Enhancing the Educational Model Using Mixed Reality Technologies With Meta Quest 3: A Usability Analysis Using IBM-CSUQ

In today’s education landscape, there is a lack of effective digital tools for hands-on teaching of PC and smartphone hardware assembly, especially in environments where physical resources are limited. This challenge is critical because practical learning in hardware is essential for developing technical skills in engineering students and related fields. Traditional alternatives, such as simulators or online tutorials, have not managed to provide an immersive and efficient learning experience. To address this need, Build_3D was developed—a mixed reality (MR) application designed for learning PC and smartphone hardware assembly, experienced through the Meta Quest 3 headset. The use of MR in an educational context is a topic of considerable debate, given the necessity for a comprehensive analysis of its potential advantages and disadvantages. This research proposes an evaluation of Build_3D’s usability using the Computer System Usability Questionnaire (IBM-CSUQ), focusing on three key dimensions: interface quality (INTERQUIAL), information quality (INFOQUIAL), and system usability (SYSUSE). The results indicate high user satisfaction, with interface quality rated the highest, followed by information quality and system usability. These findings suggest that this application provides an immersive and effective educational experience, minimizing cognitive load without compromising the quality of practical learning. The implications of this solution point to an improvement in hands-on hardware teaching through MR technologies, offering a viable and scalable alternative in educational environments with limited access to physical labs. Finally, this facilitates autonomous and motivating acquisition of technical skills for students.

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Publication Details

Journal
IEEE Access
Published
2025-01-01
DOI
https://doi.org/10.1109/access.2025.3555930
Citations
3
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
3.83
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article

Enhancing the Educational Model Using Mixed Reality Technologies With Meta Quest 3: A Usability Analysis Using IBM-CSUQ

Agariadne Dwinggo Samala, Santiago Criollo-C, Andrea Guerrero-Arias, Yunifa Miftachul Arif et al.
3 citations
IEEE Access
Augmented Reality Applications
3.83
article

Enhancing the Educational Model Using Mixed Reality Technologies With Meta Quest 3: A Usability Analysis Using IBM-CSUQ

Agariadne Dwinggo Samala, Santiago Criollo-C, Andrea Guerrero-Arias, Yunifa Miftachul Arif, Sergio Luján‐Mora
article en
3 citations

Abstract

In today’s education landscape, there is a lack of effective digital tools for hands-on teaching of PC and smartphone hardware assembly, especially in environments where physical resources are limited. This challenge is critical because practical learning in hardware is essential for developing technical skills in engineering students and related fields. Traditional alternatives, such as simulators or online tutorials, have not managed to provide an immersive and efficient learning experience. To address this need, Build_3D was developed—a mixed reality (MR) application designed for learning PC and smartphone hardware assembly, experienced through the Meta Quest 3 headset. The use of MR in an educational context is a topic of considerable debate, given the necessity for a comprehensive analysis of its potential advantages and disadvantages. This research proposes an evaluation of Build_3D’s usability using the Computer System Usability Questionnaire (IBM-CSUQ), focusing on three key dimensions: interface quality (INTERQUIAL), information quality (INFOQUIAL), and system usability (SYSUSE). The results indicate high user satisfaction, with interface quality rated the highest, followed by information quality and system usability. These findings suggest that this application provides an immersive and effective educational experience, minimizing cognitive load without compromising the quality of practical learning. The implications of this solution point to an improvement in hands-on hardware teaching through MR technologies, offering a viable and scalable alternative in educational environments with limited access to physical labs. Finally, this facilitates autonomous and motivating acquisition of technical skills for students.

IEEE AccessVol. 13
University of Alicante (ES), State University of Padang (ID), Universitas Islam Negeri Maulana Malik Ibrahim (ID), Universidad de Las Américas (EC)
Openalex Percentile: Top 7%
Augmented Reality Applications
3.83
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