• Title/Summary/Keyword: Usability for Learning

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A Case Study of Teachers' Usability Test on the Using Educational Website (교육용 웹사이트의 교사 사용성 분석 사례 연구 - 에듀넷을 중심으로 -)

  • HEO, Gyun;LEE, Gyu-Min
    • Journal of Fisheries and Marine Sciences Education
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    • v.21 no.1
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    • pp.161-172
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    • 2009
  • The purpose of this study was to investigate the improvement of the educational web service by using of usability test. For this purpose, a case study was performed with three teachers. They solved three problems, which were linked to the usability of educational web site, with think-aloud. All their actions in the screen and their verbalizations were recorded as computer files. Recoded data were analyzed with the task-performance time analysis, behavior code analysis, and problem behavior graph analysis. From the result of analysis, five improvement strategies were proposed for the development of EDUNET which is an educational information service system and a national teaching & learning center.

Using topic modeling-based network visualization and generative AI in online discussions, how learners' perception of usability affects their reflection on feedback

  • Mingyeong JANG;Hyeonwoo LEE
    • Educational Technology International
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    • v.25 no.1
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    • pp.1-25
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    • 2024
  • This study aims to analyze the impact of learners' usability perceptions of topic modeling-based visual feedback and generative AI interpretation on reflection levels in online discussions. To achieve this, we asked 17 students in the Department of Korean language education to conduct an online discussion. Text data generated from online discussions were analyzed using LDA topic modeling to extract five clusters of related words, or topics. These topics were then visualized in a network format, and interpretive feedback was constructed through generative AI. The feedback was presented on a website and rated highly for usability, with learners valuing its information usefulness. Furthermore, an analysis using the non-parametric Mann-Whitney U test based on levels of usability perception revealed that the group with higher perceived usability demonstrated higher levels of reflection. This suggests that well-designed and user-friendly visual feedback can significantly promote deeper reflection and engagement in online discussions. The integration of topic modeling and generative AI can enhance visual feedback in online discussions, reinforcing the efficacy of such feedback in learning. The research highlights the educational significance of these design strategies and clears a path for innovation.

A Study on the Usability Evaluation and Improvement of Voice Tag Reader for an Visually Impaired Person (시각장애인 대상 음성태그리더기의 사용성 평가 및 개선 방안 연구)

  • Sora Kim;Yongyun Cho;Taehee Yong
    • Journal of Internet of Things and Convergence
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    • v.9 no.2
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    • pp.1-9
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    • 2023
  • This study was conducted for the purpose of improving the usability of the product through the usability evaluation of the voice tag reader to improve the life convenience of the visually impaired. Perceived usability evaluation was conducted for 19 evaluation items based on the evaluation model considering the usability principle and the characteristics of the visually impaired. A total of 50 participants were included for the analysis. As a result of the perceived usability evaluation of the visually impaired, the safety of the voice tag reader, voice and sound quality, and accuracy of voice information were relatively satisfactory. It was found that the reader received a low evaluation in terms of efficiency in use, including the size and weight of the reader, and the convenience of carrying and storing. For the usability improvement, the procedure for using a product needs to be more simplified, and it would be helpful to input and supply tags for commonly used objects in advance.

A Systematic Method of Hinting Interface Design (체계적인 힌팅 인터페이스 설계 방법의 연구)

  • Lee, Eun-A;Yun, Wan-Cheol;Park, Wan-Su
    • Journal of the Ergonomics Society of Korea
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    • v.25 no.2
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    • pp.125-134
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    • 2006
  • Most users learn new, complex systems through trial-and-error experience rather than referring to the manuals in a cognitive process that is called 'exploratory learning'. While exploring a system, people find prototypical rules for using the system based especially on frequent tasks. The rules are formed from consistent task procedures and well-expected interface elements on the designed system. These rules play the role of the basis of users' knowledge for performing tasks. The decision making to select and apply those rules interacting with an interface can be aided by properly provided hints on the interface. With appropriate hints, users can learn new systems easily and use them with reduced usability problems. This paper first reports an observation of user behavior performing tasks with prototypical interaction rules and finds a sound set of criteria to extract prototypical interaction rules systematically. Two types of hints are defined. Extending hints prompt users to apply prototypical interaction rules beyond well-known tasks. Preventive hints guide users out of possible capture errors by drawing attention to the variation of rules. A systematic and practical method is proposed to identify the opportunities for both types in designing interfaces. It is then verified through a usability test that the proposed method is effective in identifying the locations and types of appropriate hints to reduce or mitigate usability problems.

