Electronics 10 01286
Electronics 10 01286
Article
Technology Acceptance of an Interactive Augmented Reality
App on Resistive Circuits for Engineering Students
Alejandro Álvarez-Marín 1, * , J. Ángel Velázquez-Iturbide 2 and Mauricio Castillo-Vergara 3
Abstract: In this study, we aim to establish the factors that explain the technology acceptance of aug-
mented reality (AR) in students’ engineering education. Technology acceptance of AR apps has been
insufficiently investigated. We conceive a theoretical model to explain technology acceptance by relating
behavioral intention to use with the variables subjective norm, technology optimism, technology innova-
tiveness, perceived ease of use, perceived usefulness, and attitude toward using. An interactive AR app
on electrical circuits was designed to assist students to overcome their difficulties in understanding how
electricity works. A theoretical model was hypothesized and tested using structural equation modeling.
The study was conducted using a sample of 190 engineering students. The results demonstrate the
Citation: Álvarez-Marín, A.;
positive effect of technology optimism and technology innovativeness on perceived usefulness and
Velázquez-Iturbide, J.Á.;
attitude toward using, respectively. Furthermore, they suggest that attitude toward using is influenced
Castillo-Vergara, M. Technology
Acceptance of an Interactive
by perceived usefulness but not directly by perceived ease of use. This could mean that students would
Augmented Reality App on Resistive be willing to use this app if they find it useful and not just easy to use. Finally, the results illustrate that
Circuits for Engineering Students. attitude toward using firmly explains behavioral intention to use, which is consistent with the findings
Electronics 2021, 10, 1286. in previous studies. These results could guide how academics and higher education centers should
[Link] approach the incorporation of these technologies in classrooms.
electronics10111286
Keywords: augmented reality; education; engineering; mobile learning; technology acceptance
Academic Editors:
Daniela M. Romano
and Vinoba Vinayagamoorthy
1. Introduction
Received: 14 April 2021
Accepted: 7 May 2021
The education sector can benefit significantly by incorporating information tech-
Published: 28 May 2021
nologies and improving the academic performance of students [1,2]. However, students’
resistance to new technologies can impede their successful adoption or use. Therefore, de-
Publisher’s Note: MDPI stays neutral
termining the factors that explain and predict acceptance of these technologies is necessary
with regard to jurisdictional claims in
to design effective adoption strategies.
published maps and institutional affil- One of these technologies, augmented reality (AR), has been employed in different
iations. fields [3], from tourism and navigation to entertainment and advertisement, geometry
modeling and scene construction, assembly and maintenance, information assistant man-
agement, training, and education [4].
In the education sector, AR has been adopted in several areas of knowledge [5] because
Copyright: © 2021 by the authors.
it provides additional value to mobile learning objects by providing greater interactivity
Licensee MDPI, Basel, Switzerland.
and an attractive learning environment [6]. The inclusion of AR technology helps students
This article is an open access article
in improving their creativity, critical thinking, and problem-solving skills [7].
distributed under the terms and In engineering education, one of the areas where AR has been used is electronics [8,9].
conditions of the Creative Commons Students frequently find it difficult to understand electricity concepts because electricity
Attribution (CC BY) license (https:// and its working mechanism are invisible [10]. Visualizing electricity through an AR app
[Link]/licenses/by/ allows students to understand these concepts more intuitively [11] and improve their
4.0/). academic achievements [12].
the expected results. The same could happen with a student who is a pioneer in using
new technologies. With a particular technology, these students may believe that using
it can be convenient and have a positive attitude toward it. Therefore, we propose the
following hypotheses:
Hypothesis 5 (H5). Technology optimism has a positive effect on attitude toward using.
Hypothesis 6 (H6). Technology innovativeness has a positive effect on attitude toward using.
The perceived ease of use is defined as the degree to which a person believes that a
specific technology can be used effortlessly [49].
