Development and Usability Evaluation of Augmented Reality-Based Learning Media for Introducing Algorithm Concepts
DOI:
https://doi.org/10.23917/ieltech.v1i1.16607Keywords:
Augmented Reality, algorithm concepts, flowchart, learning media, usability evaluation, System Usability ScaleAbstract
The teaching of algorithm concepts to novice learners presents persistent challenges due to the abstract nature of computational thinking and the difficulty of visualizing sequential processes. This study aimed to develop and evaluate the usability of an Augmented Reality-based learning medium for introducing algorithm concepts to tenth-grade students. The research employed the Multimedia Development Life Cycle (MDLC) methodology, encompassing concept, design, material collecting, assembly, testing, and distribution stages. The resulting Android application integrates physical flowchart cards with interactive three-dimensional animations, where students arrange cards in correct sequences to trigger animated characters that visually demonstrate algorithm execution. The application was validated by two media experts and one subject matter expert, then evaluated by 38 tenth-grade students using the System Usability Scale (SUS). Expert validation results showed mean Aiken's V coefficients of 0.93 for both media and material experts, with feasibility percentages of 94.4% and 95% respectively, categorizing the product as very feasible. Black box testing confirmed 100% functional success across all application features. The user evaluation yielded a mean SUS score of 71.31, which corresponds to a Grade of C+, an adjective rating of "Good," and falls within the "Acceptable" range according to Sauro's interpretation framework. Notably, 94.7% of participants had no prior experience with similar AR applications, indicating that usability was achieved despite technological novelty. Qualitative feedback revealed positive student engagement and appreciation for the interactive visualization approach. This study concludes that the developed AR learning medium is feasible and acceptable for introducing algorithm concepts, transforming abstract flowchart logic into observable, interactive experiences that support foundational computational thinking development.
Downloads
References
BRICENO, J. E. (2025). Exploring Instructional Designers’ Perceptions of Using Augmented Reality. Northcentral University.
Brooke, J. (1996). SUS-A quick and dirty usability scale. Usability Evaluation in Industry, 189(194), 4–7.
Buchner, J., Buntins, K., & Kerres, M. (2022). The impact of augmented reality on cognitive load and performance: A systematic review. Journal of Computer Assisted Learning, 38(1), 285–303.
Çipiloğlu Yıldız, Z., & Doğan, S. (2024). Algo-AR: Development of an Augmented Reality-Supported Tangible Programming Tool to Improve Algorithmic Thinking Skills. Bilişim Teknolojileri Dergisi, 17(2), 59–69. https://doi.org/10.17671/gazibtd.1398781
Doleck, T., Bazelais, P., Lemay, D. J., Saxena, A., & Basnet, R. B. (2017). Algorithmic thinking, cooperativity, creativity, critical thinking, and problem solving: Exploring the relationship between computational thinking skills and academic performance. Journal of Computers in Education, 4(4), 355–369.
Giannakoulas, A., & Xinogalos, S. (2025). A critical review of primary school students’ difficulties in learning programming through educational games. Journal of Educational Computing Research, 63(3), 627–661.
Jagatheesaperumal, S. K., Ahmad, K., Al-Fuqaha, A., & Qadir, J. (2024). Advancing education through extended reality and internet of everything enabled metaverses: Applications, challenges, and open issues. IEEE Transactions on Learning Technologies, 17, 1120–1139.
Kao, G. Y.-M., & Ruan, C.-A. (2022). Designing and evaluating a high interactive augmented reality system for programming learning. Computers in Human Behavior, 132, 107245.
Kim, Y.-N., Lee, Y., Suh, Y.-K., & Kim, D.-Y. (2021). The effects of gamification on tourist psychological outcomes: An application of letterboxing and external rewards to maze park. Journal of Travel & Tourism Marketing, 38(4), 341–355.
Lewis, J. R., & Sauro, J. (2021). Usability and user experience: Design and evaluation. Handbook of Human Factors and Ergonomics, 972–1015.
Nijenhuis-Voogt, J., Bayram-Jacobs, D., Meijer, P. C., & Barendsen, E. (2023). Teaching algorithms in upper secondary education: A study of teachers’ pedagogical content knowledge. Computer Science Education, 33(1), 61–93.
Paredes-Velasco, M., Velázquez-Iturbide, J. Á., & Gómez-Ríos, M. (2023). Augmented reality with algorithm animation and their effect on students’ emotions. Multimedia Tools and Applications, 82(8), 11819–11845.
Prananta, A. W. (2025). Can Augmented Reality Support Science Learning in the Era of Education 5.0?: A Review. Jurnal Penelitian Pendidikan IPA, 11(3), 58–63. https://doi.org/10.29303/jppipa.v11i3.10468
Qian, Y., & Lehman, J. (2017). Students’ misconceptions and other difficulties in introductory programming: A literature review. ACM Transactions on Computing Education (TOCE), 18(1), 1–24.
Rahayu, S. L., & Dewi, R. (2018). Educational games as a learning media of character education by using multimedia development life cycle (MDLC). 2018 6th International Conference on Cyber and IT Service Management (CITSM), 1–4.
Schez-Sobrino, S., García, M. Á., Lacave, C., Molina, A. I., Glez-Morcillo, C., Vallejo, D., & Redondo, M. A. (2021). A modern approach to supporting program visualization: From a 2D notation to 3D representations using augmented reality. Multimedia Tools and Applications, 80(1), 543–574.
Septana, R. D., Putra, M. Y., & Safei, A. (2020). Media Pembelajaran Pengenalan Komponen Hardware Komputer Menggunakan Augmented Reality berbasis Android. INFORMATION MANAGEMENT FOR EDUCATORS AND PROFESSIONALS: Journal of Information Management, 5(1), 65–74.
Toledo, J. A. J., Collazos, C. A., Ortega, M., & Ramos, D. X. (2023). Algorithmic thinking and extension of its definition for trainee software developers: A systematic literature mapping. IEEE Revista Iberoamericana de Tecnologias Del Aprendizaje, 18(4), 331–343.
Wahid, A., Huda, M., Rohim, M. A., Ali, A. H., Kaspin, K. G., Fiqiyah, M., & Jima’ain, M. T. A. (2024). Augmented reality model in supporting instruction process: A critical review. International Congress on Information and Communication Technology, 69–83.
Downloads
Submitted
Published
How to Cite
Issue
Section
License
Copyright (c) 2025 Irsyad Ihsanuddin, Yogi Sholehudin, Satria Dimas Tri Buana

This work is licensed under a Creative Commons Attribution 4.0 International License.