The Implementation and Evaluation of Learning Experience-Based Professionalism Program in Medical School (의과대학의 학습경험 중심 전문직업성 프로그램 운영 및 평가)

  • Yoo, Hyo Hyun;Kim, Young Jon
    • The Journal of the Korea Contents Association
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    • v.18 no.1
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    • pp.164-172
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    • 2018
  • This study explores how to implement a learning experience-based professionalism program for a medical students and evaluates its program through effectiveness and usability test. This study aims to provide practical implications for experience-based learning in an undergraduate level. Seventy four first-year medical students enrolled in PDS1(Patient-Doctor-Society 1): professionalism, one-week block (30 hours), one-credit program based on a experience-based learning model. All of the students were given six learning themes and learning resources and supporting tools, and conducted stepwise learning activities; preparation, organization, sharing, reflection and evaluation of experiences. The effectiveness of learning was evaluated by comparing the pre and post results of student's self-assessment on 24 questionnaire items about professionalism. After the course, the students and instructors conducted a usability evaluation of the program through questionnaires or group interviews. Learners' self-assessment results of professionalism such as leadership, self-directed learning, professional attitude, and social accountability all showed significant differences between the pre- and post-test. Satisfaction of the program was distributed to 3.58~3.78 according to items. Instructors and learner interviews confirmed practical usability throughout the course design, implementation and students evaluation. The results of the study showed the feasibility of implementing learning experience-based professionalism program in medical school. This study provides practical implications to develope and evaluate the learning experience-based professionalism program in medical education.

Framework of micro level e-Learning quality dimensions

  • Cho, Eun-Soon
    • International Journal of Contents
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    • v.5 no.2
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    • pp.1-5
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    • 2009
  • This study was to analyze important dimensions and its factors of micro level of e-learning determining the quality of e-learning. E-learning dimensions and their factors were identified and developed from the analytical review of related researches. From literature review and survey as well as expert interview, six categories of e-learning identified from this study were: 1) curriculum content, 2) usability, 3) instructional design, 4) evaluation -both process and results, 5) management, and 6) refinement and improvement. A total of thirty-seven factors determining the quality of the e-learning six categories were identified. The rank order and contribution rates for each categories and factors were calculated to explain how importantly they contribute to the quality of e-learning. Also three dimensions such as controlling the e-learning quality, e-learning fundamental dimension e-learning process dimension, and e-learning product dimension, were explained. This study suggests a useful guidance for e-learning quality and evaluation framework for better results.

Deep learning-based product image classification system and its usability evaluation for the O2O shopping mall platform (딥 러닝 기반 쇼핑몰 플랫폼용 상품 이미지 자동 분류 시스템 및 사용성 평가)

  • Sung, Jae-Kyung;Park, Sang-Min;Sin, Sang-Yun;Kim, Yung-Bok;Kim, Yong-Guk
    • The Journal of the Institute of Internet, Broadcasting and Communication
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    • v.17 no.3
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    • pp.227-234
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    • 2017
  • In this paper, we propose a system whereby one can automatically classifies categories based on image data of the products for a shopping mall platform. Many products sold within internet shopping malls are classified their category defined by the same use of product names and products. However, it is difficult to search by category classification when the classification of the product is uncertain and the product classified by the shopping mall seller judgment is different from the purchasing user judgment. We proposes classification and retrieval method by Deep Learning technique solely using product image. The system can categorize products by using their images and its speed and accuracy are quantified using test data. The performance is evaluated with the test data. In addition, its usability is tested with the participants.