If students perceive that an AR app is easy to use, they might find it useful to incorpo-
rate it as a tool in their learning process. Similarly, this app was easy to use, and because of
its convenience, it could also elicit a positive attitude from students.
At the same time, this positive attitude that students may have toward the app could,
in turn, be explained by how useful they find incorporating it into their educational process.
This leads to our next set of hypotheses:
Hypothesis 7 (H7). Perceived ease of use has a positive effect on perceived usefulness.
Hypothesis 8 (H8). Perceived ease of use has a positive effect on attitude toward using.
Hypothesis 9 (H9). Perceived usefulness has a positive effect on attitude toward using.
Hypothesis 10 (H10). Attitude toward using has a positive effect on behavioral intention to use.
[Link]
Interactive AR
AR App
App
Some apps
Some apps have
have been
been developed
developed as a support
support for
for learning
learning electrical
electricalcircuits,
circuits,which
which
help visualize
help visualize electricity.
electricity. Matcha and Rambli
Rambli [10]
[10] developed
developed aa prototype
prototypeto toanalyze
analyzethe
the
relationship between current and resistance in a circuit. Restivo et al. [11] developed the
app “CD Circuit Puzzle.” The circuit elements were used as Lego pieces to understand
their operation, perceive different situations, and practice solutions. However, these apps
only reach a medium degree of interaction (level III, complex interaction: the student can
manipulate graphical objects to analyze their behavior [52]). Therefore, we developed an
Electronics 2021, 10, 1286 5 of 14
relationship between current and resistance in a circuit. Restivo et al. [11] developed the
app “CD Circuit Puzzle.” The circuit elements were used as Lego pieces to understand
their operation, perceive different situations, and practice solutions. However, these apps
only reach a medium degree of interaction (level III, complex interaction: the student can
manipulate graphical objects to analyze their behavior [52]). Therefore, we developed
an AR app that reaches a high of interactivity (level IV, real-time interaction: the student
can interact in a simulation where stimuli generate complex responses [52]). This app,
named “INGAR DC Analysis,” analyzes direct current (DC) in resistive circuits. This app
allows the user to change the batteries’ voltage values and the resistance value of the light
bulbs and resistors under controlled safety conditions, generating real-time amperage
calculations present in the circuit.
This app can be used in theoretical classes, laboratories, or as a support tool for
autonomous learning using smartphones or tablets. The AR app’s purpose is to enable
students to work with electrical circuits and visualize how electricity functions.
In the app, AR figures (batteries, light bulbs, and resistors) can be manipulated in
ics 2021, 10, x FOR PEER REVIEW serial or parallel resistive circuits by students. The app has five types of
6 ofserial
15 and parallel
circuits to choose from (Figure 2).
According to the amperage value circulating in each branch of the circuit, a color is
assigned. A gray branch means no amperage. A 12-color scale ranging from faint yellow to
bright red was used, depending on the amperage value.
Thus, students can visualize the different intensities of current passing through each
branch of the circuit and the values of amperage and voltage circulating through each light
bulb or resistor.
The app was developed in Unity 3D using the Vuforia SDK. The development of the
app is facilitated using prefabs, which were obtained from the SDK. Three-dimensional
objects were developed with the Blender software. Batteries, resistors, and light bulbs were
created as objects in AR to interact with the resistive circuit. QR codes are used by the
circuit, batteries, light bulbs, and resistors code as a target to position each AR element in
the space. An optical tracker for its operation is used.
4. Methodology
The model and the proposed hypotheses were simultaneously tested applying struc-
tural equations through partial least squares (PLS), using the Smart PLS 3.2.9 © soft-
ware [54]. The PLS technique was adopted because it combines unobserved variables
representing theoretical concepts and data from measurements, which are used to provide
evidence on the relationships between latent variables [55]. This method is appropriate as
the approximation includes complex models as well as compound variables [56].
