emphasizing rote memorization and procedural tasks. Students learn through static two-dimensional diagrams,
whiteboard illustrations, and textbook exercises, which primarily engage lower levels of Bloom’s taxonomy,
remembering and understanding, while neglecting higher-order thinking such as applying and analysing [6]. As
a result, many students can assemble electronic circuits correctly yet struggle to explain the underlying principles
or troubleshoot faults independently. Studies have consistently reported this theory–practice gap in TVET
contexts, where graduates exhibit strong psychomotor skills but weak cognitive reasoning, particularly in
abstract technical subjects [7], [8].
This pedagogical challenge is further complicated by the increasing complexity of modern electronics and the
expectation for graduates to integrate knowledge across systems. The Fourth Industrial Revolution (IR 4.0) has
introduced cyber-physical systems, automation, and artificial intelligence into manufacturing, requiring
technicians who not only “know how” but also “understand why.” This shift places greater emphasis on cognitive
skills such as reasoning, abstraction, and problem decomposition, skills traditionally underdeveloped through
didactic instruction [9]. Consequently, Malaysian TVET institutions are urged to adopt innovative, student-
centred, and technology-enhanced pedagogies that cultivate higher-order cognitive processes.
Augmented Reality (AR) has emerged as a promising instructional technology capable of addressing these
educational challenges. AR merges digital content with real-world environments, allowing users to view and
interact with 3D virtual objects superimposed onto physical space via mobile devices or smart glasses [10]. In
educational settings, AR provides learners with contextual, interactive, and immersive experiences that can make
abstract concepts more concrete [11]. For electronics education, AR offers unique affordances: it enables
visualization of invisible phenomena such as electron flow, voltage gradients, and circuit functionality, thereby
linking theoretical concepts to observable behaviours [12]. When applied within cognitive learning frameworks,
AR can reduce extraneous cognitive load by integrating visual, textual, and interactive elements into a single
display [13]. This integration allows learners to process information more efficiently and focus their mental
resources on conceptual understanding rather than decoding fragmented materials.
Recent research underscores AR’s potential for improving learning outcomes across STEM disciplines. A meta-
analysis by Bödding, Schriek, and Maier [14] revealed that mixed reality technologies in vocational education
produce significant positive effects on cognitive (d = 0.84), behavioural (d = 0.40), and affective (d = 0.65)
learning outcomes. Similar findings were reported by Alkhabra et al. [15], who demonstrated that AR enhanced
learning retention and critical thinking in STEAM programmes. In electronics-specific contexts, Tuli et al. [16]
and Elford et al. [17] found that students using AR-based modules achieved higher conceptual gains, improved
spatial reasoning, and reduced misconceptions. These results suggest that AR can serve not only as a motivational
tool but as a cognitive scaffold that bridges theoretical and practical domains.
However, despite global evidence, empirical research on AR’s cognitive impact within Malaysian TVET remains
limited. Most local studies have focused on affective dimensions, such as engagement, motivation, or usability,
rather than measurable cognitive gains [18]. Moreover, there is a lack of systematic research addressing how AR
influences higher-order cognitive skills such as application and analysis, which are vital for diagnostic reasoning
in technical fields. Addressing this gap is particularly relevant as Malaysian vocational colleges move towards
hybrid and simulation-based learning under the Ministry of Education’s digitalisation initiatives [2].
Accordingly, this study seeks to examine the impact of an Augmented Reality learning environment, AR-
ElecSim, on students’ cognitive performance in Basic Electronics. The study employs a quasi-experimental
design to compare outcomes between AR-assisted and traditionally taught groups. The findings aim to contribute
both theoretically and practically: theoretically by validating Cognitive Load Theory and multimedia learning
principles in a TVET context; and practically by providing empirical evidence to inform the integration of AR
into vocational curricula. The overarching goal is to enhance cognitive learning, strengthen theoretical
understanding, and bridge the persistent gap between classroom instruction and real-world technical application.
Research Objectives
The objectives of this study are to: