scholarly journals Usability Evaluation of the Student Centered e-Learning Environment

Author(s):  
Inas Sofiyah Junus ◽  
Harry B. Santoso ◽  
R. Yugo K. Isal ◽  
Andika Yudha Utomo

<p>Student Centered e-Learning Environment (SCeLE) has substantial roles to support learning activities at Faculty of Computer Science, Universitas Indonesia (Fasilkom UI). Although it has been used for about 10 years, the usability aspect of SCeLE as an e-Learning system has not been evaluated. Therefore, the usability aspects of SCeLE Fasilkom UI as a learning support system and what makes SCeLE Fasilkom UI an ideal system are not known yet. Motivated by the mentioned conditions, the researchers found an urge to conduct a usability evaluation in order to propose a set of recommendation for SCeLE usability improvement, based on usability evaluation reflecting both students and lecturers experience as user.</p><p>In this present research, the usability testing was conducted for SCeLE, targeting learning activities underwent by undergraduate students at Fasilkom UI, in the form of blended mode online learning. The data collection stage in the usability testing was performed by distributing questionnaire to students and interviewing several lecturers and students. The collected data was then analyzed and interpreted to obtain usability problems and solution alternatives. The quantitative data was analyzed using central tendency as reference, while the qualitative data was analyzed using theme-based content analysis. Data interpretation was performed by determining how to handle each kind of data based on the theme, and classifying each of the identified usability problem based on its severity rating.</p><p>The recommendations constructed to solve the usability problems were based on solution alternatives from the analyzed data supported by literature study. The present research comes up with seven main recommendations and an extra recommendation. The main recommendations are solutions to tackle the identified usability problems, while the extra recommendation is not directly related to any of identified usability problems, but was considered potential to improve the SCeLE usability.<br /><br /></p>

Author(s):  
Shirish C. Srivastava ◽  
Shalini Chandra ◽  
Hwee Ming Lam

Usability evaluation which refers to a series of activities that are designed to measure the effectiveness of a system as a whole, is an important step for determining the acceptance of system by the users. Usability evaluation is becoming important since both user groups, as well as tasks, are increasing in size and diversity. Users are increasingly becoming more informed and, consequently, have higher expectations from the systems. Moreover “system interface” has become a commodity and, hence, user acceptance plays a major role in the success of the system. Currently, there are various usability evaluation methods in vogue, like cognitive walkthrough, think aloud, claims analysis, heuristic evaluation, and so forth. However, for this study we have chosen heuristic evaluation because it is relatively inexpensive, logistically uncomplicated, and is often used as a discount usability-engineering tool (Nielsen, 1994). Heuristic evaluation is a method for finding usability problems in a user interface design by having a small set of evaluators examine an interface and judge its compliance with recognized usability principles. The rest of the chapter is organized as follows: we first look at the definition of e-learning, followed by concepts of usability, LCD, and heuristics. Subsequently, we introduce a methodology for heuristic usability evaluation (Reeves, Benson, Elliot, Grant, Holschuh, Kim, Kim, Lauber, & Loh, 2002), and then use these heuristics for evaluating an existing e-learning system, GETn2. We offer our recommendations for the system and end with a discussion on the contributions of our chapter.


2010 ◽  
Vol 171-172 ◽  
pp. 523-526
Author(s):  
Fu Lei Zhang

The Chinese government is pursuing e-learning policies which makes job-training with a knowledge-based society. To explain more fully the important role of the e-learning environment, this article undertakes some typical examples of the governments' job-training under e-learning environment. The main problems in servants' job-training in China are the low quantity in the servants' training, short of restriction, the uniform manner in the training and less fairness and availability of opportunities for educational training. In order to develop the e-learning system, the civil servant's job training policies are provided and the measures of the effective e-learning system are designed.


2020 ◽  
Vol 1 (1) ◽  
Author(s):  
Suryanto Suryanto ◽  
Sunda Ariana ◽  
Syahril Rizal

Currently the development of information technology has an important influence in the development of learning systems, one of which is technology in the multimedia field. Multimedia technology is an indispensable tool for the learning process. The use of text, images, audio, video, and animation in learning helps students to quickly understand learning material. Multimedia also provides opportunities for educators to develop learning methods so that they get maximum results. AMIK AKMI Baturaja is a computer college that has not fully utilized information technology in its learning, especially in the field of Multimedia. For this reason, researchers conducted this research for the development of learning at the Campus AMIK AKMI Baturaja. This study aims to produce a multimedia-based learning media at AMIK AKMI Baturaja which can be a driving force for student learning achievement. In this study using a research method of literature study, observation, questionnaires, and interviews. The media development method uses MDLC (Multimedia Development Life Cycle) which consists of six stages, namely concept (needs analysis), design (design), material collecting, assembly, testing, and distribution. . The result of this research is a multimedia-based learning system presented in the form of e-learning. This media is expected to have a positive influence in increasing student achievement and learning independence.


