Smart Learning Environments (Jan 2022)
Evaluating system usability of mobile augmented reality application for teaching Karnaugh-Maps
Abstract
Abstract The education system evolves and transforms towards interactive and immersive learning tools in this digital age. Augmented reality has also evolved as a ubiquitous, robust, and effective technology for providing innovative educational tools. In engineering education, many abstract concepts require technological intervention for conceptual understanding and better instructional content. While learning through the immersive tools, system usability has great importance in terms of effectiveness, efficiency, and satisfaction. Effectiveness refers to users' accuracy and completeness in achieving defined goals; efficiency relates to expended resources about the precision and completeness with which users achieve their objectives; satisfaction deals with a positive attitude towards using the product. If the system fails to provide good usability, it may cause adverse effects such as increasing stress, lacking necessary features, increasing the users' cognitive load, and negatively impacting the student's motivation. In this study, two mobile augmented reality (MAR) applications were developed as an instructional tool to teach the students about Karnaugh maps in the digital electronics course. The first application is a Keypad-based MAR application that uses a keypad matrix for user interaction and the second application is a Marker-based MAR application that uses multiple markers to solve K-Map for producing an optimum solution of the given problem. An experimental study was conducted to determine the student's opinion of the developed MAR applications. The study was designed to determine the system usability of the two MAR applications using the System Usability Score (SUS) and Handheld Augmented Reality Usability Score (HARUS) models. 90 engineering students participated in the study, and they were randomly divided into two different groups: keypad-based group and Marker-based group. The keypad-based group included 47 students who had hands-on experience with a keypad-based MAR application, whereas the marker-based group included 43 students who had hands-on experience with multiple marker-based MAR applications. The experimental outcomes indicated that the keypad-based MAR application has better SUS and HARUS scores than the marker-based MAR application which suggests that the keypad-based MAR application has provided better user interaction.
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