The application of the PLS technique consists of different steps, with the first step
being the model fit [57]. The fit test is performed for the estimated model by applying
a bootstrapping process of 5000 subsamples [58]. Second, the measurement model is
evaluated, and third, the fit of the model is analyzed [59]. Type B compound variables
were considered for this model [60].
A review of the literature to compile the survey was conducted. Questionnaires
from previous studies were used, as these questions were previously validated. A survey
comprising 22 indicators was employed for data collection. Table 1 presents the studies
used to adapt the questions for the constructs and indicators.
Subjective norm People whose opinions I value encourage me to use new technologies.
[61]
People who are important to me help me use new technologies.
The products and services that use the newest technologies are much more
Technology optimism convenient to use.
[47]
I prefer to use the most advanced technology available.
Technology makes my work more efficient.
If I discover that new technologies exist, I find ways to test them.
Technology innovativeness [62] Among my classmates, I am generally the first to try new technologies.
I like to experiment with new technologies.
I found the app to be very easy to use.
[51] The app was intuitive to use.
Perceived ease of use Learning how to use the app was easy.
Handling the app was easy.
The use of the app improves learning in the classroom.
Perceived usefulness [48] Using the app during lessons would facilitate the understanding of certain concepts.
I believe that the app is helpful when learning.
I think using the app in the class would be positive.
Attitude toward using [51] The app is so interesting that you want to learn more about it.
Using the app for the study of electrical circuits is logical.
The app is a good idea.
I would like to have this app if I had to study electrical circuits.
Behavioral intention to use [63] I would intend to use this app to learn about electrical circuits.
I would recommend other students use this app to study electrical circuits.
Electronics 2021, 10, 1286 7 of 14
5. Results
The survey had 190 respondents, of which 115 were males and 75 were females. The
average age was 21 years, and the students were in their third or fourth academic year. In
terms of the engineering field, 77 were industrial engineering students, while 38, 32, 26, and 17
were students from mining, mechanical, civil, and environmental engineering, respectively.
As the loadings of each indicators’ variance inflation factor is lower than 3.3, Cronbach’s
alpha and Dijkstra–Henseler’s rho for each construct are greater than 0.7, the constructs’
composite reliabilities are also higher than 0.7, and as their average variance extracted is above
0.5 (Table 2), reliability, convergent validity, and variance inflation factor requirements are
satisfied [69–71]. Analyzing Fornell–Larcker criterion, the square root of the average variance
extracted from each construct is greater than its correlation with any other construct (Table 3).
The Heterotrait–Monotrait ratio of correlations is below 1.0 (Table 4). Therefore, discriminant
validity is achieved according to Fornell–Larcker criterion and the Heterotrait–Monotrait
ratio [58,72,73].
Table 2. Cont.
To assess the goodness of fit in the estimated model, we follow the procedure proposed
by Dijkstra and Henseler [74]. The standardized root mean squared residual for the model
should be below 0.10, as argued by Williams et al. [55] and corroborated by Ringle et al. [75].
The deviations are not significant because the 99% bootstrap quantiles of the values of the
three measures, the standardized root mean squared residual (0.065), the unweighted least
squares discrepancy (1.085), and the geodesic discrepancy (0.243) were more significant
than the original values [58].
Table 5 lists the R2 values, which are significant and greater than 0.1 for each of
the latent variables [76]. The Stone–Geisser coefficient (Q2 ) is also presented, which was
ATU 0.766 - - - - - -
BIU 0.743 0.883 - - - - -
PEOU 0.390 0.328 0.779 - - - -
PU 0.611 0.423 0.560 0.881 - - -
SN 0.310 0.208 0.065 0.215 0.908 - -
Electronics 2021, 10, 1286 TI 0.296 0.311 0.105 0.115 0.332 9 of 14
0.800 -
TO 0.352 0.357 0.173 0.299 0.399 0.467 0.830
Note 1: ATU is attitude toward using; BIU is behavioral intention to use; PEOU is perceived ease of use; PU is perceived
usefulness; SN is subjective norm; TI is technology innovativeness; and TO is technology optimism. Note 2: For-
estimated
nell–Larcker criterion:by blindfolding
Diagonal [77].
