Usability Evaluation of a Mobile Augmented Reality App for PC Hardware Training: A Comparative Study in Three Countries

Mobile Augmented Reality PC Hardware Training Usability Evaluation IBM CSUQ Comparative Study User Satisfaction.

Authors

  • Santiago Criollo-C
    luis.criollo@udla.edu.ec
    Carrera de Ingenierí­a en Ciberseguridad, Facultad de Ingenierí­a y Ciencias Aplicadas, Universidad de Las Américas, Quito 170125,, Ecuador
  • Andrea Guerrero-Arias Jezreel International Christian Academy, Quito 170520,, Ecuador
  • Yunifa Miftachul Arif Department of Informatics Engineering, Universitas Islam Negeri Maulana Malik Ibrahim Malang, Malang 65144,, Indonesia
  • Agariadne Dwinggo Samala Faculty of Engineering, Universitas Negeri Padang, Padang 25132,, Indonesia
  • íngel Jaramillo-Alcázar Carrera de Ingenierí­a en Ciberseguridad, Facultad de Ingenierí­a y Ciencias Aplicadas, Universidad de Las Américas, Quito 170125,, Ecuador
  • Sergio Luján-Mora Department of Software and Computing Systems, University of Alicante, 03690 Alicante,, Spain

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The proliferation of mobile applications for educational purposes has highlighted the need to evaluate their usability, especially in diverse international contexts. This study addresses the problem of insufficient engagement and effectiveness of educational tools related to PC hardware training, a problem exacerbated by cultural and contextual differences between regions. Understanding the importance of this issue is crucial, as effective educational tools can improve learning outcomes on a global scale. Previous research has explored various educational technologies but often failed to comprehensively address usability across different cultural contexts, limiting the generalization and impact of the results. This gap underscores the need for robust evaluation of educational applications in diverse populations. In this context, our research proposes the analysis of Build_PC, a mobile augmented reality (MAR) application designed to teach PC hardware, using the IBM Computer System Usability Questionnaire (CSUQ) to assess user satisfaction. This study was conducted in three universities from three countries”Ecuador, Indonesia, and Lebanon”covering a variety of cultural and educational settings. The results indicate remarkably high levels of user satisfaction with the augmented reality (AR) application across the three participating universities. Positive feedback suggests that the application effectively engages students and improves their understanding of PC hardware training, regardless of regional differences. The implications of these findings are significant, as they suggest that augmented reality applications may be a viable solution for overcoming educational barriers related to PC hardware training on an international scale. This study highlights the potential of such technology to enhance educational outcomes and provides a framework for future research in the global deployment of educational technologies.

 

Doi: 10.28991/ESJ-2025-09-02-024

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