| 
              UPSI Digital Repository (UDRep)               |   | 
| 
 | 
 | ||||||||||||||||||||||||||||
| Abstract : Universiti Pendidikan Sultan Idris | 
| User experience or usability is under research, particularly in mobile learning in the era of industrial revolution (IR) 5.0. This article discusses incorporating sophisticated mobile technologies such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI) into the user experience in educational settings. Therefore, this paper investigates the relatively new revolutionary potential of mobile learning user experience in the context of the IR 5.0, where the digital and technology spheres meet for better user experiences, particularly for students in learning. The research explores novel meta-mobile technology approaches by examining concrete cases from 2012, analyzing their impact, and improving the user experience. Likewise, this article elucidates the need for mobile learning user experience research based on bibliometric analysis. _ 2024, Institute of Advanced Engineering and Science. All rights reserved. | 
| References | 
| Darmaji, D. A. Kurniawan, Astalini, A. Lumbantoruan, and S. C. Samosir, "Mobile learning in higher education for the industrial revolution 4.0: Perception and response of physics practicum," International Journal of Interactive Mobile Technologies (iJIM), vol. 13, no. 9, pp. 4-20, 2019, doi: 10.3991/ijim.v13i09.10948. M. S. Adamu, "Developing a mobile learning app: a user-centric approach," in Proceedings of the First African Conference on Human Computer Interaction, 2016, pp. 139-143, doi: 10.1145/2998581.2998602. M. (Behdad) Jamshidi, A. D. Serej, A. Jamshidi, and O. Moztarzadeh, "The meta-metaverse: ideation and future directions," Future Internet, vol. 15, no. 8, p. 252, 2023, doi: 10.3390/fi15080252. D. Miranty, U. Widiati, B. Y. Cahyono, and T. I. Suzila, "Automated writing evaluation tools for Indonesian undergraduate English as a foreign language students' writing," International Journal of Evaluation and Research in Education (IJERE), vol. 12, no. 3, pp. 1705-1715, 2023, doi: 10.11591/ijere.v12i3.24958. T. Kingchang, P. Chatwattana, and P. Wannapiroon, "Artificial intelligence chatbot platform: AI chatbot platform for educational recommendations in higher education," International Journal of Information and Education Technology, vol. 14, no. 1, pp. 34-41, 2024, doi: 10.18178/ijiet.2024.14.1.2021. A. Badshah, A. Ghani, A. Daud, A. Jalal, M. Bilal, and J. Crowcroft, "Towards smart education through internet of things: a survey," ACM Computing Surveys, vol. 56, no. 2, pp. 1-33, 2023, doi: 10.1145/3610401. G.-J. Hwang and S.-Y. Chien, "Broad sense and narrow sense perspectives on the metaverse in education: roles of virtual reality, augmented reality, artificial intelligence and pedagogical theories," International Journal of Mobile Learning and Organisation, vol. 18, no. 1, pp. 1-14, 2023, doi: 10.1504/IJMLO.2024.135179. M. Aloqaily, O. Bouachir, F. Karray, I. A. Ridhawi, and A. E. Saddik, "Integrating digital twin and advanced intelligent technologies to realize the metaverse," IEEE Consumer Electronics Magazine, vol. 12, no. 6, pp. 47-55, 2023, doi: 10.1109/MCE.2022.3212570. Q. N. Naveed, A. I. Qahmash, M. R. N. Qureshi, N. Ahmad, M. A. A. Rasheed, and M. Akhtaruzzaman, "Analyzing critical success factors for sustainable cloud-based mobile learning (CBML) in crisp and fuzzy environment," Sustainability, vol. 15, no. 2, p. 1017, 2023, doi: 10.3390/su15021017. T. L. T. Tuyet, T. P. T. Trinh, H. T. T. Nguyen, T. C. Nguyen, and T. Tran, "Analysis of students' ability to accept m-learning technology: an exploratory study from high schools in Vietnam," International Journal of Interactive Mobile Technologies, vol. 15, no. 12, pp. 86-103, 2021, doi: 10.3991/ijim.v15i12.22143. R. Li, Y. Jiang, J. Tang, P. Yuan, and N. He, "Application of VR and AR technology in fish simulation teaching," in International Conference on Computer Science and Educational Informatization, 2024, pp. 219-230, doi: 