• Title/Summary/Keyword: Usability for Learning

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UML-ITS Usability Evaluation of Intelligent Tutoring System

  • Sehrish Abrejo;Amber Baig;Mutee U Rahman;Adnan Asghar Ali
    • International Journal of Computer Science & Network Security
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    • v.23 no.3
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    • pp.123-129
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    • 2023
  • The most effective tutoring method is one-on-one, face-to-face in-person human tutoring. However, due to the limited availability of human tutors, computer-based alternatives have been developed. These software based alternatives are called Intelligent Tutoring Systems (ITS) which are used to tutor students in different domains. Although ITS performance is inferior to that of human teachers, the field is growing and has recently become very popular. User interfaces play key role in usability perspective of ITS. Even though ITS research has advanced, the majority of the work has concentrated on learning sciences while mostly disregarding user interfaces. Because of this, the present ITS includes effective learning modules but a less effective interface design. Usability is one approach to gauge a software's performance, while "ease of use" is one way to assess a software's quality. This paper measures the usability effectiveness of an ITS which is designed to teach Object-Oriented (OO) analysis and design concepts using Unified Modeling Language (UML). Computer Supported Usability Questionnaire (CSUQ) survey was conducted for usability evaluation of UML-ITS. According to participants' responses to the system's usability survey, all responses lie between 1 to 3 scale points which indicate that the participants were satisfied and comfortable with most of the system's interface features.

Evaluating the Usability and Effectiveness of Madrasati Platforms as a Learning Management System in Saudi Arabia for Public Education

  • Alkinani, Edrees A.;Alzahrani, Abdullah I.A.
    • International Journal of Computer Science & Network Security
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    • v.21 no.6
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    • pp.275-285
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    • 2021
  • Ministries of Education are integrating different Learning Management Systems (LMS) to enhance teaching and learning during the lockdown to avoid academic loss. The key factor for delivering a high-quality education through LMS platforms is teachers' acceptance and adoption of the platform. Madrasati platform (which means My school) was introduced by Saudi Arabian Ministry of education as the formal teaching and learning for distance education for public education levels. This study aims to examine the effectiveness, usability and adoption of "Madrasati" platform from teachers' perspectives in Saudi Arabia. "SUS, CSUQ" tests were used to test the usability of the new platform. Using quantitative research design, data were collected using questionnaire. 200 teachers were selected randomly answered the survey. Data was analysed descriptively and inferentially using SPSS (25). The results obtained indicate that the teachers are highly satisfied using Madrasati platform and technically it is well designed. Also, Madrasati has positive effect on teaching quality. Moreover, Madrasati has high usability in teaching. One of the key findings were that the quality of the information content in Madrasati has a strong effect on teachers' perception of the Madrasati usefulness that led to a positive attitude towards Madrasati. These findings would be useful to the ministry of education and institutions trying to integrate technology in their teaching and learning processes. Thus, this paper contributes towards more effective utilisation of the extensive functionalities that Madrasati have to offer, which will contribute toward the development of pedagogy in Saudi Arabia.

Learning and Usability of Accounting Information Visualization

  • Tanlamai, Uthai
    • Journal of Information Technology Applications and Management
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    • v.23 no.3
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    • pp.1-12
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    • 2016
  • Visual representations for concepts in business management are quite challenging, especially those abstract concepts in Accountancy discipline. For example, there might not be a consensus on what to use to represent such abstraction as an asset, liability, or owner equity. This is because asset can be property, estate, resources, equipment, or any tangible or non-tangible valuables. Cognitive science concepts and behavior engagement have been used to develop visual representations for financial data. The concepts include spatial processing, big picture thinking, and metaphor. Review of past studies together with a brief research plan to test the usability for learning of four new augmented reality 0visuals are provided in the present paper.

