127,659 research outputs found

    Evaluating and Testing User Interfaces for E-Learning System: Blackboard Usability Testing

    Get PDF
    E-learning usability studies require the involvement of real end-users. Different users with varying background of Human Computer Interaction (HCI) knowledge behave differently when using any e-learning tools. To study user behaviour in the e-learning context, an empirical usability study on a specific e-learning tool is conducted. The study is performed by using usability evaluation questionnaires collected from two different groups of real users of the tool; one group with HCI knowledge and the other without HCI knowledge. It is found that end users without HCI knowledge are more satisfied than the end-users with HCI knowledge, as they have more expectations concerning the tool. Categories and Subject Descriptors: H.5.2 [Information Interfaces and Presentation (e.g., HCI)]: User Interfaces-User-centered design, Evaluation/methodology; H 5.3 [Information Interfaces and Presentation (e.g., HCI)]: Group and Organization Interfaces-Evaluation/methodology, Web-based interaction; K.3.1 [Computers and Education]: Computer Uses in Education-Collaborative learning Keywords: E-learning usability heuristics, Blackboard, e-learning tool, Usability evaluation, HCI

    Web Service Testing and Usability for Mobile Learning

    Get PDF
    Based on the summary of recent renowned publications, Mobile Learning (ML) has become an emerging technology, as well as a new technique that can enhance the quality of learning. Due to the increasing importance of ML, the investigation of such impacts on the e-Science community is amongst the hot topics, which also relate to part of these research areas: Grid Infrastructure, Wireless Communication, Virtual Research Organization and Semantic Web. The above examples contribute to the demonstrations of how Mobile Learning can be applied into e-Science applications, including usability. However, there are few papers addressing testing and quality engineering issues – the core component for software engineering. Therefore, the major purpose of this paper is to present how Web Service Testing for Mobile Learning can be carried out, in addition to re-investigating the influences of the usability issue with both quantitative and qualitative research methods. Out of many mobile technologies available, the Pocket PC and Tablet PC have been chosen as the equipment; and the OMII Web Service, the 64-bit .NET e-portal and the GPS-PDA are the software tools to be used for Web Service testing

    A comparative study of D2L's Performance with a purpose built E-learning user interface for visual- and hearing-Impaired students

    Get PDF
    An e-learning system in an academic setting is an efficient tool for all students especially for students with physical impairments. This thesis discusses an e-learning system through the design and development of an e-learning user interface for students with visual- and hearing- impairment. In this thesis the tools and features in the user interface required to make the learning process easy and effective for students with such disabilities have been presented. Further, an integration framework is proposed to integrate the new tools and features into the existing e-learning system Desire-To-Learn (D2L). The tools and features added to the user interface were tested by the selected participants with visually-and hearing- impaired students from Laurentian University’s population. Two questionnaires were filled out to assess the usability methods for both the D2L e-learning user interface at Laurentian University and the new e-learning user interface designed for students with visual and hearing impairment. After collecting and analyzing the data, the results from different usability factors such as effectiveness, ease of use, and accessibility showed that the participants were not completely satisfied with the existing D2L e-learning system, but were satisfied with the proposed new user interface. Based on the new interface, the results showed also that the tools and features proposed for students with visual and hearing impairment can be integrated into the existing D2L e-learning system.Master of Science (MSc) in Computational Science

    Assessing the Usability of a Visual Tool for the definition of E-learning Processes

    Get PDF
    In this paper, we present a usability study aiming at assessing a visual language-based tool for developing adaptive e-learning processes. The tool implements the adaptive self-consistent learning object SET (ASCLO-S) visual language, a special case of flow diagrams, to be used by instructional designers to define classes of learners through stereotypes and to specify the more suited adaptive learning process for each class of learners. The usability study is based on the combined use of two techniques: a questionnaire-based survey and an empirical analysis. The survey has been used to achieve feedbacks from the subjects' point of view. In particular, it has been useful to capture the perceived usability of the subjects. The outcomes show that both the proposed visual notation and the system prototype are suitable for instructional designers with or without experience on the computer usage and on tools for defining e-learning processes. This result is further confirmed by the empirical analysis we carried out by analysing the correlation between the effort to develop adaptive e-learning processes and some measures suitable defined for those processes. Indeed, the empirical analysis revealed that the effort required to model e-learning processes is not influenced by the experience of the instructional designer with the use of e-learning tools, but it only depends on the size of the developed process

    A conceptual model for e-learning supporting tools design based on cue model and Kansei engineering

    Get PDF
    The Covid-19 pandemic has triggered changes in learning due to the practice of social distancing to curb the spread of the virus. E-learning platforms have become the main platform for learning throughout the pandemic. However, e-learning does have challenges when it comes to ensuring student’s optimum participation throughout the learning experience that require extensive research about techniques and methods for an optimum e-learning experience. This includes various e-learning supporting tools that provides easy communication and immediate assistance to enhance user experience. The supporting tools or software usability and functionality design determined as imperative in enhancing the e-learning user experience. Thus, this research proposes a conceptual model for designing the e-learning supporting tools based on the CUE Model, integrated with Kansei Engineering for optimum user experience that can serve as a guideline for the e-learning supporting tools designer. The outcome of this research will create new research fields that incorporate multiple domains, including the e-learning domain, software and supporting tools design, emotions and user experience