Author(s):  
Muhammad Nazrul Islam ◽  
Franck Tétard

User interfaces of computer applications encompass a number of objects such as navigation links, buttons, icons, and thumbnails. In this chapter, these are called interface signs. The content and functions of a computer application are generally directed by interface signs to provide the system’s logic to the end users. The interface signs of a usable application need to be intuitive to end users and therefore a necessary part of usability evaluation. Assessing sign intuitiveness can be achieved through a semiotic analysis. This study demonstrates how a semiotic assessment of interface signs’ intuitiveness yielded a number of benefits. For instance, (i) it provides an overall idea of interface signs’ intuitiveness to the end users to interpret the meaning of interface signs, (ii) it assists in finding usability problems and also in (iii) recommending possible solutions, (iv) provides background for introducing guidelines to design user-intuitive interface signs, (v) helps in constructing heuristic checklist from semiotics perspective to evaluate an application, (vi) no additional resource and extra budget are needed. This study also presents a list of methodological guidelines to obtain the perceived benefits of integrating semiotic perception in usability testing for practitioners.


Author(s):  
Muhammad Ahmad Amin ◽  
Saqib Saeed

Amongst open-source e-learning systems, WebGoat, a progression of OWASP, provides some room for teaching the penetration testing techniques. Yet, it is a major concern of its learners as to whether the WebGoat interface is user-friendly enough to help them acquaint themselves of the desired Web application security knowledge. This chapter encompasses a heuristic evaluation of this application to acquire the usability of contemporary version of WebGoat. In this context of evaluation, the in-house formal lab testing of WebGoat was conducted by the authors. The results highlight some important issues and usability problems that frequently pop-up in the contemporary version. The research results would be pivotal to the embedding of an operational as well as user-friendly interface for its future version.


Author(s):  
Lorna Uden

Recently the e-learning community has begun to view the e-learning environment as a self-sustaining ecosystem that provides learners with the tools and surroundings they need to achieve their learning. An e-learning ecosystem is a community where organisms interact with one another and with their physical environment. Every organism has a role to fulfil and there must be a harmonious balance between all aspects of the ecosystem in order for the organisms to flourish and evolve. An e-learning system can be considered as a service system—the application of competences for the benefit of another. What exactly are the characteristics of an e-learning ecosystem and how can e-learning professionals create such an ecosystem that provide values for the different elements of the e-learning ecosystem? This chapter shows the concepts of service ecosystems that can be used to design an effective e-learning ecosystem that will provide value to the different stakeholders involved.


Author(s):  
Simon Schwingel ◽  
Gottfried Vossen ◽  
Peter Westerkamp

E-learning environments and their system functionalities resemble one another to a large extent. Recent standardization efforts in e-learning concentrate on the reuse of learning material only, but not on the reuse of application or system functionalities. The LearnServe system, under development at the University of Muenster, builds on the assumption that a typical learning system is a collection of activities or processes that interact with learners and suitably chosen content, the latter in the form of learning objects. This enables us to divide the main functionality of an e-learning system into a number of stand-alone applications or services. The realization of these applications based on the emerging technical paradigm of Web services then renders a wide reuse of functionality possible, thereby giving learners a higher flexibility of choosing content and functionalities to be included in their learning environment. In such a scenario, it must be possible to maintain user identity and data across service and server boundaries. This chapter presents an architecture for implementing user authentication and the manipulation of user data across several Web services. In particular, it demonstrates how to exploit the SPML and SAML standards so that cross-domain single sign-on can be offered to the users of a service-based learning environment. The chapter also discusses how this is being integrated into LearnServe.


Author(s):  
Lilyana Nacheva-Skopalik ◽  
Steve Green

Access to education is one of the main human rights. Everyone should have access to education and be capable of benefiting from it. However there are a number who are excluded, not because of a lack of ability but simply because they have a disability or specific need which current education systems do not address. A learning system in which content, tools and interfaces can be personalised and adapted to the individual needs and preferences of a variety of learners, including those with disabilities, becomes inclusive. Assessment is an integral part of an e-learning environment and therefore it has to provide not only inclusive e-learning content but also inclusive e-assessment. The proposed research investigates an intelligent adaptable e-learning system for assessing students' level of skill, knowledge and understanding regardless of their disabilities or accessibility needs. It is based on an innovative use of world's first open source adaptable widget design and authoring toolkit (WIDGaT) as the prototyping environment.


Author(s):  
Gyeo Woon Jung

Mobile applications have been used to support engaging and interactive learning over the past several years. However, most mobile apps for language education were developed for merely vocabulary learning and simple grammar exercises. Hence, it is important for instructors to encourage and guide students to participate in more diverse learning activities using the mobile apps to learn and practice the target language in their daily lives. This chapter attempts to introduce a sample of engaging mobile-assisted learning activities toward the use of multiple mobile apps like TIMeS (Taylor's Integrated Moodle e-Learning System), Naver Blog, and Quizlet. A survey was conducted to gather student responses and feedback regarding this app-based learning, and 266 students responded over four semesters in 2018 and 2019. The chapter examines how these app-based learning activities are advantageous to the students' learning outside of the classroom in terms of enhancing engagement and flexibly.


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