Educators’ perspective on the use of augmented reality to create STEM learning material


  • Nur Azlina Mohamed Mokmin Universiti Sains Malaysia, MALAYSIA
  • Ummie Haniffah Ariffin Universiti Sains Malaysia, MALAYSIA
  • Muhammad Aminuddin Akmal Mohd Hamizi Universiti Sains Malaysia, MALAYSIA



augmented reality, STEM educators, STEM education, educators’ perception


Providing learners with educational content based on augmented reality (AR) is a bizarre way to pique their interest in learning. This is because it is predicted that the AR learning material will assist learners to visualise a complex structure, particularly in STEM education. As AR is incorporated into educational settings, it is necessary to take into consideration educators’ perspectives as well. Thus, this study presents educators’ perspectives on using AR for STEM education. In this quantitative study, 30 STEM educator respondents were asked to fill out questionnaires about their perspectives on the use of augmented reality in learning. These perceptions are based on a number of variables which are, perceived usefulness, perceived ease of use, perceives enjoyment, attitude towards its use, and intention of use. Overall, the findings show that majority of STEM educators support the utilization of AR in STEM education. Aside from that, in terms of the intention of use, 87% of the respondents indicated a desire to utilize AR to teach their students. This implies that the use of AR applications is important from the viewpoint of STEM educators. As a result, it is hoped that this study will facilitate future studies to support the significance of using AR in STEM education.


Download data is not yet available.


Akçayır, M., & Akçayır, G. (2017). Advantages and challenges associated with augmented reality for education: A systematic review of the literature. Educational Research Review, 20, 1-11.

Al-Azawi, R., Albadi, A., Moghaddas, R., & Westlake, J. (2019, April). Exploring the potential of using augmented reality and virtual reality for STEM education. In International Workshop on Learning Technology for Education in Cloud (pp. 36-44). Springer, Cham.

Allen, R. (2020). The Technology Acceptance Model | Smart Insights. In Smart Insights. Retrieved from

Ammenwerth, E. (2019). Technology acceptance models in health informatics: TAM and UTAUT. Stud Health Technol Inform, 263, 64-71.

Cabero-Almenara, J., Fernández-Batanero, J. M., & Barroso-Osuna, J. (2019). Adoption of augmented reality technology by university students. Heliyon, 5(5).

Christou, C. (2010). Virtual reality in education. In Affective, interactive and cognitive methods for e-learning design: creating an optimal education experience (pp. 228-243). IGI Global.

Daniela, L. (Ed.). (2020). New Perspectives on Virtual and Augmented Reality: Finding New Ways to Teach in a Transformed Learning Environment. Routledge.

Davis, F. D. (1989). Perceived usefulness, perceived ease of use, and user acceptance of information technology. MIS Quarterly, 319-340.

George, D. (2011). SPSS for windows step by step: A simple study guide and reference, 17.0 update, 10/e. Pearson Education India.

Granić, A., & Marangunić, N. (2019). Technology acceptance model in educational context: A systematic literature review. British Journal of Educational Technology, 50(5), 2572-2593.

Herfana, P., Nasir, M., & Prastowo, R. (2019, November). Augmented Reality Applied in Astronomy Subject. Journal of Physics: Conference Series, 1351(1).

Ibáñez, M. B., & Delgado-Kloos, C. (2018). Augmented reality for STEM learning: A systematic review. Computers and Education, 123,109–123.

Kennedy, E. (2018). Can virtual reality revolutionize education? | CNN. Retrieved from

Pritami, F. A., & Muhimmah, I. (2018). Digital game-based learning using augmented reality for mathematics learning. ACM International Conference Proceeding Series, 254–258.

Stull, A. T., Gainer, M. J., & Hegarty, M. (2018). Learning by enacting: The role of embodiment in chemistry education. Learning and Instruction, 55, 80-92.

Ishak, W. H. W., & Yamin, F. M. (2020). Student acceptance on game to support teaching and learning. International Journal, 9(3), 2517-2521.

Yapici, I. Ü., & Karakoyun, F. (2021). Using Augmented Reality in Biology Teaching. Malaysian Online Journal of Educational Technology, 9(3), 40-51.

Yip, J., Wong, S. H., Yick, K. L., Chan, K., & Wong, K. H. (2019). Improving quality of teaching and learning in classes by using augmented reality video. Computers & Education, 128, 88-101.

Yu, J., Denham, A. R., & Searight, E. (2022). A systematic review of augmented reality game-based Learning in STEM education. Educational technology research and development, 1-26.




How to Cite

Mokmin, N. A. M., Ariffin, U. H., & Mohd Hamizi, M. A. A. (2022). Educators’ perspective on the use of augmented reality to create STEM learning material. Journal of ICT in Education, 9(2), 191–200.