Augmented Reality · Grades 6–9

Experience STEM Like Never Before With Augmented Reality For The Sri Lankan Curriculum

An immersive learning platform that turns abstract Science, Math and Technology into things you can see, touch and explore in augmented space.

Four Pillars

Learning Domains

Each domain is rebuilt from the ground up around interactive Mixed Reality experiences designed for the modern classroom.

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Physics

Visualize forces, motion and waves through interactive simulation.

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Mathematics

Manipulate equations and graphs in real time to build deep intuition.

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ICT

Watch data flow through networks and explore computing concepts visually.

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Astronomy

Step inside the solar system and explore planetary motion firsthand.

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⚛︎

Physics

Fundamental Physics concepts — brought to life through real-time Augmented Reality (AR) simulations and interactive visual learning for Grade 7 students in Sri Lanka.

Topics

What You'll Explore

Generation of Electricity

Interact with 3D models of generators and power sources to understand how mechanical energy is converted into electrical energy.

🌊

Static Electricity

Visualize how charges transfer between objects and observe effects like sparks and attraction using AR simulations.

🧲

Forms of Energy

Identify and compare different forms of energy through real-world AR examples and interactive visualizations.

⚙️

Uses of Energy

Explore how energy powers homes, machines, and devices, and learn practical ways to use energy efficiently.

Interactive Demo · Projectile Trajectory

Adjust the launch angle and watch the projectile path update in real time.

launch
Initial Velocity 30 m/s
Range 91.8 m
Max Height 22.9 m
Flight Time 4.32 s

Application Highlights

Explore the Physics AR module in action — from scanning markers to interacting with 3D simulations.

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Academic

Research Foundation

A review of existing studies on Augmented Reality in education, focusing on how AR improves student engagement, understanding, and interactive learning in STEM subjects.
Most existing AR learning applications are not aligned with the Sri Lankan school curriculum and lack interactive, physics-based simulations suitable for local classroom use.
Traditional teaching methods make it difficult for students to understand abstract STEM concepts, leading to low engagement and limited conceptual understanding.
To develop an AR-based learning application that enhances student understanding of STEM concepts by providing interactive, curriculum-aligned visualizations and activities.
The project follows a design and development approach using Unity and AR technologies, including building interactive modules, implementing quizzes, and collecting user interaction data for evaluation.
The system is developed using Unity, AR Foundation, Vuforia Engine, and C#, along with CSV-based data logging for research analysis.
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Mathematics

Grade 8 Geometry — made tangible and interactive through real-time Augmented Reality (AR) visualizations and spatial reasoning challenges for students in Sri Lanka.

Topics

What You'll Explore

🧊

3D Solids

Manipulate and explore the properties of complex 3D solid shapes (like prisms and pyramids) with real-time rotation to clearly understand their faces, edges, and vertices.

🔢

Quadrilaterals

Discover different types of 2D quadrilaterals (squares, rectangles, parallelograms) and understand their specific properties, internal angles, and geometric rules.

📐

Triangles

Explore triangle concepts and spatial properties with simplified visualizations and step-by-step visual guidance designed to reduce cognitive load and improve spatial reasoning.

Interactive Demo · Linear Equation y = mx + c

Move the sliders to change slope and intercept and watch the line redraw instantly.

Equation y = 1x + 0
x = 2 → y 2
x = -3 → y -3

Application Highlights

Explore the Mathematics AR module in action — from scanning markers to interacting with 3D simulations.

Mathematics Screenshot 1
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Academic

Research Foundation

A review of existing studies on Augmented Reality in mathematics education, specifically focusing on how spatial visualization through AR improves student comprehension of geometric concepts, such as the relationship between 2D nets and 3D solids, and increases overall engagement in middle-school math.
Most existing AR educational applications are generic, not aligned with the Sri Lankan Grade 8 mathematics curriculum, and lack interactive, step-by-step spatial transformations (like folding a 2D plane into a 3D cube) that are suitable for direct integration into local classroom teaching.
Traditional 2D textbook methods make it difficult for students to accurately visualize and mentally manipulate abstract geometric concepts, such as the properties of complex solids and triangles. This limitation relies heavily on a student's innate spatial reasoning, often leading to a gap in conceptual understanding and lower classroom engagement.
To develop a targeted, AR-based mathematical module that enhances student understanding of spatial geometry by providing interactive, curriculum-aligned visualizations that bridge the gap between abstract 2D representations and tangible 3D solids.
The project follows a design and development approach to build interactive geometric modules. It involves testing these AR visualizations in local schools and conducting a quantitative analysis of the collected user interaction and assessment data to directly compare the effectiveness of the AR application against traditional mathematical teaching methods.
The mathematical component is developed using Unity and the Vuforia Engine for highly accurate image target tracking (essential for scanning printed 2D nets), scripted with C# for the interactive 3D transformations, and utilizes CSV-based data logging to capture the quantitative research metrics for analysis.
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ICT

From textbook diagrams to interactive AR — enhancing Grade 10 ICT understanding.