elements areEach variable
the square roothas a predictive
of the relevance
average variance with shared
extracted valuesbetween
greater the con-
than
structs and their0,measures.
that is, high predictive validity,
For discriminant validitydiagonal
[78]. Therefore, R2 values
elements should andthan
be larger Stone–Geisser’s Q2
off-diagonal elements.
values have a satisfactory predictive power [70,79]. The results are consistent with those
Table predictive
in other studies capturing TAM’s 4. Heterotrait–Monotrait
power in theratio.
educational setting [80,81]. The
results obtained
ATU for the model
BIU are presented
PEOU in Table 6 PU depicted
and SNin Figure 3. TI Eight TO
ATUhypotheses are-accepted, while
- two are rejected.
- - - - -
BIU 0.915 - - - - - -
PEOUTable 5. R2–Q2. 0.472 0.378 - - - - -
PU 0.756 0.495 0.647 - - - -
2 Q2 -
SN Construct 0.253
0.403 0.084R 0.266p-Value - -
TI 0.383 0.393
Technology innovativeness 0.150
0.240 0.135 0.000 0.436 0.136- -
TO 0.455
Technology optimism0.440 0.209
0.162 0.367 0.001 0.509 0.616
0.106 -
Note: ATU is attitude toward using;
Perceived BIU is behavioral intention
usefulness 0.400 to use; PEOU 0.000
is perceived ease of 0.283
use; PU is perceived
usefulness; SN is subjective
Attitudenorm; TIusing
toward is technology innovativeness;
0.429 and TO is technology
0.000 optimism. 0.237
Behavioral intention to use 0.570 0.000 0.431
To assess the goodness of fit in the estimated model, we follow the procedure p
posed by Dijkstra and Henseler [74]. The standardized root mean squared residual
6. Results
Table the modelfrom the structural
should be below model.
0.10, as argued by Williams et al. [55] and corroborated
Ringle et al. [75]. The deviations are not significant because the 99% bootstrap quant
Hypothesis Path t-Value p-Value Supported
of the values of the three measures, the standardized root mean squared residual (0.0
H1: Subjective norm → Technology optimism the unweighted least 0.403 squares discrepancy
6.043 (1.085),0.000
and the geodesicYesdiscrepancy (0.2
H2: Subjective norm → Technology innovativeness 0.164 2.072 0.019 Yes
were more significant than the original values [58].
H3: Technology optimism → Technology innovativeness 0.400 2 5.107 0.000 Yes
Table 5 lists the R values, which are significant and greater than 0.1 for each of
H4: Technology optimism → Perceived usefulness 0.200 2.320 0.010 Yes
H5: Technology optimism → Attitude toward usinglatent variables [76].
0.095The Stone–Geisser
1.093 coefficient (Q2) is also presented,
0.137 No which was
timated
H6: Technology innovativeness → Attitude toward using by blindfolding
0.208 [77]. Each variable
2.665 has a predictive
0.004 relevance
Yeswith values gre
H7: Perceived ease of use → Perceived usefulnessthan 0, that is, high predictive validity
0.564 5.606 [78]. Therefore,
0.000 R values and
2
Yes Stone–Geisser’
H8: Perceived ease of use → Attitude toward using
values have a satisfactory
0.103 predictive
1.088power [70,79]. The results areNo
0.138 consistent with th
H9: Perceived usefulness → Attitude toward using 0.476
in other studies capturing TAM’s 4.764
predictive power 0.000 Yes setting [80,81].
in the educational
H10: Attitude toward using → Behavioral intention to use
results 0.755
obtained for the model are 19.770 0.000 6 and depicted
presented in Table Yes in Figure 3. E
hypotheses are accepted, while two are rejected.
Figure
Figure 3. Resulting 3. Resulting
research model. research
A dashedmodel.
arrowAshows
dashed arrow shows non-significant
non-significant paths. paths.