Usability Analysis of Algorithm Visualization Tool for Learning Basic Algorithms (기초 알고리즘 학습을 위한 알고리즘 시각화 시스템의 효용성 분석)

  • Oh, Kyeong-Sug;Lee, Sang-Jin;Kim, Eung-Kon;Park, Kyoung-Wook;Ryu, Nam-Hoon;Lee, Hye-Mi
    • The Journal of the Korea institute of electronic communication sciences
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    • v.6 no.2
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    • pp.212-218
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    • 2011
  • The curriculum of programming education including algorithm has been recognized as a very important subject to many students majoring in natural sciences and engineering including electronic engineering and computer related departments. This study analyzed usability of the learning system of programming languages using basic algorithms so as for students to easily learn basic algorithm among the entire programming curriculum. The results show that the grade of learning achievement of experimental group using the learning system is 15 points higher than that of non-experimental group and the grade of interest, concentration, effectiveness, understanding, convenience, suitability, and attending a lecture in the next semester are 4 points or more of 5 points criterion.

Development and Usability Evaluation of Hand Rehabilitation Training System Using Multi-Channel EMG-Based Deep Learning Hand Posture Recognition (다채널 근전도 기반 딥러닝 동작 인식을 활용한 손 재활 훈련시스템 개발 및 사용성 평가)

  • Ahn, Sung Moo;Lee, Gun Hee;Kim, Se Jin;Bae, So Jeong;Lee, Hyun Ju;Oh, Do Chang;Tae, Ki Sik
    • Journal of Biomedical Engineering Research
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    • v.43 no.5
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    • pp.361-368
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    • 2022
  • The purpose of this study was to develop a hand rehabilitation training system for hemiplegic patients. We also tried to find out five hand postures (WF: Wrist Flexion, WE: Wrist Extension, BG: Ball Grip, HG: Hook Grip, RE: Rest) in real-time using multi-channel EMG-based deep learning. We performed a pre-processing method that converts to Spider Chart image data for the classification of hand movement from five test subjects (total 1,500 data sets) using Convolution Neural Networks (CNN) deep learning with an 8-channel armband. As a result of this study, the recognition accuracy was 92% for WF, 94% for WE, 76% for BG, 82% for HG, and 88% for RE. Also, ten physical therapists participated for the usability evaluation. The questionnaire consisted of 7 items of acceptance, interest, and satisfaction, and the mean and standard deviation were calculated by dividing each into a 5-point scale. As a result, high scores were obtained in immersion and interest in game (4.6±0.43), convenience of the device (4.9±0.30), and satisfaction after treatment (4.1±0.48). On the other hand, Conformity of intention for treatment (3.90±0.49) was relatively low. This is thought to be because the game play may be difficult depending on the degree of spasticity of the hemiplegic patient, and compensation may occur in patient with weakened target muscles. Therefore, it is necessary to develop a rehabilitation program suitable for the degree of disability of the patient.

Development of Evaluation Criteria and Analysis For Game-type Learning Program Based on HCI (HCI 이론에 기반한 게임형 학습 프로그램 평가 준거 개발 및 적용)

  • Lee, Jeong-Hee;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.1-9
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    • 2007
  • The purpose of this study is to develope a criterion for evaluation on game-type learning programs by the application of HCI(Human Computer Interaction) theory. And to analyze game-type learning programs for elementary students on the criterion developed in this study. The HCI theory, which deals with principles or methods for developing systems people can use conveniently and pleasantly, has been applied to overall area of program development. And it also has been widely used to evaluate learning programs. However, there have been few studies on a game-type learning program evaluation on the basis of the HCI theory. This paper shows that evaluation criteria are developed on three viewpoint bases : usefulness, usability, and affect which are as elements in HCI. And analyzes the game-type learning programs from these three points of view. The evaluation criteria developed in this study can be applied to a basis for evaluation on game-type learning programs, and the analysis will be able to be a useful guide to game programers as well as its users.

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