Topics

What You'll Explore

🌐

Computer Generations

TLearn about the evolution of computers and understand how technology has developed from early machines to modern systems.

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Logic Gates

Explore logic gates in an interactive way and understand how digital systems make decisions using basic operations like AND, OR, and NOT.

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Computer Networks

Learn about network devices and network topologies. Discover how computers are connected and learn how data flows between devices through different types of network topologies.

Interactive Demo · Data Flow Diagram

ශ්‍රී ලංකීය විෂය නිර්දේශයට අනුව Augmented Reality සමඟ STEM විෂයන් නව ආකාරයකින් අත්විඳින්න

Client Router Server DB Cache CDN

Application Highlights

Explore the ICT AR module in action — from scanning markers to interacting with 3D simulations.

ICT Screenshot 1
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Academic

Research Foundation

A review of existing studies on immersive technologies in education, focusing on how AR enhances student understanding and interactivity in Grade 10 ICT, while identifying the need for localized applications in resource-constrained environments.
Currently, no research exists on an AR application specifically designed for Sri Lanka’s Grade 10 ICT syllabus, as most existing tools lack local curricular alignment and demand high-end hardware unsuitable for resource-constrained classrooms.
The reliance on static 2D textbooks makes it difficult for students to grasp dynamic, abstract ICT concepts, resulting in passive consumption rather than active conceptual understanding.
To develop a marker-based AR mobile application that enhances Grade 10 ICT education by transforming static textbook diagrams into interactive, 3D learning experiences.
The project follows a design and development approach using Unity and AR technologies, including building interactive modules, implementing quizzes, and collecting user interaction data for evaluation.
The system is developed using the Unity 3D Game Engine, C#, and AR tracking frameworks such as AR Foundation and Vuforia, along with 3D modeling tools like Blender and Maya, and an integrated analytics framework for data logging.
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Astronomy

The Solar System — made interactive through real-time Augmented Reality (AR) visualizations and gamified learning for grade 8 students in Sri Lanka.

Topics

What You'll Explore

🪐

Solar System Overview

Learn about the Solar System and understand how planets are arranged around the Sun.

☀️

Sun

Explore the Sun in 3D and learn basic facts like its size, heat, and importance.

🌌

Inner Planets

Discover Mercury, Venus, Earth, and Mars, and learn their key features and differences.

🌑

Outer Planets

Explore Jupiter, Saturn, Uranus, and Neptune and understand their size, rings, and unique features.

🚀

Space Missions

Follow real spacecraft trajectories through space.

Interactive Demo · Solar System

A pure-CSS rotating solar system showing relative orbital periods.

Application Highlights

Explore the Astronomy AR module in action — from scanning markers to interacting with 3D simulations.

Astronomy Screenshot 1
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Academic

Research Foundation

Existing studies on Augmented Reality (AR) in education show that it improves student understanding, engagement, and visualization of abstract concepts such as astronomy. While AR enhances interactive learning compared to traditional methods, most applications focus mainly on visualization and lack gamification, assessment features, and alignment with local curriculum.
Currently, there is no research on AR-based applications specifically designed for the Sri Lankan Grade 8 science curriculum (Solar System). Most existing solutions lack curriculum alignment, interactive learning activities, and are not optimized for accessible mobile-based learning in typical classroom environments.
The reliance on static textbook-based learning makes it difficult for students to understand abstract astronomical concepts such as planetary size, structure, and spatial relationships, resulting in reduced engagement and limited conceptual understanding.
To develop a marker-based AR mobile application that enhances learning of the Solar System by transforming static content into interactive 3D visualizations, combined with gamified activities to improve student engagement and knowledge retention.
The project adopts a marker-based AR approach using image targets to display interactive 3D models of the Solar System. Users can explore these models through zooming and rotation, while gamified learning activities are integrated to enhance engagement and understanding. For evaluation, quantitative data is gathered through student performance in quizzes and game-based activities.
The system is developed using the Unity 3D engine and C# programming, with AR implementation through Vuforia SDK. 3D assets are created using Blender, and the application is deployed as an Android mobile application for accessibility and ease of use.
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Project Milestones

A complete journey from proposal to viva — tap any milestone to expand details.

