Augmented Reality for Collaborative Learning: Enhancing 21st-Century Competencies in Indonesian Design Education
Keywords:
Immersive Learning; AR in Education; Collaborative Learning; Pedagogical Framework; Indonesian Design Education.Abstract
Educators currently face the challenge of innovating learning spaces and instructional methodologies with technology to provide their students with 21st-century competencies (collaboration, problem-solving, creative, and critical thinking). Augmented Reality (AR) technology has been shown to positively influence student engagement, but its effectiveness and sustained use still require further investigation. This is also an issue in Indonesian tertiary education, where large classes and a lack of pedagogical support hinder the design of effective technology-supported classrooms. This study investigated the integration of AR technology within a collaborative learning environment, based on Gagne’s Nine Events of Instruction as the theoretical framework, and was presented to 50 design students at an Indonesian university. A convergent mixed-method research design was employed, and data were collected using a structured survey, open-ended questions, and student feedback. Descriptive analysis yielded five key areas of student learning experiences: 1) Collaboration and Teamwork, 2) Creativity, Critical Thinking, and Problem-Solving, 3) Knowledge Construction, 4) Enjoyment, and 5) Augmented Reality in the Learning Process. Pearson’s correlation coefficient analyses showed strong and positive relationships among all five constructs and were closely aligned with Gagne’s Nine Events of Instruction. The resulting ARCLE framework is proposed as a replicable model for integrating AR into emerging educational contexts and cultivating 21st-century competencies in learners in Indonesian design-based education.
https://doi.org/10.26803/ijlter.24.11.10
References
Adi, N.H., Giatman, M., Huda, S., Larisang, Wahyuni T.S., Fadillah, R., Wahdi, Y. W. (2025). Enhancing Learning Outcomes through Cooperative Project-Based Learning with Augmented Reality Integration. Salud, Ciencia y Tecnologia, 5(1473), pp. 1-11. https://doi.org/10.56294/saludcyt20251473
Alawi, H.A.I. & Sinaga, O. (2024). The Success Implementation of Education Management in STAISA. Kurdish Studies, 12(1), 2813-2822. https://doi.org/10.59024/ijellacush.v2i4.1093
Albishri, B., & Blackmore, K. L. (2025). Duality in barriers and enablers of augmented reality adoption in education: a systematic review of reviews. Interactive Technology and Smart Education, 22(2), 167-191. https://doi.org/10.1108/itse-10-2023-0194
AlGerafi, M.A., Zhou, Y., Oubibi, M. & Wijaya, T.T. (2023). Unlocking the potential: A comprehensive evaluation of augmented reality and virtual reality in education. Electronics, 12(18), 3953. https://doi.org/10.3390/electronics12183953
Ampo, W. M., Rullen, M. S. M., Deguit, E. O., Perocho, R. V., & Romero, P. J. B. (2025). From Traditional School to Virtual Classroom: Students’ Lived Experiences on Blended Learning Implementation. International Journal of Education and Emerging Practices, 1(2), 1-15.https://doi.org/10.63236/injeep.1.2.1
Avdiu, E., Bekteshi, E., & Gollopeni, B. (2025). Learning skills for the future–implementing the 21st-century learning. Multidisciplinary Science Journal, 7(1), 2025011-2025011. https://doi.org/10.31893/multiscience.2025011
Carabregu-Vokshi, M., Ogruk-Maz, G., Yildirim, S., Dedaj, B., & Zeqiri, A. (2024). 21st century digital skills of higher education students during Covid-19—is it possible to enhance digital skills of higher education students through E-Learning?. Education and Information Technologies, 29(1), 103-137. https://doi.org/10.1007/s10639-023-12232-3
Chai, C. S., Deng, F., Tsai, P. S., Koh, J. H. L., & Tsai, C. C. (2015). Assessing multidimensional students’ perceptions of twenty-first-century learning practices. Asia Pacific Education Review, 16(3), 389-398. https://doi.org/10.1007/s12564-015-9379-4
Creswell, J. W., & Creswell, J. D. (2018). Research design (5th ed.). SAGE Publications. (No DOI available).
Davis, F.D., 1989. Perceived Usefulness, Perceived Ease of Use, and User Accep- tance of Information Technology. MIS Quarterly, 13(3), 319–340. https://doi.org/10.2307/249008
Dillenbourg, P. (1999). What do you mean by collaborative learning? Collaborative-learning: Cognitive and computational approaches., 1-19, Oxford: Elsevier. (No DOI available).
