Usability Evaluation of a Mobile Augmented Reality App for PC Hardware Training: A Comparative Study in Three Countries
Downloads
Doi: 10.28991/ESJ-2025-09-02-024
Full Text: PDF
Downloads
Farooq, S. S., Rahman, H., Raza, S. A. N., Raees, M., & Jung, S. K. (2022). Designing Gamified Application: An Effective Integration of Augmented Reality to Support Learning. IEEE Access, 10, 121385–121394. doi:10.1109/ACCESS.2022.3221473.
Wee, C., Yap, K. M., & Lim, W. N. (2022). iProgVR: Design of a Virtual Reality Environment to Improve Introductory Programming Learning. IEEE Access, 10, 100054–100078. doi:10.1109/ACCESS.2022.3204392.
Al-Masri, E., Kabu, S., & Dixith, P. (2020). Emerging Hardware Prototyping Technologies as Tools for Learning. IEEE Access, 8, 80207–80217. doi:10.1109/ACCESS.2020.2991014.
Bal, E., & Bicen, H. (2016). Computer Hardware Course Application through Augmented Reality and QR Code Integration: Achievement Levels and Views of Students. Procedia Computer Science, 102(C), 267–272. doi:10.1016/j.procs.2016.09.400.
Gervasi, O., Perri, D., & Simonetti, M. (2023). Empowering Knowledge With Virtual and Augmented Reality. IEEE Access, 11, 144649–144662. doi:10.1109/ACCESS.2023.3342116.
Marcel, F. (2019). Mobile augmented reality learning objects in higher education. Research in Learning Technology, 27. doi:10.25304/rlt.v27.2133.
Criollo-C, S., Guerrero-Arias, A., Buenaño-Fernández, D., & Luján-Mora, S. (2024). Usability and Workload Evaluation of a Cybersecurity Educational Game Application: A Case Study. IEEE Access, 12, 12771–12784. doi:10.1109/access.2024.3352589.
Dirin, A., & Nieminen, M. (2015). mLUX: Usability and user experience development framework for M-learning. International Journal of Interactive Mobile Technologies, 9(3), 37–51. doi:10.3991/ijim.v9i3.4446.
Bulagang, A.F., Baharum, A. (2019). Mobile-Augmented Reality Framework For Students Self-Centred Learning In Higher Education Institutions. Computational Science and Technology. Lecture Notes in Electrical Engineering, Vol 481, Springer, Singapore. doi:10.1007/978-981-13-2622-6_9.
de Moraes Rossetto, A. G., Martins, T. C., Silva, L. A., Leithardt, D. R. F., Bermejo-Gil, B. M., & Leithardt, V. R. Q. (2023). An analysis of the use of augmented reality and virtual reality as educational resources. Computer Applications in Engineering Education, 31(6), 1761–1775. doi:10.1002/cae.22671.
Dunn, P. K., Richardson, A., Oprescu, F., & McDonald, C. (2013). Mobile-phone-based classroom response systems: Students' perceptions of engagement and learning in a large undergraduate course. International Journal of Mathematical Education in Science and Technology, 44(8), 1160–1174. doi:10.1080/0020739X.2012.756548.
Nounou, M. I., Eassa, H. A., Orzechowski, K., Eassa, H. A., Edouard, J., Stepak, N., Khdeer, M., Kalam, M., Huynh, D., Kwarteng, E., Mohamed, K. H. A., Helal, N. A., Ahmed, N. A., Edafiogho, I. O., & Ghoneim, O. (2022). Mobile-Based Augmented Reality Application in Pharmacy Schools Implemented in Pharmaceutical Compounding Laboratories: Students' Benefits and Reception. Pharmacy, 10(4), 72. doi:10.3390/pharmacy10040072.
Jang, J., Ko, Y., Shin, W. S., & Han, I. (2021). Augmented Reality and Virtual Reality for Learning: An Examination Using an Extended Technology Acceptance Model. IEEE Access, 9, 6798–6809. doi:10.1109/ACCESS.2020.3048708.
Asham, Y., Bakr, M. H., & Emadi, A. (2023). Applications of Augmented and Virtual Reality in Electrical Engineering Education: A Review. IEEE Access, 11, 134717–134738. doi:10.1109/ACCESS.2023.3337394.
Zulfiqar, F., Raza, R., Khan, M. O., Arif, M., Alvi, A., & Alam, T. (2023). Augmented Reality and its Applications in Education: A Systematic Survey. IEEE Access, 11, 143250–143271. doi:10.1109/ACCESS.2023.3331218.
