Sep 2026· Information Management and Business Review· Vol 18, pp. 63-71· 0 citations· 26 references
TL;DR
The results indicate that AR can be used in higher education to support active learning, but further implementation requires broadening use in challenging subjects, targeted training, and equal access to the devices needed.
Abstract
This study aims to determine the impact of an augmented reality (AR) game on students' learning experience. The effects of the AR game Mission AR Apocalypse (MARA) 5.0 on students' learning experiences at Universiti Teknologi MARA (UiTM) were assessed. A survey of 750 students was conducted before and after playing the game in June 2024. There were seven dimensions of learning evaluated. Scores significantly increased after the intervention across all areas of learning. The highest increase was in conceptual understanding (mean 2.41 to 4.39), followed by learning motivation (2.23 to 3.93). The results indicate that initial technology-related difficulty was manageable. The findings imply that AR can improve understanding and motivation, but further implementation requires broadening use in challenging subjects, targeted training, and equal access to the devices needed. The results indicate that AR can be used in higher education to support active learning. In many cases, this requires overcoming barriers to usability for students and instructor resistance. The barriers can hinder learning in complex topics.
Findings provide evidence that AR-supported instruction has potential to enhance elementary IPAS learning, although further studies with larger samples and stronger baseline-adjusted analyses are needed.
W. Saputri, Tri Astuti· Ainara Journal (Jurnal Penel...· 0 citations
From this study, it can be concluded that AR-based learning media utilizing Assemblr Apps can serve as supplementary educational resources for fourth-grade students at SDN Mlilir 02.
Yunia Wardani, B. Isdaryanti· Jurnal Penelitian Pendidikan...· 0 citations
Augmented reality (AR) has been increasingly used in education; however, its application has largely focused on classroom settings and primary or secondary education. However, evidence regarding the use of AR for independent learning in higher education remains limited. This study aimed to evaluate students’ perception...
This study aimed to determine the feasibility, practicality, and effectiveness of an Augmented Reality-assisted Science Game Card in enhancing students’ learning motivation on the topic of classification of living things. This study employed a Research and Development (R&D) approach using the ADDIE model, consisting of...
L. Nainggolan, Khairiza Lubis, Masdiana Sinambela et al.· Jurnal Tarbiyah dan Ilmu Keg...· 0 citations
Augmented Reality (AR) has been recognized as a promising technology for supporting science learning through interactive three-dimensional visualization. However, empirical evidence on its effects within competency-based interdisciplinary curricula - particularly in lower secondary contexts where teacher accessibility...
T. Nguyen, Thanh-Binh Nguyen· Journal of Engineering Educa...· 0 citations
The rapid development of digital technology has encouraged the integration of immersive technologies and digital leadership to improve learning quality in elementary education. However, the implementation of Augmented Reality (AR), Virtual Reality (VR), and principals' digital leadership remains limited, particularly i...