Erwis, F., Jixiong, C., Rahayu, N., Raharja, A. R., & Zebua, R. S. Y. (2024). Use of Augmented Reality (AR) in mobile learning for natural science lessons. Journal of Social Science Utilizing Technology, 2(1), 116-126. https://doi.org/10.70177/jssut.v2i1.784
Fang, J., Pechenkina, E., & Rayner, G. M. (2023). Undergraduate business students' learning experiences during the COVID-19 pandemic: Insights for remediation of future disruption. The International Journal of Management Education, 21(1), 100763. https://doi.org/10.1016/j.ijme.2023.100763
Gagné, R. M. (1985). The conditions of learning and theory of instruction (4th ed.). New York, NY: Holt, Rinehart & Winston.https://doi.org/10.4018/978-1-7998-4096-1.ch004.
Gardeli, A., & Vosinakis, S. (2025). Group dynamics in collaborative learning: Impact of emergent and scripted roles in tangible mobile augmented reality games. Computers & Education: X Reality, 7, 100102. https://doi.org/10.1016/j.cexr.2025.100102
Glazunova, O., Korolchuk, V., Voloshyna, T. & Saiapina, T. (2023). Evaluation of Microsoft Teams as a Tool for Synchronous Interaction during Distance and Hybrid Learning. Open Educational E-Environment of Modern University, 14, 1?11. https://doi.org/10.28925/2414-0325.2023.141
Guppy, N., Verpoorten, D., Boud, D., Lin, L., Tai, J., & Bartolic, S. (2022). The post-COVID-19 future of digital learning in higher education: Views from educators, students, and other professionals in six countries. British Journal of Educational Technology, 53(6), 1750–1765. https://doi.org/10.1111/bjet.13212
Gurses, M. E., Gökalp, E., Gecici, N. N., Gungor, A., Berker, M., Ivan, M. E., ... & Türe, U. (2024). Creating a neuroanatomy education model with augmented reality and virtual reality simulations of white matter tracts. Journal of neurosurgery, 141(3), 865-874. https://doi.org/10.1227/neu.0000000000003360_449
Hamzah, S. S., Mohamed, H., & Aziz, N. (2025, May). Critical Analysis of Informal Learning and Affective Design Components in AR for Developing a Conceptual AR Model in Tourism. In 2025 7th International Congress on Human-Computer Interaction, Optimization and Robotic Applications (ICHORA), 2025(6) 1-11. IEEE. https://doi.org/10.1109/ichora65333.2025.11017133
Hunaepi, H., & Suharta, I. (2024). Transforming education in Indonesia: The impact and challenges of the Merdeka belajar curriculum. Path of Science, 10(6), 5026-5039. https://doi.org/10.22178/pos.105-31
Ji, S., Mokmin, N. A. M., & Wang, J. (2025). Evaluating the impact of augmented reality on visual communication design education: Enhancing student motivation, achievement, interest, and engagement. Education and Information Technologies, 30(5), 6617-6639 (2025). https://doi.org/10.1007/s10639-024-13050-x
Kami?ska, D., Zwoli?ski, G., Laska-Le?niewicz, A., Raposo, R., Vairinhos, M., Pereira, E., Urem, Ljubi? Hini?, M., Haamer, R. E., & Anbarjafari, G. (2023). Augmented reality: Current and new trends in education. Electronics, 12(16), pp.3531. https://doi.org/10.20944/preprints202306.1665.v1
Kaviyaraj, R., & Uma, M. (2025). An Augmented Reality Framework for Education: Deep Learning Integration and Impact Evaluation. IEEE Access, 13(3), 56067-56084. https://doi.org/10.1109/access.2025.3551656
Kolb, D. A. (1984). Experiential Learning: Experience as the Source of Learning and Development. Englewood Cliffs, NJ: Prentice-Hall. (No DOI available).
Li, C., Jiang, Y., Ng, P. H., Dai, Y., Cheung, F., Chan, H. C., & Li, P. (2024). Collaborative learning in the edu-metaverse era: An empirical study on the enabling technologies. IEEE Transactions on Learning Technologies, 17, 1107-1119. https://doi.org/10.1109/tlt.2024.3352743
Li, S., Jiao, X., Cai, S., & Shen, Y. (2025). Enhancing AR?based learning environments for STEM education: A design?based study on design features, kinematics learning and mathematics self?efficacy. British Journal of Educational Technology, 56(4), 1438-1462. https://doi.org/10.1111/bjet.13528
Li, Y., Liang, Z., Li, Z., Yu, Y., Yang, Q., & Li, X. (2025). Effectiveness of Gagné’s 9 Events of Instruction in health professions education: a systematic review and meta-analysis. Frontiers in Medicine, 12(1522830), 1-12. https://doi.org/10.3389/fmed.2025.1522830
Lin, Y., & Yu, Z. (2023). A meta-analysis of the effects of augmented reality technologies in interactive learning environments (2012–2022). Computer Applications in Engineering Education. 31(4), 1111-1131. https://doi.org/10.1002/CAE.22628.
Lin, G. S. S., Foong, C. C., & Abdul Aziz, Y. F. (2024). Interactive Online Modules for Dental Education: A Practical Example of Gagne’s Nine Events of Instruction. Education in Medicine Journal, 16(3), 173-184. https://doi.org/10.21315/eimj2024.16.3.13
Lu, Z., Chiu, M. M., Wang, S., Mao, W., & Lei, H. (2025). Effects of augmented reality on students’ higher-order thinking: A meta-analysis. Journal of Educational Computing Research, 63(3), 728-747. https://doi.org/10.1177/07356331241309644
Marreh, S. & Velankar, Y.P. (2024). Recent trends in collaborative learning: A systematic review and analysis. International Journal of Evaluation and Research in Education (IJERE), 13(4), 2473-2481. https://doi.org/10.11591/ijere.v13i4.28501
Maulana, F. I., Azis, B., Primadani, T. W., & Hasibuan, P. A. (2023). FunAR-furniture augmented reality application to support practical laboratory experiments in interior design education. Indones. J. Electr. Eng. Comput. Sci, 31(2), 845-855. https://doi.org/10.11591/ijeecs.v31.i2.pp845-855
Mustafa, F., Nguyen, H. T. M., & Gao, X. A. (2024). The challenges and solutions of technology integration in rural schools: A systematic literature review. International Journal of Educational Research, 126(102380), 1-14. https://doi.org/10.1016/j.ijer.2024.102380
Nakata, A., Vuopala, E., & Weinberger, A. (2025). Conflict experiences and management strategies in intercultural collaborative learning. Research in Comparative and International Education, 20(2), 291-313. https://doi.org/10.1177/17454999251329258
Neo, M., Zahra, I., Hew, S. H., Neo, T. K., Tan, H.Y.J., & Elyna, A. S. (2024). Game-Based Learning as an Effective Instructional Strategy for Improving Students' Critical Thinking and Collaborative Experiences. In IEEE 2024 12th International Conference on Information and Education Technology (ICIET), 2024(6), 317-321. https://doi.org/10.1109/iciet60671.2024.10542783
Nurhidayat, E., Mujiyanto, J., Yuliasri, I., & Hartono, R. (2024). Technology integration and teachers’ competency in the development of 21st-century learning in EFL classroom. Journal of Education and Learning (EduLearn), 18(2), 342-349. https://doi.org/10.11591/edulearn.v18i2.21069
Nyudak, I. B. G., Pratama, D. G. S., Sugiani, N. N., & Putra, N. A. J. (2024). Employing Augmented Reality in Reading Classes for Indonesian EFL Junior High School Students: A Perspective Analysis. Pedagogy: Journal of English Language Teaching, 12(2), 142-157. https://doi.org/10.32332/joelt.v12i2.9579
Ortega-Arranz, A., Amarasinghe, I., Marti?nez-Mone?s, A., Asensio-Pe?rez, J.I., Dimitriadis, Y., Corrales-Astorgano, M. & Herna?ndez-Leo, D. (2024). Collaborative activities in hybrid learning environments: Exploring teacher orchestration load and students’ perceptions. Computers & Education, 219(105105), 1-14. https://doi.org/10.1016/j.compedu.2024.105105
Oueida, S., Awad, P., & Mattar, C. (2023). Augmented Reality Awareness and Latest Applications in Education: A Review. International Journal of Emerging Technologies in Learning, 18(13), 21–44. https://doi.org/10.3991/IJET.V18I13.39021
Pelletier, K., McCormack, M., Reeves, J., Robert, J., Arbino, N., Dickson-Deane, C., Guevara, C., Koster, L., Sanchez-Mendiola, M., Bessette, L.S., & Stine, J. (2022). 2022 EDUCAUSE Horizon Report Teaching and Learning Edition, 1-58. https://doi.org/10.14705/rpnet.2022.60.9781951658217
Pelletier, K., Robert, J., Arbino, Muscanell, N., McCormack, M., Reeves, J., McDonald, B. & Grajek, S. (2023). 2023 EDUCAUSE Horizon Report: Holistic Student Experience Edition. 1-46. https://doi.org/10.5281/zenodo.13919643
Piaget, J. (1952). The origins of intelligence in children. New York: International Universities Press. https://doi.org/10.1037/11494-000
Paulsen, L., Dau, S., & Davidsen, J. (2024). Designing for collaborative learning in immersive virtual reality: A systematic literature review. Virtual Reality, 28(1), 1-17. https://doi.org/10.1007/s10055-024-00975-4