Sep 2025Completed10 / 10

Project Proposal

Defined project scope, objectives, and AR-based learning approach aligned with the Sri Lankan curriculum.

Reviewed by academic supervisors and refined based on feedback. Final proposal approved with a clear direction for development.
Jan 2026Completed15 / 15

Progress Review 1

Developed the first working prototype with core AR features and initial Physics modules.

Demonstrated basic AR interactions and system functionality. Feedback was used to improve usability and expand features.
Mar 2026Completed20 / 20

Progress Review 2

Completed all learning modules with interactive quizzes and engagement features.

Conducted initial user testing to evaluate performance and learning effectiveness. Improvements made based on user feedback.
Apr 2026Pending30 / 30

Final Assessment

Evaluated the full system for performance, usability, and educational impact.

Tested in a classroom-like environment to validate learning outcomes and overall system effectiveness.
Apr 2026Pending25 / 25

Viva Voce

Final presentation and demonstration of the complete AR learning system.

Showcased features, research findings, and impact to the evaluation panel for final evaluation.
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📚

Documents

All project deliverables in one place - view with a single click.

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Completed

Project Proposal

Initial scope and objectives documents.

Project Proposal Report - Maths 2.4 MB
Project Proposal Report - Physics 2.8 MB
Project Proposal Report - ICT 1.2 MB
Project Proposal Report - Astronomy 856 KB
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Completed

Feasibility Study

Technical and economic feasibility analysis documents.

Feasibility Study Math Lead 277 KB
Feasibility Study Physics Lead 240 KB
Feasibility Study ICT Lead 286 KB
Feasibility Study Astronomy Lead 488 KB
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Completed

Literature Review

Comprehensive review of existing AR/MR research.

📊
Completed

Progress Report 1

Mid-project status and prototype results.

📈
Completed

Progress Report 2

Pilot deployment data and analysis.

📝
Pending

Final Thesis

Complete dissertation with all findings.

🔬
Pending

Research Paper

Conference submission summarizing key findings.

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💎

Pricing Plans

Choose the perfect AR learning experience for your educational needs.

⚛︎

Physics

Popular
LKR 800 /year
  • Student Performance Tracking
  • Session-Based Learning Analytics
  • Grade 7 Physics Concepts in AR
  • Gamified Learning Experience
  • Easy-to-Use Mobile Interface
  • Real-Time Student Interaction

Mathematics

Popular
LKR 800 /year
  • Student Performance Tracking
  • Session-Based Learning Analytics
  • Grade 8 Mathematics Concepts in AR
  • Gamified Learning Experience
  • Easy-to-Use Mobile Interface
  • Real-Time Student Interaction

ICT

Popular
LKR 1,000 /year
  • Student Performance Tracking
  • Session-Based Learning Analytics
  • Grade 10 ICT Concepts in AR
  • Gamified Learning Experience
  • Easy-to-Use Mobile Interface
  • Real-Time Student Interaction
🌟

Astronomy

Popular
LKR 800 /year
  • Student Performance Tracking
  • Session-Based Learning Analytics
  • Grade 8 Astronomy Concepts in AR
  • Gamified Learning Experience
  • Easy-to-Use Mobile Interface
  • Real-Time Student Interaction

Complete STEM Bundle

Save 10%
LKR 3,400/year LKR 3,060/year

Get all four subjects at a special discounted price. Perfect for schools and institutions.

✓ All Physics Features ✓ All Mathematics Features ✓ All ICT Features ✓ All Astronomy Features ✓ Cross-Subject Integration ✓ Priority Support
🎤

Project Data Collection

Interactive galleries showcasing our AR development journey and user testing sessions.

Development & User Testing I

Real-world testing with Grade 6-9 students in Sri Lankan schools

Development & User Testing II

Hands-on testing with students in real Sri Lankan classrooms

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👥

About Us

A multidisciplinary team passionate about transforming STEM education through Augmented Reality.

Hasith Bulathgama

Hasith Bulathgama

Math Lead
hasithkavinda2001@gmail.com
Genuka Hettiarachchi

Genuka Hettiarachchi

Physics Lead
genukavh@gmail.com
Iruni Andradi

Iruni Andradi

ICT Lead
andradi2001@gmail.com
Shenali Liyanaarchchi

Shenali Liyanaarchchi

Astronomy Lead
shenaliimasha20@gmail.com
Aruna Ishara Gamage

Ishara Gamage

Project Supervisor
ishara.g@sliit.lk
Nushkan Nismi

Nushkan Nismi

Project Co-supervisor
nushkan.n@sliit.lk
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✉️

Get in Touch

Have a question, partnership idea or pilot opportunity? We'd love to hear from you.

