Usability Evaluation of Virtual Learning Environments: A University Case Study

Author(s):  
Attila Vertesi ◽  
Huseyin Dogan ◽  
Angelos Stefanidis
Author(s):  
Vanessa Agredo-Delgado ◽  
Juan David Pinto-Corredor ◽  
Cesar A. Collazos ◽  
Pablo H. Ruiz ◽  
Habib M. Fardoun

2019 ◽  
Vol 65 ◽  
pp. 132-142 ◽  
Author(s):  
Ismael Figueroa ◽  
Cristhy Jiménez ◽  
Hector Allende-Cid ◽  
Paul Leger

2020 ◽  
Vol 18 (1) ◽  
Author(s):  
Vanessa Agredo Delgado

The usability evaluation includes a method set to analyze the system use quality in different development life cycle stages, for which there are a wide variety of evaluation methods (EM), each method uses certain ways and techniques to measure different aspects. Its choice does not only depend on which answer you are looking for but on multiple factors, the problem arises when looking for which of the existing EM are appropriate to assess the Virtual Learning Environments (VLE) usability, considering that there aren´t a combination methods or specific evaluation methods for this type of software to obtained a complete, consistent evaluation and considering factors such as effectiveness, efficiency, satisfaction, reasonable times, among others, this is why the following question arises: Which existing usability EMs are appropriate to apply on VLEs? This paper focuses on showing the initial process before the construction of the guide obtained from the EM combination that allows the usability evaluation in VLE. Process that was carried out, initially, with a bibliographic analysis about the usability EM of interactive systems existing and a comparison among them, where the first combination version was obtained, with this version, a metrics set was defined that will be applied to the VLE object of study and will allow selecting the useful methods to assess usability in this context. The result of the application of these metrics will be the combination of usability EM to form the VLE evaluation guide in upcoming research.


Author(s):  
Angela M Cirucci

This case study pairs a walkthrough analysis of two popular virtual learning environments (VLEs) (Zoom and WebEx) with undergraduate responses (n=250) to an open-ended survey to investigate how VLE affordances impact student identifications and quality of learning. Previous research has found that interaction and social presence are necessary for learning online, but professors find these relationships difficult to achieve when students will not, or cannot, turn on their cameras. Preliminary findings include three main themes. First, students find Zoom more user-friendly because it is designed to look like popular social media apps, yet they are still not comfortable being visible. Second, many students are concerned about their classmates and professors seeing their physical backgrounds, particularly those who reported having family incomes below $50,000. Subsequently, they rarely turn on their cameras. Third, BIPOC who identify as women fear being judged based on their physical appearance and also choose to rarely turn on their cameras. This study is one of the first to explore VLE affordances and their impact on identities. Early analyses point to already marginalized groups feeling the pains that came with the shift to online learning more acutely. Professors and universities should provide training for identity personalization and find ways to invite students to participate that do not include mandatory cameras.


2015 ◽  
pp. 392-406
Author(s):  
Apostolos Mavridis ◽  
Andreas Konstantinidis ◽  
Thrasyvoulos Tsiatsos

This chapter is an evaluation of the efficiency of 3D Collaborative Virtual Learning Environments to facilitate the implementation of collaborative learning activities. Firstly, there is a presentation of the state of the art regarding open source as well as proprietary platforms. Afterwards, the use of a case study reveals issues concerning the suitability of open source Collaborative Virtual Learning Environments, rationalizing the choice of executing a collaborative learning scenario in Second Life. The specific scenario is then presented culminating in evaluation results related to the appropriateness of Second Life with regards to its technical and pedagogical affordances. Finally, students' suggestions and reactions towards such a novel didactical approach are discussed.


Author(s):  
Apostolos Mavridis ◽  
Andreas Konstantinidis ◽  
Thrasyvoulos Tsiatsos

This chapter is an evaluation of the efficiency of 3D Collaborative Virtual Learning Environments to facilitate the implementation of collaborative learning activities. Firstly, there is a presentation of the state of the art regarding open source as well as proprietary platforms. Afterwards, the use of a case study reveals issues concerning the suitability of open source Collaborative Virtual Learning Environments, rationalizing the choice of executing a collaborative learning scenario in Second Life. The specific scenario is then presented culminating in evaluation results related to the appropriateness of Second Life with regards to its technical and pedagogical affordances. Finally, students' suggestions and reactions towards such a novel didactical approach are discussed.


Author(s):  
Alexandra Juma ◽  
José Rodríguez ◽  
Jorge Caraguay ◽  
Miguel Naranjo ◽  
Antonio Quiña-Mera ◽  
...  

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