Augmented Reality’s Impact on Student Creativity in Design and Technology: An Immersive Learning Study
Abstract
1. Introduction
- (RQ1) Does AR-enhanced instruction improve students’ creativity (Fluency, Flexibility, Originality, Elaboration) compared to traditional instruction?
- (RQ2) Do AR effects differ across creativity components in patterns consistent with cognitive, motivational, or social theoretical mechanisms?
2. Literature Review
3. Materials and Methods
3.1. Research Design
3.2. Participants
3.3. Instruments
TTCT-Figural Adaptation Process
- 1:
- Rationale for Instrument Adaptation
- 2:
- Curriculum Analysis and Task Selection
- 3:
- Development of Parallel Assessment Tasks
- 4:
- Scoring Rubric Adaptation
- 5:
- Expert Validation of the Adapted Instrument
3.4. Intervention
4. Results
5. Discussion
Comparison with Prior Research
6. Conclusions
7. Limitations
8. Implications and Future Research
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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| Study | Sample | Duration | Fluency (d) | Flexibility (d) | Originality (d) | Elaboration (d) | Pattern |
|---|---|---|---|---|---|---|---|
| Chen et al. [14] | n = 64 Chinese middle school | 6 weeks | 0.89 | 0.5 | 1.24 | 0.08 | Originality > Others |
| Chen and Wang [25] | n = 92 Taiwanese elementary | 4 weeks | 0.56 | 0.51 | 1.24 | 0.08 | Uniform (no differentiation) |
| Martínez-Beneito et al. [13] | n = 54 Spanish secondary | 8 weeks | 0.94 | 0.38 | 0.87 | 0.62 | Fluency ≈ Originality > Others |
| Threat | Description | Mitigation Strategy | Residual Risk |
|---|---|---|---|
| Selection Bias | Pre-existing differences between groups | ANCOVA with pretest covariates; propensity score sensitivity analysis | Low-Moderate |
| Maturation | Developmental changes during 4-week intervention | Brief intervention duration; comparison group controls for time effects | Low |
| Testing Effects | Pretest exposure influencing posttest performance | 4-week interval between tests; parallel test forms (different prompts) | Low |
| Instrumentation | Scorer drift or inconsistency | Dual independent scoring; inter-rater reliability monitoring (ICC ≥ 0.80); periodic calibration | Low |
| Criterion | Description | Justification |
|---|---|---|
| Curriculum alignment | Covered throughout the intervention period | Ensures instructional validity |
| Cognitive demand | Requires spatial reasoning and system integration, crucial for creative thinking | Aligns with creativity constructs |
| Design openness | Allows multiple solution pathways | Supports divergent thinking |
| Assessment feasibility | Can be completed within a 60-minute time frame, practical for classroom implementation | Practical for classroom use |
| Component | Score | Operational Definition | Example |
|---|---|---|---|
| 1. Fluency | 0–n | Number of distinct ideas | Touch screen, voice control |
| 2. Flexibility | 0–5 | Conceptual categories | Mechanical, ergonomic |
| 3. Originality | 0–2 | Statistical infrequency | <2% responses |
| 4. Elaboration | 0–3 | Level of detail | Multi-view technical drawing |
| Validation Criterion | Expert 1 | Expert 2 | Expert 3 | Agreement |
|---|---|---|---|---|
| Appropriateness | Yes | Yes | Yes | 100% |
| Language Clarity | Yes | Yes | Yes | 100% |
| Item Clarity | Yes | Yes | No | 66.7% |
| Scoring Clarity | No | Yes | Yes | 66.7% |
| Objective Alignment | Yes | Yes | Yes | 100% |
| Overall | 4/5 (80%) | 5/5 (100%) | 4/5 (80%) | 86.7% |
| Week | AR-Enhanced Instruction Group | Traditional Instruction Comparison Group |
|---|---|---|
| 1 | Session 1: AR Technology Orientation Introduction to MekaAR application interface and navigation Session 2: Design Analysis Through AR Visualization Analyzing existing washing machine designs using interactive 3D AR models. | Session 1: Design Analysis Through Static Media. Analyzing washing machine diagrams and cross-sectional illustrations from textbooks Session 2: Mechanical Principles and Initial Ideation Generate initial design concepts grounded in mechanical understanding |
| 2 | Session 3: Ideation and Concept Visualization: Visualizing conceptual designs using AR 3D models and experimenting with different component configurations in AR environment Session 4: Iterative Design with Peer Feedback Collaborative design refinement using shared AR di splay | Session 3: Iterative Design Development Iterative design refinement using paper sketching and colored pencils Session 4: Peer Feedback and Revision Structured peer feedback through verbal discussion and written comment cards. |
