Advancing Understanding of Computer Components through the Utilization of Augmented Reality

This study investigates the use of Augmented Reality (AR) to enhance computer literacy in children aged 7 to 12 by providing an interactive learning platform. Leveraging the ubiquity of AR and smartphones, the research addresses the limitations of traditional teaching methods in making computer education engaging and practical. Developed using an agile methodology, the AR platform was evaluated through User Acceptance Testing (UAT) with 35 respondents, focusing on ease of use, perceived usefulness, attitude, and intention to use. Results showed a high average rating of 4.3, indicating positive user reception and the platform's effectiveness in improving learning engagement. Challenges identified include simplifying the user interface to enhance accessibility and expanding the content library to cover more diverse computer components and related concepts. These findings underscore the need for iterative improvements to address evolving user needs and maintain engagement. This platform combines AR with gamified elements to make learning immersive and enjoyable, fostering critical thinking and technological literacy. By transforming passive learning into an interactive and hands-on experience, the study demonstrates AR's potential to bridge gaps in traditional education and inspire sustained curiosity in young learners. The research contributes valuable insights into AR's application in education, emphasizing the importance of refining such tools to maximize accessibility and relevance.

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Publication Details

Published
2025-05-24
DOI
https://doi.org/10.1109/iscaie64985.2025.11080881
Primary Topic
Augmented Reality Applications
Type
article
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article

Advancing Understanding of Computer Components through the Utilization of Augmented Reality

Arifah Fasha Rosmani, Nurul Aini Hanani Anif
Augmented Reality Applications
article

Advancing Understanding of Computer Components through the Utilization of Augmented Reality

Arifah Fasha Rosmani, Nurul Aini Hanani Anif
article en

Abstract

This study investigates the use of Augmented Reality (AR) to enhance computer literacy in children aged 7 to 12 by providing an interactive learning platform. Leveraging the ubiquity of AR and smartphones, the research addresses the limitations of traditional teaching methods in making computer education engaging and practical. Developed using an agile methodology, the AR platform was evaluated through User Acceptance Testing (UAT) with 35 respondents, focusing on ease of use, perceived usefulness, attitude, and intention to use. Results showed a high average rating of 4.3, indicating positive user reception and the platform's effectiveness in improving learning engagement. Challenges identified include simplifying the user interface to enhance accessibility and expanding the content library to cover more diverse computer components and related concepts. These findings underscore the need for iterative improvements to address evolving user needs and maintain engagement. This platform combines AR with gamified elements to make learning immersive and enjoyable, fostering critical thinking and technological literacy. By transforming passive learning into an interactive and hands-on experience, the study demonstrates AR's potential to bridge gaps in traditional education and inspire sustained curiosity in young learners. The research contributes valuable insights into AR's application in education, emphasizing the importance of refining such tools to maximize accessibility and relevance.

Universiti Teknologi MARA (MY)
Openalex Percentile: Top 84%
Augmented Reality Applications
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Advancing Understanding of Computer Components through the Utilization of Augmented Reality — Arifah Fasha Rosmani, Nurul Aini Hanani Anif · (2025) | TGRS Research Map | TGRS