    Сombination of usability evaluation of e-learning tools and ergonomic expertise

    Get PDF
    Проведено аналіз оцінки юзебілиті електронних засобів навчання та ергономічної експертизи. Дано визначення поняттю юзебілиті систем електронного навчання. Наведено критерії, за якими потрібно проводити оцінку юзебілиті та ергономічну експертизу. Обрано метод оцінки юзебілиті. Доведено його придатність у даному контексті. Проаналізовано основні ергономічні критерії. Описано необхідність проведення ергономічної експертизи.Usability has been a hot topic for many years, adding a new dimension when the World Wide Web was introduced and adopted. Many studies have been made on usability evaluation methods in many specific areas, however not so much in E-Learning systems. This study is a report of the latest results review obtained during the scientific research of the author. This is a report on the use of combined both usability evaluation method for E-learning systems and ergonomic expertise. The main purpose of the review is to draw a picture for further researcher who is going to look into the field of usability evaluation for E-Learning systems and its ergonomics

    Developing downloadable TUIs for online pedagogic activities

    No full text
    The Web has changed how we interact with the World’s information and knowledge. As a result there have been several changes to the education sector, especially in online distance learning. Nevertheless, most of the e-Learning activities struggle to break the GUI paradigm. The HCI community has focused on the use of Tangible User Interfaces (TUI) for pedagogic purposes thus producing some evidence of the potential that embodied cognition might bring to constructivist learning. New education movements such as the Edupunk movement argue for an empowerment of independent learners, following the constructivist perspective where learners have to have a more active role by experimenting and discovering concepts on their own. However, we think that accessing TUI systems via Web can lead to pedagogic activities that break the GUI paradigm in education on the Web. This paper presents a case study: three prototypes of TUIs for online learning and exploration were developed and tested, investigating the usability and engagement provided by this kind of interactive tools. <br/

    Usability Evaluation of Learning Management Systems in Sri Lankan Universities

    Get PDF
    As far as Learning Management System is concerned, it offers an integrated platform for educational materials, distribution and management of learning as well as accessibility by a range of users in cluding teachers, learners and content makerses pecially for distance learning. Usability evaluation is considered as one approach to assess the efficiency of e-Learning systems. It is used to evaluate how well technology and tools are working for users. There are some factors contributing as major reasons why the LMS is not used effectively and regularly. Learning Management Systems, as major part of e-Learning systems, can benefit from usability research to evaluate the LMS ease of use and satisfaction among its handlers. Many academic institutions worldwide prefer using their own customized Learning Management Systems; this is the case with Moodle, an open source LMS platform designed and operated by most of the universities in Sri Lanka

    Examination and Assessment of Commercial Anatomical E-Learning Tools: Software Usability, Dual-Task Paradigms and Learning

    Get PDF
    Technological innovation is changing the landscape of higher education, and the competing interests and responsibilities of today’s learners have propelled the movement of post-secondary courses into the online environment. In the anatomical sciences, commercialized e-learning tools have become a critical component for teaching the intricacies of the human body when physical classroom space and cadaveric resources are limited. This dissertation comparatively assessed the impact of two commercial anatomical e-learning tools (1) a simple 2-dimensional e-learning tool (A.D.A.M. Interactive Anatomy) and (2) a complex tool that allows for a 3-dimensional perspective (Netter’s 3D Interactive Anatomy). The comparison was then extended to include a traditional visual-kinesthetic method of studying anatomy (i.e. a physical skeleton). Applying cognitive load theory and working memory limitations as guiding principles, a dual-task assessment with cross over design was used to evaluate cognitive load. Students were assessed using baseline knowledge tests, observation task reaction times (a measure of cognitive load), mental rotation test scores (a measure of spatial ability) and anatomy post-tests (a measure of knowledge recall). Results from experiments carried out in this thesis suggest that the value of commercial anatomical e-learning tools cannot be assessed adequately on the basis of an educator’s, or a software developer’s, intuition alone. Despite the delivery benefits offered by e-learning tools and the positive feedback they often receive, this research demonstrates that neither commercial e-learning tool conferred any instructional advantage over textbook images. In fact, later results showed that the visual-kinesthetic experience of physically manipulating a skeleton yielded major positive impacts on knowledge recall that A.D.A.M. Interactive Anatomy, as a visual only tool, failed to deliver. The results of this dissertation also suggest that the design of e-learning tools can differentially influence students based on their spatial ability. Moreover our results suggest that learners with low spatial ability may also struggle to relate anatomical knowledge if they are examined on contralateral images. By objectively assessing commercial anatomical e-learning tools against traditional, visual-kinesthetic modalities, educators can be confident that the learning tool they select will give their students the best chance to acquire an understanding of human anatomy
    corecore