10.1007/978-981-99-9492-2_19. N. Arulanand, A. RameshBabu, and P. K. Rajesh, "Enriched learning experience using augmented reality framework in engineering education," Procedia Computer Science, vol. 172, pp. 937-942, doi: 10.1016/j.procs.2020.05.135. H. Peng, "Application of industrial communication device-based mobile learning in ideological and political education," Wireless Communications and Mobile Computing, vol. 2022, no. 1, p. 9309745, 2022, doi: 10.1155/2022/9309745. F. Cao and Y. Jian, "The role of integrating AI and VR in fostering environmental awareness and enhancing activism among college students," Science of The Total Environment, vol. 908, p. 168200, 2024, doi: 10.1016/j.scitotenv.2023.168200. N. M. Coelho, "Application of the industry 4.0 technologies to mobile learning and health education apps," FME Transactions, vol. 49, no. 4, pp. 876-885, 2021, doi: 10.5937/FME2104876M. L. Pombo, M. M. Marques, L. Afonso, P. Dias, and J. Madeira, "Evaluation of a mobile augmented reality game application as an outdoor learning tool," International Journal of Mobile and Blended Learning (IJMBL), vol. 11, no. 4, pp. 59-78, 2019, doi: 10.4018/IJMBL.2019100105. Y. Alshamaila, F. M. A. Awwad, R. Masa'deh, and M. E. Farfoura, "Complexities, challenges, and opportunities of mobile learning: a case study at the University of Jordan," Sustainability, vol. 15, no. 12, p. 9564, 2023, doi: 10.3390/su15129564. [J. A. Frank, A. Brill, and V. Kapila, "Mobile cyber-physical labs: integration of mobile devices with system and control laboratories," in Cyber-Physical Laboratories in Engineering and Science Education, M. E. Auer, A. K. M. Azad, A. Edwards, and T. de Jong, Eds., Brooklyn, NY, United States: Springer International Publishing, 2018, pp. 403-434, doi: 10.1007/978-3-319-76935-6_16. S. A. Ariffin, "Towards a smart educational environment framework for mlearning in a Malaysian context," in CHIuXiD '18: Proceedings of the 4th International Conference on Human-Computer Interaction and User Experience in Indonesia, 2018, pp. 74-81, doi: 10.1145/3205946.3205957. S. Chen and J. Wang, "Virtual Reality human-computer interactive English education experience system based on mobile terminal," International Journal of Human-Computer Interaction, pp. 1-10, 2023, doi: 10.1080/10447318.2023.2190674. R. Fadhli, A. Suharyadi, F. M. Firdaus, and M. Bustari, "Developing a digital learning environment team-based project to support online learning in Indonesia," International Journal of Evaluation and Research in Education (IJERE), vol. 12, no. 3, pp. 1599-1608, 2023, doi: 10.11591/ijere.v12i3.24040. Y. U. Chandra, Y. Kurniawan, and S. A. Ariffin, "Smart E-Badge (gamification) for learning experience when using learning tools for high school student," in ACM International Conference Proceeding Series, 2022, pp. 219-224, doi: 10.1145/3520084.3520120. R. Z. Ramli et al., "Designing a mobile learning application model by integrating augmented reality and game elements to improve student learning experience," Education and Information Technologies, vol. 29, no. 2, pp. 1981-2008, 2023, doi: 10.1007/s10639-023-11874-7. B. A. Kumar and M. S. Goundar, "Usability heuristics for mobile learning applications," Education and Information Technologies, vol. 24, no. 2, pp. 1819-1833, 2019, doi: 10.1007/s10639-019-09860-z. M. A. Faudzi, Z. C. Cob, R. Omar, and S. A. Sharudin, "Evaluating learning management system based on PACMAD usability model: brighten mobile application," International Journal of Advanced Computer Science and Applications, vol. 13, no. 5, pp. 614-621, 2022, doi: 10.14569/IJACSA.2022.0130573. S. A. Ariffin and S. B. Zaibon, "Perceptions of Mlearning student generated activities for STEM in educational paradigm at Malaysian universities," in ACM International Conference Proceeding Series, 2022, pp. 201-206, doi: 10.1145/3572549.3572582. | 
| This material may be protected under Copyright Act which governs the making of photocopies or reproductions of copyrighted materials. You may use the digitized material for private study, scholarship, or research. |