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Usability Evaluation of Augmented Reality: A Neuro-Information-Systems Study
Published on: November 30, 2022
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Student Acceptance of Using Augmented Reality Applications for Learning in Pharmacy: A Pilot Study
Saad Salem1, Joyce Cooper1, Jennifer Schneider1
1School of Biomedical Sciences & Pharmacy, University of Newcastle, Callaghan NSW 2308, Australia.
Pharmacy (Basel, Switzerland)
|July 26, 2020
Summary
Augmented reality (AR) enhances learning for pharmacy students. This mobile AR module on contraceptive medicines proved easy to use and improved student knowledge compared to traditional methods.
Area of Science:
- Pharmacy Education
- Educational Technology
Background:
- Creating effective and accessible learning experiences for university students presents challenges.
- Advancements in simulation technologies like augmented reality (AR) and virtual reality (VR) offer new pedagogical solutions.
Purpose of the Study:
- To develop and evaluate a mobile-based AR interactive learning module on contraceptive devices and medicines.
- To assess the acceptability and usability of this AR module among undergraduate pharmacy students.
Main Methods:
- A mobile-based AR learning module was created, featuring contraceptive medicine images, case studies, and questions.
- 33 undergraduate pharmacy students completed the module and a survey on usability and acceptability.
Main Results:
- The majority of students found AR a valuable learning resource for medicines, surpassing traditional methods.
- Students reported the AR application was user-friendly and enhanced their understanding of contraceptive medicines.
Conclusions:
- Mobile-based AR technology is a viable tool for developing engaging and user-friendly educational experiences in pharmacy.
- AR can effectively supplement traditional teaching methods, improving student knowledge acquisition.

