Knowledge Resource · Open access
Research Summary: Evaluating the usability of AR and VR combined application in electronic component education for vocational high school students
- Original authors
- Attribution requires verification
- Original source
- Educational Technology Research and Development
- Summary & Analysis prepared by
- Aziz Shuaib Ausi
- Resource type
- Research Summary / Knowledge Resource
- Resource published on AZIZ OS
- 18 September 2026
- Last updated
- 22 September 2026
- Reading time
- 1 min
- Publication type
- Knowledge Resource
- Availability
- Open access
About this Summary & Analysis
AZIZ OS provides independently prepared summaries and analytical interpretations of externally published research and knowledge sources. The underlying works remain attributable to their original authors and rights holders. This resource is intended to improve accessibility and understanding and does not replace the original publication.
A study conducted in Bandung, Indonesia, assessed the usability and effectiveness of combined Augmented Reality (AR) and Virtual Reality (VR) applications for teaching electronic components to vocational high school students. The research involved 50 Grade-XI electronics students and utilized questionnaires and interviews to evaluate the technology's impact on student interest, interaction, engagement, perceived usefulness, and attitudes towards learning. The study aimed to determine if AR/VR could enhance educational outcomes in this specific context.
Why it matters
This research provides insights into the potential of emerging educational technologies, specifically AR/VR, to enhance engagement and learning outcomes in vocational training settings. Understanding the usability and impact of such tools is crucial for strategic planning in educational technology adoption and curriculum development.
Key insights
- The study focused on evaluating the usability of AR/VR applications for teaching electronic components to vocational high school students.
- The research involved 50 Grade-XI electronics students (47 male, 3 female) in Bandung, Indonesia.
- A single-group classroom session was used for student interaction with the AR/VR application.
- Data collection methods included questionnaires for quantitative insights and follow-up interviews.
- The evaluation aimed to assess ease of use, perceived usefulness, student attitudes, and intentions regarding the AR/VR applications.
- The study design employed a Usability Evaluation approach.
Source
Educational Technology Research and Development — https://link.springer.com/article/10.1007/s11423-026-10719-7
Related resources
Previous
AI-assisted data extraction for systematic reviews in education
Next
European Day of Languages 2026
From memorization to meaningful learning: ADEA webinar explores critical thinking for transformative education in Africa
Knowledge Resource
ADEA drums up support for a more focused push for classroom delivery at the IBSA Quality foundational learning symposium
Knowledge Resource
Beyond the lab: ecological validation of classroom-native multimodal learning analytics in an active learning classroom
Knowledge Resource
What makes a “good” counterexample? Criteria for the comparison of counterexamples and for fostering subject matter-oriented reflections among preservice teachers
Knowledge Resource
Predictive impact of supported teaching in school practicum on pre-service teachers’ professional readiness to teach foundational literacy and numeracy
Knowledge Resource
Welcoming Tom Savage as Coursera’s New Chief Legal Officer and Secretary
Knowledge Resource
Citation
Cite the original work (APA 7)
The original source is authoritative for this citation. Cite the source publication directly — this attribution is pending verification. Open the original source.
Verification
This is an authenticated AZIZ OS resource record.
- Verification ID
- ASA-EXE-2026-00697
- Version
- v1.0 · r0
- Issued
- 18 September 2026
- Resource prepared by
- Aziz Shuaib Ausi
- Resource status
- Research Summary / Knowledge Resource
- Underlying work
- Evaluating the usability of AR and VR combined application in electronic component education for vocational high school students
- Original authors
- Attribution requires verification
- Original source
- Educational Technology Research and Development
- Provenance status
- Attribution requires verification
- Rights
- Underlying publication rights remain with the respective copyright holder(s). Refer to the original source for authoritative publication and licensing information.
This verification confirms the AZIZ OS resource record and its documented provenance. It does not establish authorship of the underlying external work.