Usability Evaluation a Comparative Study in Ecuador, Indonesia, and Lebanon

Published: 1 October 2024| Version 1 | DOI: 10.17632/dsd985v37t.1
Contributor:
Santiago Criollo

Description

Usability Evaluation of a Mobile Augmented Reality App for PC Hardware Training: A Comparative Study in Ecuador, Indonesia, and Lebanon. 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 and accessibility 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 (AR) application designed to teach PC hardware, using the IBM Computer System Usability Questionnaire (CSUQ) to assess user satisfaction. This study was conducted in 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 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.

Files

Steps to reproduce

Use the IIBM-SCUQ survey tool to analyze the usability of a mobile application with AR for use in education. I used excel to calculate the standard deviation, median and mean of the data obtained.

Institutions

Universidad de Las Americas

Categories

Augmented Reality, Usability Systems, Survey, Mobile Learning

Funding

Universidad de Las Américas Ecuador

TIC.LCC.23.01

Licence