., Brezovszky, B., and Lehti-
nen, E. (2018). The development of situational in-
terest during a digital mathematics game. Journal of
Computer Assisted Learning, 34(3):259–268. https:
//doi.org/10.1111/jcal.12239.
Sahin, S. (2006). Computer Simulations in Science Edu-
cation: Implications for Distance Education. Turkish
Online Journal of Distance Education, 7(4):132–146.
https://eric.ed.gov/?id=ED494379.
Sala, N. (2014). Applications of Virtual Reality Technolo-
gies in Architecture and in Engineering. International
Journal of Space Technology Management and In-
novation, 3(2):78–88. https://doi.org/10.4018/ijstmi.
2013070104.
Sarabando, C., Cravino, J. P., and Soares, A. A. (2014).
Contribution of a Computer Simulation to Students’
Learning of the Physics Concepts of Weight and Mass.
Procedia Technology, 13:112–121. https://doi.org/10.
1016/j.protcy.2014.02.015.
Schiefele, U. (1991). Interest, Learning, and Motivation.
Educational Psychologist, 26(3-4):299–323. https://
doi.org/10.1080/00461520.1991.9653136.
Sergeeva, N. A., Zakharova, A. N., Tyutyunnik, S. I.,
and Rubleva, O. S. (2021). Features of using meth-
ods and means of the augmented reality technology
when teaching a foreign language. Perspektivy nauki i
obrazovania Perspectives of Science and Education,
50(2):472–486. https://doi.org/10.32744/pse.2021.2.
33.
Shapovalov, Y., Tarasenko, R., Usenko, S. A., Shapovalov,
V., Andruszkiewicz, F., and Dołha
´
nczuk-
´
Sr
´
odka, A.
(2021). Ontological information system for the se-
lection of technologies for the treatment and disposal
of organic waste: engineering and educational as-
pects. Desalination and Water Treatment, 236:226–
239. https://doi.org/10.5004/dwt.2021.27689.
Shapovalov, Y. B., Bilyk, Z. I., Usenko, S. A., Shapo-
valov, V. B., Postova, K. H., Zhadan, S. O., and An-
tonenko, P. D. (2022). Using Personal Smart Tools in
STEM Education. In Semerikov, S., Osadchyi, V., and
Kuzminska, O., editors, Proceedings of the 1st Sym-
posium on Advances in Educational Technology - Vol-
ume 2: AET, pages 192–207. INSTICC, SciTePress.
https://doi.org/10.5220/0010929900003364.
Sifuna, J., Manyali, G. S., Sakwa, T., and Mukasia, A.
(2016). Computer Modeling for Science, Technology,
Engineering and Mathematics Curriculum in Kenya:
A Simulation-Based Approach to Science Education.
Science Journal of Education, 4(1):1–8. https://doi.
org/10.11648/j.sjedu.20160401.11.
Stryzhak, O., Prychodniuk, V., and Podlipaiev, V.
(2019). Model of Transdisciplinary Representation of
GEOspatial Information. In Ilchenko, M., Uryvsky,
L., and Globa, L., editors, Advances in Informa-
tion and Communication Technologies, volume 560
of Lecture Notes in Electrical Engineering, pages 34–
75, Cham. Springer International Publishing. https:
//doi.org/10.1007/978-3-030-16770-7 3.
Tarasenko, R. A., Usenko, S. A., Shapovalov, Y. B., Shapo-
valov, V. B., Paschke, A., and Savchenko, I. M.
(2021). Ontology-based learning environment model
of scientific studies. In Kiv, A. E., Semerikov, S. O.,
Soloviev, V. N., and Striuk, A. M., editors, Pro-
ceedings of the 9th Illia O. Teplytskyi Workshop on
Computer Simulation in Education (CoSinE 2021) co-
located with 17th International Conference on ICT
in Education, Research, and Industrial Applications:
Integration, Harmonization, and Knowledge Transfer
(ICTERI 2021), Kherson, Ukraine, October 1, 2021,
volume 3083 of CEUR Workshop Proceedings, pages
43–58. CEUR-WS.org. https://ceur-ws.org/Vol-3083/
paper278.pdf.
Weiner, B. (1985). An Attributional Theory of Achieve-
ment Motivation and Emotion. Psychological Re-
view, 92(4):548–573. http://acmd615.pbworks.com/
f/weinerAnattributionaltheory.pdf.
Zantua, L. S. O. (2017). Utilization of Virtual Real-
ity Content in Grade 6 Social Studies Using Af-
fordable Virtual Reality Technology. Asia Pa-
cific Journal of Multidisciplinary Research, 5(2):1–
10. http://www.apjmr.com/wp-content/uploads/2017/
05/APJMR-2017.5.2.2.01.pdf.
Features of Using Mobile Applications to Identify Plants and Google Lens During the Learning Process
705