Abstract
Augmented reality (AR) is currently becoming educational trend by offering visualization of learning and making abstract concepts more concrete. Therefore, this research aimed to investigate the effect of AR technology based on mobile application on self-competence of electronics engineering students. It also considered the role of self-regulated learning, intrinsic learning motivation, and perceived usefulness as moderating factors. A cross-sectional survey with quantitative method was conducted on 848 electronics engineering education students at Universitas Negeri Padang, Indonesia. The data were obtained through questionnaires, and Structural Equation Model (SEM) analysis was conducted using SmartPLS 3. Furthermore, a fuzzy C-means clustering analysis was carried out using JASP software. The results showed that perceived usefulness had a significant positive effect on students' self-competence and moderated the significant positive relationship between self-regulated learning and self-competence. These empirical results showed that an improved level of self-regulated learning and beneficial application of technology could increase self-competence.
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