9 research outputs found

    Measuring the Role of Satisfaction in Website Usability Model

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    Usability is about making website as user-friendly as possible. There are many elements for website usability such as learnability, navigation, interface, efficiency and much more. Most of the previous researches list the elements of website usability and the model for website usability in hierarchical models. Therefore, it makes the model of website usability become complex because it consists many elements. This paper explores existing studies on website usability model to identify the elements for website usability model from previous studies. In the study, the website usability construct are analysed as second order construct. Many studies have proposed website usability models that include the satisfaction. Thus, this study also validates the website usability model and analysis the mediating roles of satisfaction in the relationship between website usability and intention to use. The study identified effectiveness, efficiency, learnability, navigation, content, interface design and accessibility as element

    Assessing Website Usability Attributes

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    Web sites are widely used in daily life no matter for work or for entertainment, and connect with others in their social life. Usability is one of the quality factors that determine the successfulness of a web site. This study reviews existing usability standards and model from previous studies. Most of the previous works only mentioned the attribute of usability in general and no details discussion is included. There are less published works in usability guidelines that comes up with metric for easy measurement especially focusing for web site. This study identifies the major elementsin web site usability from the previous studies and usability standards. It adapted Quality in Use Intergrated Measurement Model or QUIM model that include accessibility in web site usability unlike earlier work which separate between usability and accessibility. The results show effectiveness, efficiency, learnability, satisfaction and accessibility have significant impacts and highly correlated on web site usability. These attributes should needs to be consider when designing web site

    Modelling uncertainty factors in environmental issues on late delivery for construction industry: a propose

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    A very limited research of fixing uncertainties in environmental issues (EI) actually encountered biggest problems for company, especially in late delivery (LD) of project completion for construction industry (CI). Uncertainty could be happens causes by many factors which known or unknown, statically to totally ignorance. Many factors of uncertainties have been modelled in previous research by ignored factors in EI. However, in the real cases all the factors must be manage even it is in-deterministic. Therefore, the modelling of uncertainty factors in EI for CI is very important to be studied, and it will be considered to be used as guidance for decision makers while they are facing with the problems that related to uncertainties. The uncertainty of EI can split into 2 categories; acts of God and acts of humans.. Preliminary result of conceptual model for uncertainty factors in EI is presented according to previous case study

    The Behavioural Intentions of Secondary School Students to Use Tablet as a Mobile Learning Device

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    Advances in technology have allowed mobile devices to be used for learning purpose. The use of tablets in mobile learning has the potential to enhance learning, contributing to increased motivation and knowledge acquisition. However, without careful planning and support for learning content, students may not have the behavioural intention to use tablets in their learning. Previous studies have focused on the use of learning applications installed in the tablets. There is a lack of research on students' behavioural intentions to use tablets in learning. The partial least squares regression approach and the Unified Theory of Acceptance and Use of Technology (UTAUT) were used in this study to explore students’ behavioural intention to use the tablet in learning. This study was conducted in a private school in Malaysia. A total of 170 participants were enrolled in this study. The results showed that most of the hypotheses of the study were not supported and further revealed that the construct of performance expectancy was the only determinant of students’ behavioural intentions to use the tablet in learning

    Using Learning Analytics to Explore Responses from Student Conversations with Chatbot for Education

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    Chatbot simulates humans' conversations through computer programs using natural language. They are developed for various reasons and purposes, such as virtual characters and entertainers or as an interactive game component. Nowadays, Chatbots for education are using widely to enable students to engage with learning content constantly. In this study, students use Chatbot to query the Web Programming learning contents such as code description, coding and problem-solving. However, the successful responses of Chatbot to student queries is unknown. The lecturers also do not know the desired learning content of students who use the Chatbot. Thus, the purposes of this study are to explore the probability of a student getting successful responses in each conversation and to identify the students desired learning content. The learning analytics method is used to analyse the learning data of Chat-bot. The data analysis performed is descriptive analysis and binomial probability testing. The finding of the studies showed that the value of successful responses of Chatbot is high. The most desired learning content by the students is related to three categories of Web Programming contents, which is the hypertext Preprocessor (PHP), database & structured query language (SQL) and hypertext markup language (HTML). The Chatbot is updated based on proposed actions to provide more successful responses

    Influence of Gamification on Students’ Motivation in using E-Learning Applications Based on the Motivational Design Model

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    Students’ motivation is an important factor in ensuring the success of e-learning implementation. In order to ensure students is motivated to use e-learning, motivational design has been used during the development process of e-learning applications. The use of gamification in learning context can help to increase student motivation. The ARCS+G model of motivational design is used as a guide for the gamification of learning. This study focuses on the influence of gamification on students’ motivation in using e-learning applications based on the ARCS+G model. Data from the Instructional Materials Motivation Scale used, were gathered and analysed for comparison of two groups (one control and one experimental) in attention, relevance, confidence, and satisfaction categories. Based on analysis of the result, students from the experimental group are more motivated to use e-learning applications compared with the controlled group. This proves that gamification affect students’ motivation when used in e-learning applications
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