Criollo-C, S., Uzcategui, J. E. C., Guerrero-Arias, A., Anita Yanez, T., Samala, A. D., Rawas, S., & Lujan-Mora, S. (2024). Use of Virtual Reality as an Educational Tool: A Comparison Between Engineering Students and Teachers. IEEE Access, 12, 86662–86674. doi:10.1109/ACCESS.2024.3416673.
Abdullah, N. A. S., & Rokmain, N. S. S. (2023). Learning Human Anatomy Using Augmented Reality Mobile Application. 2023 International Conference on Digital Applications, Transformation & Economy, ICDATE 2023, 1–5. doi:10.1109/ICDATE58146.2023.10248797.
Bakar, W. A. W. A., Man, M., Solehan, M. A., & Sabri, I. A. A. (2021). GAAR: Gross Anatomy using Augmented Reality Mobile Application. International Journal of Advanced Computer Science and Applications, 12(5), 162–168. doi:10.14569/IJACSA.2021.0120520.
Tomaschko, M., & Hohenwarter, M. (2019). Augmented Reality in Mathematics Education: The Case of GeoGebra AR. Augmented Reality in Educational Settings, 325–346, Brill, Leiden, The Netherlands. doi:10.1163/9789004408845_014.
Soltani, P., & Morice, A. H. P. (2020). Augmented reality tools for sports education and training. Computers & Education, 155, 103923. doi:10.1016/j.compedu.2020.103923.
Sural, I. (2018). Augmented reality experience: Initial perceptions of higher education students. International Journal of Instruction, 11(4), 565–576. doi:10.12973/iji.2018.11435a.
Ibarra, M., Gomez, E., Barzola, B., Castillo, M., Ibañez, V., & Quispe, R. (2019). Improving Student's Learning Motivation in Schools using Augmented Reality. 2019 XIV Latin American Conference on Learning Technologies (LACLO), 259–264. doi:10.1109/laclo49268.2019.00051.
Cabero-Almenara, J., Barroso-Osuna, J., Llorente-Cejudo, C., & Martínez, M. del M. F. (2019). Educational uses of augmented reality (AR): Experiences in educational science. Sustainability (Switzerland), 11(18), 1–18. doi:10.3390/su11184990.
Luis, C. E. M., Mellado, R. C., & Díaz, B. A. (2013). PBL Methodologies with Embedded Augmented Reality in Higher Maritime Education: Augmented Project Definitions for Chemistry Practices. Procedia Computer Science, 25, 402–405. doi:10.1016/j.procs.2013.11.050.
Yang, S., Mei, B., & Yue, X. (2018). Mobile Augmented Reality Assisted Chemical Education: Insights from Elements 4D. Journal of Chemical Education, 95(6), 1060–1062. doi:10.1021/acs.jchemed.8b00017.
Gopalan, V., Abu Bakar, J. A., & Zulkifli, A. N. (2020). Developing students learning motivation in science experiments using mobile augmented reality. International Journal of Advanced Science and Technology, 29(6), 214–222.
Aw, J. K., Boellaard, K. C., Tan, T. K., Yap, J., Loh, Y. P., Colasson, B., Blanc, étienne, Lam, Y., & Fung, F. M. (2020). Interacting with Three-Dimensional Molecular Structures Using an Augmented Reality Mobile App. Journal of Chemical Education, 97(10), 3877–3881. doi:10.1021/acs.jchemed.0c00387.
Dutta, R., Mantri, A., & Singh, G. (2022). Evaluating system usability of mobile augmented reality application for teaching Karnaugh-Maps. Smart Learning Environments, 9(1), 6. doi:10.1186/s40561-022-00189-8.
Lee, A. A., Areliano, G. F., Aziz, M. F., Vebyka Zhafira, N., & Taufiq, M. (2023). ARnatomi: An Augmented Reality Mobile Application for Interactive Body Anatomy Learning using Unity3D. 2023 International Conference on Informatics, Multimedia, Cyber and Informations System (ICIMCIS), 27, 532–536. doi:10.1109/icimcis60089.2023.10349043.
Albrecht, U. V., Folta-Schoofs, K., Behrends, M., & Von Jan, U. (2013). Effects of mobile augmented reality learning compared to textbook learning on medical students: Randomized controlled pilot study. Journal of Medical Internet Research, 15(8), e182. doi:10.2196/jmir.2497.
Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers and Education, 123, 109–123. doi:10.1016/j.compedu.2018.05.002.
Chin, K. Y., Wang, C. S., & Chen, Y. L. (2019). Effects of an augmented reality-based mobile system on students' learning achievements and motivation for a liberal arts course. Interactive Learning Environments, 27(7), 927–941. doi:10.1080/10494820.2018.1504308.
Khan, T., Johnston, K., & Ophoff, J. (2019). The Impact of an Augmented Reality Application on Learning Motivation of Students. Advances in Human-Computer Interaction, 7208494. doi:10.1155/2019/7208494.
Sánchez Riera, A., Redondo, E., & Fonseca, D. (2015). Geo-located teaching using handheld augmented reality: good practices to improve the motivation and qualifications of architecture students. Universal Access in the Information Society, 14(3), 363–374. doi:10.1007/s10209-014-0362-3.
Rossano, V., Lanzilotti, R., Cazzolla, A., & Roselli, T. (2020). Augmented Reality to Support Geometry Learning. IEEE Access, 8, 107772–107780. doi:10.1109/ACCESS.2020.3000990.
Chen, C. H. (2020). Impacts of augmented reality and a digital game on students' science learning with reflection prompts in multimedia learning. Educational Technology Research and Development, 68(6), 3057–3076. doi:10.1007/s11423-020-09834-w.
Munoz-Cristobal, J. A., Gallego-Lema, V., Arribas-Cubero, H. F., Asensio-Perez, J. I., & Martinez-Mones, A. (2018). Game of Blazons: Helping teachers conduct learning situations that integrate web tools and multiple types of augmented reality. IEEE Transactions on Learning Technologies, 11(4), 506–519. doi:10.1109/TLT.2018.2808491.
Perry, B. (2015). Gamifying French Language Learning: A Case Study Examining a Quest-based, Augmented Reality Mobile Learning-tool. Procedia - Social and Behavioral Sciences, 174, 2308–2315. doi:10.1016/j.sbspro.2015.01.892.
Vargas, H., Farias, G., Sanchez, J., Dormido, S., & Esquembre, F. (2013). Using augmented reality in remote laboratories. International Journal of Computers, Communications and Control, 8(4), 622–634. doi:10.15837/ijccc.2013.4.42.
Andújar, J. M., Mejias, A., & Marquez, M. A. (2011). Augmented reality for the improvement of remote laboratories: An augmented remote laboratory. IEEE Transactions on Education, 54(3), 492–500. doi:10.1109/TE.2010.2085047.
Silva, I. N. Da, Garcia-Zubia, J., Hernandez-Jayo, U., & Alves, J. B. D. M. (2023). Extended Remote Laboratories: A Systematic Review of the Literature From 2000 to 2022. IEEE Access, 11, 94780–94804. doi:10.1109/ACCESS.2023.3271524.
Cheng, C. I. (2023). A study on learning analytics of using mobile augmented reality application to enhance cultural competence for design cultural creation in higher education. Journal of Computer Assisted Learning, 39(6), 1939–1952. doi:10.1111/jcal.12855.
Criollo-C, S., Guerrero-Arias, A., Guaña-Moya, J., Samala, A. D., & Luján-Mora, S. (2024). Towards Sustainable Education with the Use of Mobile Augmented Reality in Early Childhood and Primary Education: A Systematic Mapping. Sustainability (Switzerland), 16(3), 1192. doi:10.3390/su16031192.
Hwang, G. J., Wu, P. H., Chen, C. C., & Tu, N. T. (2016). Effects of an augmented reality-based educational game on students' learning achievements and attitudes in real-world observations. Interactive Learning Environments, 24(8), 1895–1906. doi:10.1080/10494820.2015.1057747.
PoŠ‚ap, D., Kč™sik, K., Ksič…Š¼ek, K., & WoŠºniak, M. (2017). Obstacle Detection as a Safety Alert in Augmented Reality Models by the Use of Deep Learning Techniques. Sensors, 17(12), 2803. doi:10.3390/s17122803.
Putra, A. K., Sumarmi, A. S., Fajrilia, A., Islam, M. N., & Yembuu, B. (2021). Effect of Mobile-Augmented Reality (MAR) in Digital Encyclopedia on The Complex Problem Solving and Attitudes of Undergraduate Student. International Journal of Emerging Technologies in Learning, 16(7), 119–134. doi:10.3991/ijet.v16i07.21223.
