## 4 Implementation, Results, and Discussions
### Application Evaluation and Analysis
Figure 15: Rating of the _Anat_Hub_ mobile application on a scale of 1 to 5 (poor to excellent). The most-liked feature of the application was the 3D mode (69.8%), while the least-liked were the navigation bar (9.43%) as well as the automated voice (sound feature) (11.23%) (Figure 17). The \"robotic nature\" of the sound feature is possibly the reason for this response by the volunteers as it could be considered unpleasant to the ear for some students, due to varying accent preferences. This could be rectified in an updated version of the app by incorporating varying accent and language features, where a user could make a choice. Furthermore, we noted that students had difficulty with the AR mode; as previously mentioned, this could be due to the type of mobile device and the deployment device specifications (Android API level 26 to 30) not being met. Another reason could be the inability of the mobile device camera functionality to perform, which would naturally hinder their experience. However, this survey did not ask participants to provide an explanation for their choice. Overall, the application was well received by respondents and all indicated their willingness to make use of the _Anat_Hub_ application to study the musculoskeletal system, while 96.2% said they will recommend the use of this application to others (Figure 18a,b). Figure 16: Problems encountered when using the _Anat_Hub_ mobile application. Figure 17: The most-liked features of the _Anat_Hub_ mobile application. Finally, participants were asked to provide general recommendations to change or improve features within the _Anat_Hub_ application for future updates and data analyses (Figure 19), and the majority of volunteers did not have any recommendations. This may indicate that the majority of the respondents were satisfied with the application, however, participants were not specifically asked to indicate their level of satisfaction. Therefore, subsequent studies on the improved versions of the app will include a variety of questionnaire items that specifically address this uncertainty as it is recognised that there is always room for improvement, as seen in Figure 19.  
The main focus of this rudimentary survey was to determine initial user experience, regarding how the application can be improved, and whether or not students are willing to use and recommend the _Anat_Hub_ application. While retention may not have been explicitly mentioned in the survey, it is believed that this learning technology could promote retention in the learning space in addition to learner engagement. This is further highlighted by the problems faced by students when learning anatomy and how this application could address them, which is supported by the students' readiness to accept the proposed AR (_Anat_Hub_) mobile application as a study tool. Future research pertaining to this application, using validated questionnaires and collecting data on engagement, is underway. Currently, research on preferred learning styles and strategies in anatomy education among South African students remains understudied or outdated, and further investigation into this topic may accentuate the need to implement immersive technology (blended learning) as a learning tool. Figure 18: (**a**) Responses related to the willingness to make use of the _Anat_Hub_ mobile application for study purposes; and (**b**) willingness to recommend the _Anat_Hub_ mobile application to others.