Project Information

✉️
Email

genukavh@gmail.com

📞
Phone

076 7129 240

🏛️
University

Faculty of Computing
Sri Lanka Institute of Information Technology

📍
Address

SLIIT Malabe Campus,
New Kandy Rd, Malabe 10115

Send a Message

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Document Preview

Literature Review

In recent years, educational technologies have gained significant traction in enhancing the learning experience, particularly in STEM education. Among these technologies, Augmented Reality (AR) has emerged as a powerful tool, offering a unique way to bring abstract concepts to life. AR blends the physical and virtual worlds, allowing students to interact with digital objects within their real-world environment. This technology has shown promise in a variety of educational settings, especially in fields such as mathematics, science, and engineering, where spatial reasoning plays a critical role in understanding complex concepts.


Traditional mathematics education, especially in geometry, has primarily relied on textbooks and 2D illustrations to explain geometric concepts such as shapes, angles, and spatial relationships. These methods often fail to provide students with a tangible, interactive experience, making it challenging for them to visualize and understand three-dimensional objects. Several studies have shown that using traditional flat illustrations leads to cognitive overload and a lack of engagement, which hinders students' ability to develop spatial reasoning skills effectively.


In response to these limitations, there has been a growing interest in integrating interactive technologies into mathematics instruction. A variety of digital tools, such as interactive software and online simulations, have been developed to help students visualize geometric shapes and manipulate them in real-time. However, these solutions often require high-end computing hardware, continuous internet connectivity, or specialized equipment such as AR headsets. These hardware requirements create barriers to access, especially in resource-constrained environments such as Sri Lanka, where many schools face limitations in terms of technology infrastructure.


Augmented Reality has been increasingly explored as a solution to the limitations of traditional teaching methods. AR allows students to interact with three-dimensional models in real-time, making abstract concepts more concrete and engaging. Numerous studies have highlighted the potential of AR to enhance student engagement, improve spatial understanding, and facilitate active learning. In particular, AR-based tools have shown success in helping students visualize geometric shapes, thus improving their spatial reasoning skills. For instance, marker-based AR applications have been used to help students manipulate 3D models of geometric figures, which has been shown to lead to improvements in spatial intelligence and motivation.


Research indicates that AR can significantly improve the retention of geometric concepts, as students can visualize the shapes from multiple angles, providing them with a more comprehensive understanding. Additionally, AR tools promote active learning by encouraging students to interact with the content, explore various geometric configurations, and solve problems through hands-on activities.


Despite the promising potential of AR in education, there is a significant gap when it comes to localized, accessible AR applications in resource-constrained environments. Most existing AR tools require high-end hardware, stable internet connections, and continuous software updates—factors that limit their usability in Sri Lankan classrooms, where access to such resources is often restricted. Moreover, while AR has been used in educational settings worldwide, few studies have focused specifically on its application for Grade 8 geometry in Sri Lanka. Existing solutions tend to focus on generalized content that is not aligned with local curricula or the specific needs of Sri Lankan students.


This lack of targeted, curriculum-based AR tools creates a barrier for effectively integrating AR into local classrooms. Furthermore, many AR applications in education are not offline-capable, which is a major limitation in countries like Sri Lanka, where internet connectivity is often unreliable, especially in rural areas. This creates a need for AR solutions that are not only interactive and engaging but also tailored to local educational needs and technical constraints.


This research aims to fill the gap by developing an offline-capable AR application specifically designed for Grade 8 geometry in Sri Lanka. The proposed application utilizes accessible marker-based AR technology, which can function on low-specification smartphones without the need for continuous internet access. By aligning the AR content with the Sri Lankan Grade 8 mathematics curriculum, this application aims to provide a localized, interactive, and engaging learning experience that addresses the specific needs of students in Sri Lanka's resource-constrained classrooms.


This AR tool aims to enhance spatial reasoning, promote active learning, and improve academic performance in geometry, bridging the gap between traditional methods and modern educational technology.


In conclusion, while AR has been explored in various educational settings, its application for Grade 8 geometry in Sri Lanka—especially in a manner that accommodates local constraints—is an area that remains underexplored. This study seeks to contribute to the growing body of literature by providing insights into how AR can be effectively utilized in low-resource environments, making it an invaluable tool for transforming STEM education in Sri Lanka.