172,485 research outputs found

    Embedding accessibility and usability: considerations for e-learning research and development projects

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    This paper makes the case that if eā€learning research and development projects are to be successfully adopted in realā€world teaching and learning contexts, then they must effectively address accessibility and usability issues; and that these need to be integrated throughout the project. As such, accessibility and usability issues need to be made explicit in project documentation, along with allocation of appropriate resources and time. We argue that accessibility and usability are intrinsically interā€linked. An integrated accessibility and usability evaluation methodology that we have developed is presented and discussed. The paper draws on a series of miniā€case studies from eā€learning projects undertaken over the past 10 years at the Open University

    User centred evaluation of an automatically constructed hyper-textbook

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    As hypertext systems become widely available and their popularity increases, attention has turned to converting existing textual documents into hypertextual form. An important issue in this area is the fully automatic production of hypertext for learning, teaching, training, or self-referencing. Although many studies have addressed the problem of producing hyper-books, either manually or semi-automatically, the actual usability of hyper-books tools is still an area of ongoing research. This article presents an effort to investigate the effectiveness of a hyper-textbook for self-referencing produced in a fully automatic way. The hyper-textbook is produced using the Hyper-TextBook methodology. We developed a taskbased evaluation scheme and performed a comparative usercentred evaluation between a hyper-textbook and a conventional, printed form of the same textbook. The results indicate that the hyper-textbook, in most cases, improves speed, accuracy, and user satisfaction in comparison to the printed form of the textbook

    Scrum2Kanban: Integrating Kanban and Scrum in a University Software Engineering Capstone Course

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    Using university capstone courses to teach agile software development methodologies has become commonplace, as agile methods have gained support in professional software development. This usually means students are introduced to and work with the currently most popular agile methodology: Scrum. However, as the agile methods employed in the industry change and are adapted to different contexts, university courses must follow suit. A prime example of this is the Kanban method, which has recently gathered attention in the industry. In this paper, we describe a capstone course design, which adds the hands-on learning of the lean principles advocated by Kanban into a capstone project run with Scrum. This both ensures that students are aware of recent process frameworks and ideas as well as gain a more thorough overview of how agile methods can be employed in practice. We describe the details of the course and analyze the participating students' perceptions as well as our observations. We analyze the development artifacts, created by students during the course in respect to the two different development methodologies. We further present a summary of the lessons learned as well as recommendations for future similar courses. The survey conducted at the end of the course revealed an overwhelmingly positive attitude of students towards the integration of Kanban into the course

    Heuristic Evaluation for Serious Immersive Games and M-instruction

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    Ā© Springer International Publishing Switzerland 2016. Two fast growing areas for technology-enhanced learning are serious games and mobile instruction (M-instruction or M-Learning). Serious games are ones that are meant to be more than just entertainment. They have a serious use to educate or promote other types of activity. Immersive Games frequently involve many players interacting in a shared rich and complex-perhaps web-based-mixed reality world, where their circumstances will be multi and varied. Their reality may be augmented and often self-composed, as in a user-defined avatar in a virtual world. M-instruction and M-Learning is learning on the move; much of modern computer use is via smart devices, pads, and laptops. People use these devices all over the place and thus it is a natural extension to want to use these devices where they are to learn. This presents a problem if we wish to evaluate the effectiveness of the pedagogic media they are using. We have no way of knowing their situation, circumstance, education background and motivation, or potentially of the customisation of the final software they are using. Getting to the end user itself may also be problematic; these are learning environments that people will dip into at opportune moments. If access to the end user is hard because of location and user self-personalisation, then one solution is to look at the software before it goes out. Heuristic Evaluation allows us to get User Interface (UI) and User Experience (UX) experts to reflect on the software before it is deployed. The effective use of heuristic evaluation with pedagogical software [1] is extended here, with existing Heuristics Evaluation Methods that make the technique applicable to Serious Immersive Games and mobile instruction (M-instruction). We also consider how existing Heuristic Methods may be adopted. The result represents a new way of making this methodology applicable to this new developing area of learning technology

    Creating, Doing, and Sustaining OER: Lessons from Six Open Educational Resource Projects

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    The development of free-to-use open educational resources (OER) has generated a dynamic field of widespread interest and study regarding methods for creating and sustaining OER. To help foster a thriving OER movement with potential for knowledge-sharing across program, organizational and national boundaries, the Institute for Knowledge Management in Education (ISKME), developed and conducted case study research programs in collaboration with six OER projects from around the world. Embodying a range of challenges and opportunities among a diverse set of OER projects, the case studies intended to track, analyze and share key developments in the creation, use and reuse of OER. The specific cases include: CurriculumNet, Curriki, Free High School Science Texts (FHSST), Training Commons, Stanford Encyclopedia of Philosophy (SEP), and Teachers' Domain

    Media Pembelajaran Pengenalan Metamorfosis Sempurna Dan Tidak Sempurna Menggunakan Augmented Reality

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    Utilization of Augmented Reality (AR) technology as a learning medium about perfect and imperfect metamorphosis aims as a tool in the alternative learning and teaching process between teachers and students by visualizing 3D objects in realtime. This multimedia application for introducing perfect and imperfect metamorphosis is based on Augmented Reality by referring to the material in the Science books for Elementary School grade IV (Four) curriculum 2013. The methodology used in developing this application is the Luther Sutopo development method. Where this method consists of 6 (Six) stages, namely concept, design, material collecting, assembly, testing, and distribution. The results or the output of the application that the author built is an android application using Augmented Reality technology to show the shape or form of the stages of animals that experience perfect metamorphosis and imperfect metamorphosis. The conclusion of this study is that the overall response of the end user to this application is quite good. Where in some questions related to this AR application has given good answers. This is evidenced by some of the tests that the authors have conducted on applications where the testers are writers and end users
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