Prananta, A. W., Rohman, A., Agustin, R., & Pranoto, N. W. (2024). Augmented reality for interactive, innovative and fun science learning: Systematic literature review. Jurnal Penelitian Pendidikan IPA, 10(SpecialIssue), 45-51. https://doi.org/10.29303/jppipa.v10ispecialissue.7519
Pujiastuti, H., Hidayat, S., Hendrayana, A., & Haryadi, R. (2024). Creation of mathematics learning media based on augmented reality to enhance geometry teaching and learning. In E3S Web of Conferences, 482(05012), 1-10. https://doi.org/10.1051/e3sconf/202448205012
Rizki, I. A., Suprapto, N., Saphira, H. V., Alfarizy, Y., Ramadani, R., Saputri, A. D., & Suryani, D. (2024). Cooperative Model, Digital Game, and Augmented Reality-Based Learning to Enhance Students' Critical Thinking Skills and Learning Motivation. Journal of Pedagogical Research, 8(1), 339-355. https://doi.org/10.33902/jpr.202423825
Rosser, A. (2023). Higher education in Indonesia: The political economy of institution-level governance. Journal of Contemporary Asia, 53(1), 53-78. https://doi.org/10.1080/00472336.2021.2010120
Sandoval-Henríquez, F. J., Sáez-Delgado, F., & Badilla-Quintana, M. G. (2025). Systematic review on the integration of immersive technologies to improve learning in primary education. Journal of Computers in Education, 12, 477-502. https://doi.org/10.1007/s40692-024-00318-x.
Salahuddin, N. F. M., Mahpar, N. S., & Ishak, M. F. (2023). The relationship between employability skill and job mismatch towards graduates’ unemployment. Information Management and Business Review, 15(3), 96-104. https://doi.org/10.22610/imbr.v15i3(i).3519
Siddiq, F., Olofsson, A.D., Lindberg, J. O. & Tomczyk, L. (2024). What will be the new normal? Digital competence and 21st-century skills: critical and emergent issues in education. Education and Information Technologies, 29(6), 7697-7705. https://doi.org/10.1007/s10639-023-12067-y
Sharma, R., Gupta, N., Choudhary, R., & Budhiraja, A. (2025, February). Augmented Reality in Education: Enhancing Learning Experiences. In 2025 2nd International Conference on Computational Intelligence, Communication Technology and Networking (CICTN), 795-800. IEEE. https://doi.org/10.1109/cictn64563.2025.10932633
Sulistyanto, H., Prayitno, H. J., Narimo, S., Anif, S., Sumardjoko, B., & Wardhani, N. W. (2024). A study of the use of augmented reality in learning: impacts on increasing students' critical thinking skills. Asian Journal of University Education (AJUE), 20(2), 369-379. https://doi.org/10.24191/ajue.v20i2.27093
Susanti, S., Maftuh, B. & Dwiputra, D.F.K. (2024). Exploring the Implementation of Augmented Reality in Indonesia Elementary Schools: A Systematic Literature Review. The Eurasia Proceedings of Educational and Social Sciences, 36, 97-108. https://doi.org/10.55549/epess.835
Utami, Y. P., & Suswanto, B. (2022). The Educational Curriculum Reform in Indonesia: Supporting "Independent Learning Independent Campus (MBKM)."SHS Web of Conferences, 149, 01041. https://doi.org/10.1051/shsconf/202214901041
Villagran-Vizcarra, D.C., Luviano-Cruz, D., Pérez-Domínguez, L.A., Méndez-González, L. & Garcia-Luna, F. (2023). Applications analyses, challenges and development of augmented reality in education, industry, marketing, medicine, and entertainment. Applied Sciences, 13(5), 766. https://doi.org/10.3390/app13052766
Vygotsky, L. S. (1987). Thinking and speech. In R.W. Lieber & A.S. Carton (Eds.), The collected works of L.S. Vygotsky. New York: Plenum. https://doi.org/10.5040/9781472541437.ch-001
Wenger, E. (1998). Communities of practice: Learning, meaning, and identity. Cambridge university press. https://doi.org/10.1017/cbo9780511803932.018
Zhang, Y., & Miao, Z. (2025). Enhancing EFL Learners' Engagement and Motivation Through Immersive Technologies: The Role of Artificial Intelligence, Augmented Reality, Virtual Reality, and Mobile Applications. European Journal of Education, 60(2), e70128. https://doi.org/10.1111/ejed.70128
Downloads
Published
Issue
Section
License
Copyright (c) 2025 Mai Neo

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.
All articles published by IJLTER are licensed under a Creative Commons Attribution Non-Commercial No-Derivatives 4.0 International License (CCBY-NC-ND4.0).