Arvanitis, T. N., Williams, D. D., Knight, J. F., Baber, C., Gargalakos, M., Sotiriou, S., & Bogner, F. X. (2011). A human factors study of technology acceptance of a prototype mobile augmented reality system for science education. Advanced Science Letters, 4(11–12), 3342–3352. doi:10.1166/asl.2011.2044.
Bacca, J., Baldiris, S., Fabregat, R., & Kinshuk. (2018). Insights into the factors influencing student motivation in Augmented Reality learning experiences in Vocational Education and Training. Frontiers in Psychology, 9(AUG), 1486. doi:10.3389/fpsyg.2018.01486.
Chen, C. H., Huang, C. Y., & Chou, Y. Y. (2019). Effects of augmented reality-based multidimensional concept maps on students' learning achievement, motivation and acceptance. Universal Access in the Information Society, 18(2), 257–268. doi:10.1007/s10209-017-0595-z.
Turan, Z., Meral, E., & Sahin, I. F. (2018). The impact of mobile augmented reality in geography education: achievements, cognitive loads and views of university students. Journal of Geography in Higher Education, 42(3), 427–441. doi:10.1080/03098265.2018.1455174.
Moro, C., Phelps, C., Redmond, P., & Stromberga, Z. (2021). HoloLens and mobile augmented reality in medical and health science education: A randomised controlled trial. British Journal of Educational Technology, 52(2), 680–694. doi:10.1111/bjet.13049.
Mladenovic, R., Pereira, L. A. P., Mladenovic, K., Videnovic, N., Bukumiric, Z., & Mladenovic, J. (2019). Effectiveness of Augmented Reality Mobile Simulator in Teaching Local Anesthesia of Inferior Alveolar Nerve Block. Journal of Dental Education, 83(4), 423–428. doi:10.21815/jde.019.050.
George Reyes, C. E. (2020). Perception of high school students on the use of Metaverse in augmented reality learning experiences in mathematics. Pixel-Bit, Journal of Media and Education, 58, 143-159. doi:10.12795/pixelbit.74367. (In Spanish)
Laine, T. H., & Lindberg, R. S. N. (2020). Designing Engaging Games for Education: A Systematic Literature Review on Game Motivators and Design Principles. IEEE Transactions on Learning Technologies, 13(4), 804–821. doi:10.1109/TLT.2020.3018503.
Ciampa, K. (2014). Learning in a mobile age: An investigation of student motivation. Journal of Computer Assisted Learning, 30(1), 82–96. doi:10.1111/jcal.12036.
Naith, Q., & Ciravegna, F. (2020). Definitive guidelines toward effective mobile devices crowd testing methodology. International Journal of Crowd Science, 4(2), 209–228. doi:10.1108/IJCS-01-2020-0002.
Grasso, A., & Roselli, T. (2005). Guidelines for Designing and Developing Contents for Mobile Learning. IEEE International Workshop on Wireless and Mobile Technologies in Education (WMTE'05), 123–127. doi:10.1109/wmte.2005.27.
Spikol, D., Nouri, J., Pargman, T. C., & Milrad, M. (2017). Emerging design: Transforming the STEAM learning landscape with the support of digital technologies. Interaction Design and Architecture(S), 34(34), 5–6. doi:10.55612/s-5002-034-001psi.
Criollo-C, S., Lema, M., Gonzalez, M. S., Jaramillo-Alcázar, A., Guerrero-Arias, A., & Luján-Mora, S. (2021). Exploring the Technological Acceptance of a Mobile Learning Tool Used in the Teaching of an Indigenous Language. PeerJ Computer Science, 7, 1–27. doi:10.7717/PEERJ-CS.550.
Rivera Alvarado, L. A., Lopez Dominguez, E., Hernandez Velazquez, Y., Dominguez Isidro, S., & Excelente Toledo, C. B. (2018). Layered software architecture for the development of mobile learning objects with augmented reality. IEEE Access, 6, 57897–57909. doi:10.1109/ACCESS.2018.2873976.
Joshi, A., Kale, S., Chandel, S., & Pal, D. (2015). Likert Scale: Explored and Explained. British Journal of Applied Science & Technology, 7(4), 396–403. doi:10.9734/bjast/2015/14975.
Lewis, J. R. (1995). IBM Computer Usability Satisfaction Questionnaires: Psychometric Evaluation and Instructions for Use. International Journal of Human-Computer Interaction, 7(1), 57–78. doi:10.1080/10447319509526110.
- This work (including HTML and PDF Files) is licensed under a Creative Commons Attribution 4.0 International License.
