Development of Interactive AR Computer Lab

Penulis

  • Muhammad Fazrulhelmi Ahmad Centre for Diploma Studies, Universiti Tun Hussein Onn Malaysia Author
  • Aidilynn Balqis Centre for Diploma Studies, Universiti Tun Hussein Onn Malaysia Author
  • Balqees Humaira Centre for Diploma Studies, Universiti Tun Hussein Onn Malaysia Author
  • Nur Aqilah Maisarah Centre for Diploma Studies, Universiti Tun Hussein Onn Malaysia Author
  • Reyanhealme Rohanai Centre for Diploma Studies, Universiti Tun Hussein Onn Malaysia Author

DOI:

https://doi.org/10.17509/ijotis.v5i2.96694

Kata Kunci:

Augmented reality, AR, Computer lab, Immersive learning, TeachAR.

Abstrak

Information technology is critical in processing, transmitting, and making information available in different formats and has a key role to play in modern decision-making, automation, communication, data management, and innovation. Within educational contexts, traditional approaches often do not provide interactive or practical learning experiences, especially when it comes to computer hardware education. This research is intended to improve the learning experience of students studying computer hardware by using TechAR (Augmented Reality) technology that creates an immersive and interactive learning environment. The methodological approach followed a systematic route based on the Waterfall Model, which ensured AR-related developments are systematically embedded into user-friendly web platforms. The platform enables students to manipulate 3D models of computer parts through virtual simulation. Extensive tests and quality assurance procedures ensured functionality, usability, and performance were guaranteed. The results indicate that the use of AR techniques, compared with conventional methods, greatly improves study outcomes as well as retention levels. The key findings of this research are that TechAR technology in computer hardware education enhances learning experiences, improves study outcomes, and increases retention levels through an immersive and interactive environment. This Interactive AR Computer Lab is a cutting-edge teaching tool that bridges the gap between theory and practice, allowing for a deepening of theoretical understanding.

Referensi

Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review. Educational Research Review, 20, 1–11 . https://doi.org/10.1016/j.edurev.2016.11.002

Alqahtani, A. Y., & Rajkhan, A. A. (2020). E-learning critical success factors during the covid-19 pandemic: A comprehensive analysis of e-learning managerial perspectives. Education sciences, 10(9), 216. https://doi.org/10.3390/educsci10090216

Bond, M., Bedenlier, S., Marín, V. I., & Händel, M. (2021). Emergency remote teaching in higher education: Mapping the first global online semester. International journal of educational technology in higher education, 18(1), 50. https://doi.org/10.1186/s41239-021-00282-x

Garzón, J., Pavón, J., & Baldiris, S. (2021). Systematic review and meta-analysis of augmented reality in educational settings. Virtual Reality, 25(4), 1097–1114. https://doi.org/10.1007/s10055-019-00379-9

Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers & Education, 123, 109–123. https://doi.org/10.1016/j.compedu.2018.05.002

Jin, S., & Zhong, Z. (2025). Effects of collaborative generative learning on learners with different motivation levels in ai-enabled immersive virtual environments. Journal of Educational Computing Research, 07356331251396412. https://doi.org/10.1177/07356331251396412

Pellas, N., Fotaris, P., Kazanidis, I., & Wells, D. (2018). Augmenting the learning experience in primary and secondary school education: a systematic review of recent trends in augmented reality game-based learning. Virtual Reality, 23(4), 329–346. https://doi.org/10.1007/s10055-018-0347-2

Radianti, J., Majchrzak, T. A., Fromm, J., & Wohlgenannt, I. (2020). A systematic review of immersive virtual reality applications for higher education. Education and Information Technologies, 25(3), 2521–2547. https://doi.org/10.1016/j.compedu.2019.103778

Saidin, N. F., Halim, N. D. A., & Yahaya, N. (2015). A review of research on augmented reality in education: Advantages and applications. International education studies, 8(13), 1-8. https://doi.org/10.5539/ies.v8n13p1

Umar, M., Hussain, I., Mahmood, T., Mirza, H. T., & Faisal, C. M. N. (2024). Design Strategies to Minimize Mobile Usability Issues in Navigation Design Patterns. Information, 15(11), 732. https://doi.org/10.3390/info15110732

Diterbitkan

2025-09-30

Terbitan

Bagian

Articles

Cara Mengutip

Ahmad, M. F., Balqis, A., Humaira, B., Maisarah, N. A., & Rohanai, R. (2025). Development of Interactive AR Computer Lab. Indonesian Journal of Teaching in Science, 5(2), 168-176. https://doi.org/10.17509/ijotis.v5i2.96694