| 3 | Session 5: Mechanical Principles Exploration Investigating mechanical principles through interactive AR simulations. Session 6: Collaborative Problem-solving Applying mechanical principles to washing machine design challenge. | Session 5: Mechanical Principles Study Studying mechanical principles through textbooks. Session 6: Collaborative Problem-solving Applying mechanical principles to washing machine design challenges. |
| 4 | Session 7: Final Design Production Through the AR learning experience, students produce a final sketch of improvements for the washing machine product Session 8: Peer Evaluation and Reflection Formal peer presentations (5 min per student) | Session 7: Final Design Production Students produce a final sketch of improvements for the washing machine product Session 8: Peer Evaluation and Reflection Formal peer presentations (5 min per dyad) |
| Component | Time | Experiment Group (n = 23) | Control Group (n = 23) | ||
|---|---|---|---|---|---|
| Mean | SD | Mean | SD | ||
| Fluency | Pre | 1.57 | 0.66 | 2.61 | 0.66 |
| Post | 5.78 | 1.62 | 4.22 | 0.93 | |
| Flexibility | Pre | 1.57 | 0.59 | 2.13 | 0.82 |
| Post | 3.83 | 1.77 | 2.78 | 0.85 | |
| Originality | Pre | 1.09 | 0.42 | 1.43 | 0.59 |
| Post | 2.57 | 0.99 | 1.57 | 0.66 | |
| Elaboration | Pre | 1.96 | 0.88 | 1.30 | 0.93 |
| Post | 6.35 | 2.81 | 2.26 | 1.57 | |
| Component | Experiment M (SD) | Control M (SD) | t(44) | p | Cohen’s d |
|---|---|---|---|---|---|
| Fluency | 1.57 (0.66) | 2.61 (0.66) | −5.45 | <0.001 | −1.58 |
| Flexibility | 1.57 (0.59) | 2.13 (0.82) | −2.70 | 0.010 | −0.78 |
| Originality | 1.09 (0.42) | 1.43 (0.59) | −2.31 | 0.026 | −0.67 |
| Elaboration | 1.96 (0.88) | 1.30 (0.93) | 2.56 | 0.014 | 0.74 |
| Component | Time Point | Group | Statistic | p-Value | Normality Assumption |
|---|---|---|---|---|---|
| Fluency | Pre | Experiment | 0.878 | <0.001 | Not met |
| Flexibility | Pre | Experiment | 0.850 | <0.001 | Not met |
| Originality | Pre | Experiment | 0.703 | <0.001 | Not met |
| Elaboration | Pre | Experiment | 0.888 | <0.001 | Not met |
| Fluency | Post | Control | 0.884 | <0.001 | Not met |
| Flexibility | Post | Control | 0.831 | <0.001 | Not met |
| Originality | Post | Control | 0.872 | <0.001 | Not met |
| Elaboration | Post | Control | 0.905 | 0.001 | Not met |
| Component | Time Point | F-Value | p-Value | Equal Variance Assumption |
|---|---|---|---|---|
| Fluency | Pre | 28.80 | <0.001 | Not Met |
| Fluency | Post | 16.79 | <0.001 | Not Met |
| Flexibility | Pre | 7.26 | 0.010 | Not Met |
| Flexibility | Post | 6.47 | 0.015 | Not Met |
| Originality | Pre | 5.33 | 0.026 | Not Met |
| Originality | Post | 16.16 | <0.001 | Not Met |
| Elaboration | Pre | 6.01 | 0.018 | Not Met |
| Elaboration | Post | 37.13 | <0.001 | Not Met |
| Creativity Component | Group | Adjusted Mean | Bootstrapped 95% CI | F (1,43) | p-Value | Partial η2 |
|---|---|---|---|---|---|---|
| Fluency | Experiment | 6.022 | [5.41, 6.64] | 17.896 | <0.001 | 0.294 |
| Control | 3.978 | [3.36, 4.60] | ||||
| Flexibility | Experiment | 3.914 | [3.31, 4.52] | 7.593 | 0.008 | 0.150 |
| Control | 2.695 | [2.09, 3.30] | ||||
| Originality | Experiment | 2.644 | [2.29, 3.00] | 20.445 | <0.001 | 0.322 |
| Control | 1.486 | [1.13, 1.84] | ||||
| Elaboration | Experiment | 6.097 | [5.15, 7.05] | 27.093 | <0.001 | 0.387 |
| Control | 2.511 | [1.56, 3.46] |
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Share and Cite
Yakob, Z.; Ali, N.M.; Mhd Salim, M.H.; Nayan, N.M. Augmented Reality’s Impact on Student Creativity in Design and Technology: An Immersive Learning Study. Multimodal Technol. Interact. 2026, 10, 25. https://doi.org/10.3390/mti10030025
Yakob Z, Ali NM, Mhd Salim MH, Nayan NM. Augmented Reality’s Impact on Student Creativity in Design and Technology: An Immersive Learning Study. Multimodal Technologies and Interaction. 2026; 10(3):25. https://doi.org/10.3390/mti10030025
Chicago/Turabian StyleYakob, Zuraini, Nazlena Mohamad Ali, Mohamad Hidir Mhd Salim, and Norshita Mat Nayan. 2026. "Augmented Reality’s Impact on Student Creativity in Design and Technology: An Immersive Learning Study" Multimodal Technologies and Interaction 10, no. 3: 25. https://doi.org/10.3390/mti10030025
APA StyleYakob, Z., Ali, N. M., Mhd Salim, M. H., & Nayan, N. M. (2026). Augmented Reality’s Impact on Student Creativity in Design and Technology: An Immersive Learning Study. Multimodal Technologies and Interaction, 10(3), 25. https://doi.org/10.3390/mti10030025

