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...

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Published inEmerging science journal Vol. 9; no. 2; pp. 977 - 994
Main Authors Criollo-C, Santiago, Guerrero-Arias, Andrea, Miftachul Arif, Yunifa, Dwinggo Samala, Agariadne, Jaramillo-Alcázar, Ángel, Luján-Mora, Sergio
Format Journal Article
LanguageEnglish
Published Ital Publication 01.04.2025
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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
AbstractList 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
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
Author Luján-Mora, Sergio
Guerrero-Arias, Andrea
Jaramillo-Alcázar, Ángel
Criollo-C, Santiago
Miftachul Arif, Yunifa
Dwinggo Samala, Agariadne
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StartPage 977
SubjectTerms comparative study
ibm csuq
mobile augmented reality
pc hardware training
usability evaluation
user satisfaction
Title Usability Evaluation of a Mobile Augmented Reality App for PC Hardware Training: A Comparative Study in Three Countries
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