6. Discussion
Students’ technology optimism depends on a small range of subjective norms (R2 = 0.162;
H1). This indicates that there would be other factors that help to better explain this factor.
Technology innovativeness depends moderately on subjective norms and technology
optimism (R2 = 0.240; H2 and H3). Technology optimism has a statistically significant
complementary mediation between subjective norms and technology innovativeness. The
direct effect of subjective norms on technology innovativeness is 0.164, while the indirect
effect because of technology optimism is 0.161 (0.403 × 0.400). This implies that technol-
ogy optimism explains approximately half of the impact that subjective norms have on
technology innovativeness.
Perceived usefulness is dependent on technology optimism and perceived ease of use
(R2 = 0.400; H4 and H7). However, perceived ease of use (0.564) has a more significant
Electronics 2021, 10, 1286 10 of 14
impact than technology optimism (0.200), which indicates that the students relate the level
of ease in using an app, given its usefulness to achieve more significant learning.
Attitude toward using is dependent on perceived usefulness and technology innova-
tiveness (R2 = 0.429; H6 and H9). Perceived usefulness (0.476) has a greater impact than
technology innovativeness (0.208), implying that students must be clear about the app’s
usefulness for their studies and be willing to use it. However, technology optimism and
perceived ease of use have no statistically significant impact on attitude toward using (H5
and H8).
Technology optimism has an indirect effect on attitude toward using, which is caused
by the moderation of technology innovativeness (0.400 × 0.208 = 0.083) and perceived
usefulness (0.200 × 0.476 = 0.095), although both these effects are negligible.
Although perceived ease of use does not have a statistically significant effect on attitude to-
ward using, a complete mediation is produced by perceived usefulness (0.564 × 0.476 = 0.268),
which means that the app should not only be easy to use but also be found useful by students
in improving their academic performance.
Finally, the results show that behavioral intention to use strongly depends on attitude
toward using (R2 = 0.570; H10). From the model, behavioral intention to use is expected to
increase by approximately 0.755 when the attitude toward using factor increases by one.
However, the willingness of students to use this technology depends on how many
students believe that they can improve their academic performance by using it and not how
easy they think it is to use the app. This is consistent with the findings of Arvanitis et al. [82],
who used an app in science education, and Wojciechowski et al. [48], who used an app in the
field of chemistry. As the study by Ibañez et al. [35] had to remove the attitude toward using
construct, their results cannot be compared. However, these findings differ from those in other
areas such as tourism [47,64], where the attitude toward using is influenced by perceived ease
of use and not by perceived usefulness. This is logical because when a person uses an app to
study, they expect it to impact academic results positively. By contrast, when that person uses
an app in a more playful environment, other factors, such as how easy it is to use that app,
motivate them.
7. Conclusions
In this paper, we presented an extended TAM to determine factors that explain AR
technology acceptance in engineering education. An AR app to analyze direct current in
resistive circuits was developed to test the model.
The findings suggest that the academic environment can influence beliefs concerning
the use of technologies and reflect how students could be affected by important role models.
For example, if faculty and friends have a favorable opinion about the early adoption of
technologies, students will be more willing to use new technologies. Similarly, if the student
is in an environment where the benefits of using technologies by faculty and friends are
valued, then he or she will have a favorable view of their use and will believe that it is
convenient to use these technologies.
The findings also suggest that students would be willing to use this app if they find it
useful, not just easy to use. Therefore, we suggest that the studies demonstrating that AR
improves academic performance should be disseminated among educational communities.
As future work, we recommend considering relevant characteristics of this technology
(e.g., interactivity levels, application stability) to analyze their influence on its acceptance.
Given that we have demonstrated the direct effect of technology innovativeness in our
proposed model, we also suggest investigating its moderating effect. Further, determining
the variables that explain the intention of use by academics and addressing the impact on
academic performance is also recommended.
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