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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
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.

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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

Citation

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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.

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