A Review of Cross-Cultural Design to Improve User Engagement for Learning Management System

  • Farhan Hanis Muhmad Asri;Dalbir Singh;Zulkefli Mansor;Helmi Norman
    • KSII Transactions on Internet and Information Systems (TIIS)
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    • v.18 no.2
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    • pp.397-419
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    • 2024
  • Online learning has become a widespread practice for students and teachers in acquiring and delivering knowledge. Education platforms have become prominent in the 21st century with the evolution of technology and the accessibility to online learning. As a result, various learning management systems (LMSs) have been introduced to facilitate online interaction between users. For instance, communication between students and teachers at school. However, there is a need to emphasise user engagement in LMS to enhance the online learning experience amongst students since the design of LMS affects user engagement. This study utilised a systematic literature review (SLR) that examined 74 articles published between 2014 and 2023, focusing on cross-cultural design (CCD), user-centred design (UCD), and usability in LMS design. This study aimed to review CCD and its association with UCD, user interfaces (UI), and user experience (UX) in the context of LMS. CCD has been introduced as an approach to design that embraces different cultures, languages, and social contexts, while UCD plays a significant role in defining user engagement for LMS. All elements in CCD and UCD help create a better user experience for LMS. Besides, this study reviewed the usability of selected LMS to give insights to developers in creating a positive user engagement. An insight into cultural factors that influence the usability of LMS has revealed their value for LMS design, such as the UI/UX elements. Initially, this study may guide future researchers in improving education quality by emphasising CCD and LMS usability, which can enhance user engagement.

A Study on the Effect of University Online Learning Platform Usability on Course Satisfaction (대학 비대면 강의 플랫폼 이용성이 강의 만족도에 미치는 영향에 관한 연구)

  • Hyun Soo Chae;Jee Yeon Lee
    • Journal of the Korean Society for Library and Information Science
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    • v.58 no.1
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    • pp.225-254
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    • 2024
  • The study aims to understand undergraduates' and graduate students' perceptions and satisfaction with online learning platforms and to verify the relationship between usability factors and satisfaction with online courses. The literature review facilitated the summarization of major factors to be considered in the online learning platform development process and established the research model. The follow-up survey verified the perceptions of university constituents regarding the fulfillment of the university online learning platforms' user interface principles, platforms' usability, satisfaction with platforms, and satisfaction with online courses. Causal relationships between variables were tested and modeled by analyzing survey results. We also confirmed that the same model can be applied to different types of learners and various types of online learning methods. This study is significant in verifying that the fulfillment of the platforms' user interface design principles can affect satisfaction with online courses using the platforms based on learners' evaluation results. We expect that the research model proposed in this study can contribute to the improvement and development of online learning environments in the future.

Development of a English Vocabulary Context-Learning Agent based on Smartphone (스마트폰 기반 영어 어휘 상황학습 에이전트 개발)

  • Kim, JinIl
    • Journal of Korea Multimedia Society
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    • v.19 no.2
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    • pp.344-351
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    • 2016
  • Recently, mobile application for english vocabulary learning is being developed actively. However, most mobile English vocabulary learning applications did not effectively connected with the technical advantages of mobile learning. Also,the study of mobile english vocabulary learning app are still insufficient. Therefore, this paper development a english vocabulary context-learning Agent that can practice context learning more reasonably using a location-based service, a character recognition technology and augmented reality technology based on smart phones. In order to evaluate the performance of the proposed agent, we have measured the precision and usability. As results of experiments, the precision of learning vocabulary is 89% and 'Match between system and the real world', 'User control and freedom', 'Recognition rather than recall', 'Aesthetic and minimalist design' appeared to be respectively 3.91, 3.80, 3.85, 4.01 in evaluation of usability. It were obtained significant results.

A study on the user satisfaction evaluation model of the smart learning system - Focusing on www.basic-edu.net usability evaluation results - (스마트러닝 시스템의 이용만족도 평가모형 연구 - www.basic-edu.net 사용성 평가 결과를 중심으로 -)

