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

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 Full Text: PDF

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Publication Details

Journal
Emerging Science Journal
Published
2025-04-01
DOI
https://doi.org/10.28991/esj-2025-09-02-024
Citations
3
Primary Topic
Augmented Reality Applications
Type
article
Field-Weighted Citation Impact
3.83
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article

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

Ángel Jaramillo-Alcázar, Agariadne Dwinggo Samala, Santiago Criollo-C, Andrea Guerrero-Arias et al.
3 citations
Emerging Science Journal
Augmented Reality Applications
3.83
article

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

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

Abstract

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 Full Text: PDF

Emerging Science JournalVol. 9(2)
University of Alicante (ES), State University of Padang (ID), Universitas Islam Negeri Maulana Malik Ibrahim (ID), Universidad de las Américas (NI), International Islamic Academy of Uzbekistan (UZ)
Openalex Percentile: Top 7%
Augmented Reality Applications
3.83
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