  • Park In-chan;Huh Hyeong-sun;Jeon Gwan-cheol;Ahn Jin-ho
    • Journal of Service Research and Studies
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    • v.11 no.4
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    • pp.67-76
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    • 2021
  • The importance of smart learning is increasing as the speed of development of non-face-to-face services increases due to the influence of COVID-19. This study is the user satisfaction evaluation model that utilizes the causal relationship between variables used for evaluation, focusing on the usability evaluation results of the learning disability intervention service (www.basic-edu.net) according to the need to evaluate the use satisfaction of the smart learning system. To this end, theoretical studies were conducted on smart learning and learning disability intervention services, www.basic-edu.net, usability evaluation of learning disability intervention systems, and use satisfaction evaluation models. And based on the results, a hypothesis was presented on the user satisfaction evaluation model of the smart learning system. The experimental method allowed 40 students and parents across the country to use the www.basic-edu.net service and was evaluated for its usability. In addition, using this data, the hypothesis was verified using regression analysis based on four variables: ease of use, interest, self-learning, and satisfaction with use. As a result of the hypothesis verification, it was found that the causal relationship of all hypotheses from H1 to H4 was significant.

A Study on Improving Usability of Webdewey for Learners (학습자를 위한 웹듀이의 사용성 증진 방안 연구)

  • Baek, Ji-won
    • Journal of the Korean BIBLIA Society for library and Information Science
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    • v.33 no.2
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    • pp.75-95
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    • 2022
  • This study was carried out with the aim of analyzing the development and functional changes of Webdewey, which has become a basic tool of classification learning, analyzing it in terms of usability for learners, and suggesting specific ways to improve WebDewey's usability. In order to achieve this research objective, the concepts and principles of UI and usability were first laid out, and Webdewey's structure and key functions were analyzed. Since then, Webdewey's media changes and periodical feature changes have been analyzed. In addition, an opinion survey was conducted on the usability of WebDewey among learners who used WebDewey in the learning process, and proposed ways to improve WebDewey's usability based on the implications and direction of improvement derived from it. In terms of UI, proposals have been made to introduce display methods, visualization devices, the advantages of printed versions, and the development of Korean versions. In terms of the 'Create built number' function, suggestions have been made to improve usability in terms of basic number selection, composite route guidance and error message provision, new reference and route construction, screen and button design, and built-number component guidance.

Usability Evaluation and Improvements of Mobile Travel Apps

  • Kim, Yeonsuk;Kim, Heesun
    • International Journal of Internet, Broadcasting and Communication
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    • v.12 no.1
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    • pp.27-36
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    • 2020
  • The popularization of smartphones allows people to instantly get the information that they want, through mobile apps, including financial services, movies and public transportation reservations, games and shopping. Furthermore, leisure activities through overseas travel are increasing due to the improvement of the living standards of people. These increases in overseas travel and the use of mobile apps lead to the increased use of mobile travel apps when booking tour packages. Although there are many studies on the usability assessment and user interface improvement for mobile apps, studies on the usability assessment for mobile travel apps are limited. We tested the usability for mobile travel apps to present some suggestions for improvements so that anyone can purchase travel packages easily and simply. We selected the top three mobile travel apps on Rankey.com that have different UIs. The heuristic method was used to evaluate usability. We present a better UI to allow users to use the app functions more easily by analyzing user interaction, ease of learning, readability, efficiency, and satisfaction for the entire use.

A Usability Testing of a Hybrid Mobile Reading Game for Children With Reading Disabilities (읽기장애아동을 위한 하이브리드 모바일 읽기 게임의 사용성 검사)

  • Shin, Mikyung;Park, Eunhye;Hong, Ki-Hyung;Lee, Joohyun;Park, Hyewon
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.314-326
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    • 2018
  • The purpose of this study was to evaluate the usability of a hybrid mobile reading game among 14 parents of children with reading disabilities. The reading game consisted of six steps according to the process of reading (familiarizing with consonants and vowels, acquiring whole words, combining consonants and vowels, reading words, phonological rules, reading fluency). In this study, parents experienced steps one through three of the reading-game app and evaluated the general design features and Universal Design for Learning on a five-point scale. Regarding the general design features, parents rated usability (18 items in total) as high in the following order: interactive design, instructional design, and interface design. Regarding the Universal Design for Learning (9 items in total), parents evaluated usability as high in the following order: providing multiple means of representation, providing multiple means of action and expression, and providing multiple means of engagement. Lastly, suggestions for the improvement of the app, practical implications, and suggestions for future research are discussed.