scholarly journals TOWARDS USABILITY INTEGRATION INTO E-LEARNING DESIGN

Author(s):  
Merija Jirgensons

<span>While e-learning use has sharply increased, the drop-out rate is high. This paper addresses some of the aspects that cause users to reject e-learning and not finish. It focuses on the concept of “usability”, especially pedagogical usability that is currently central to usability design. While the term is nebulous, it is identified by attributes such as learnability, efficiency and (subjective) satisfaction. Attributes can be measured and designers add new ones as the need arises. Satisfaction has become the focus of pedagogical usability experts who claim the term includes motivational and emotive factors and may be measured by psychometric testing. Currently, efforts are underway to integrate pedagogical usability into e-learning design and create attractive, flexible features that are easy to handle and available on demand. Efforts are also underway to design mobile learning that incorporates usability principles. Usability improvements have been incremental because the e-learning process is not clear to designers, but it is expected that awareness and innovations will correct this problem in the future.</span>

Author(s):  
Teena Sheethal Dsouza ◽  
Mithra N. Hegde ◽  
Kelvin Peter Pais

AbstractThe sudden outbreak of the coronavirus disease 2019 pandemic has compelled universities worldwide to implement strategies for resuming academic courses by transferring some courses to a virtual modality. e-Learning has provided an excellent platform for education during this crisis. This review article discusses the various aspects of e-learning process that have to be considered before implementation, and the strengths and flaws of online education during this pandemic. It also sheds light on the necessary actions required to enhance the efficiency of e-learning in the future.


2021 ◽  
Vol 7 (2) ◽  
pp. 124-132
Author(s):  
Mochammad Taufan ◽  
Luthfiyati Nurafifah

Banyak penelitian yang mengungkapkan bahwa penggunaan ICT memberikan warna baru dalam interaksi proses pembelajaran. Namun, masih banyak kendala yang dihadapi ketika mengintegrasikan teknologi dalam proses pembelajaran khususnya pembelajaran matematika. Oleh sebab itu, tujuan penelitian ini menyoroti kelayakan dari mobile learning berbantuan Appy Pie pada pembelajaran matematika di masa pandemi Covid 19. Untuk mencapai tujuan tersebut penelitian ini menggunakan desain pengembangan ADDIE yang terdiri dari tahapan-tahapan analisis, pendesainan, pengembangan, implementasi, evaluasi. Pada penelitian ini tahap evaluasi tidak dilakukan karena keterbatasan waktu pelaksanaan. Tahap analisis yang dilakukan yakni analisis masalah dan kebutuhan, analisis ruang lingkup materi, analisis proses integrasi dan pengumpulan bahan pendukung. Selanjutnya untuk tahap pendesainan melakukan proses penyusun desain instruksional, menyusun alur kerja dan alur cerita dan menyiapkan aset-aset elemen pembuatan produk. Tahap pengembangan yakni menghasilkan aplikasi berbantuan Appy Pie materi geometri bangun ruang. Tahap implementasi melakukan proses pengujian internal, penilaian ke ahli media dan ahli materi, uji lapangan. Berdasarkan hasil temuan diperoleh bahwa aplikasi mobile learning terintegrasi Appy Pie layak digunakan untuk pembelajaran geometri di kelas VIII SMP. Oleh karena itu, aplikasi mobile learning terintegrasi Appy Pie memiliki potensi meningkatkan pemahaman geometri siswa sekolah.


Author(s):  
Diana M. Ragbir ◽  
Permanand Mohan

This chapter presents the IMS Learning Design Specification and explains how it can be used to enhance the effectiveness of e-Learning scenarios. It shows how to assemble a learning design using elements of the learning process and chunks of content known as learning objects. The chapter proposes several learning design services that can potentially improve the pedagogical expressiveness of the current Learning Design Specification. It also discusses the possibility of storing learning designs in a repository and adapting and personalizing learning designs according to the instructional needs of individual learners. It is hoped that researchers and practitioners will understand how it is possible to go beyond learning objects and create learning designs that more accurately reflect the actual learning process of students and thus appreciate the value in extending the learning design specification to improve pedagogical effectiveness.


Author(s):  
Chaka Chaka

This chapter explores aspects of portable handheld language learning that are likely to benefit many mobile assisted language learning (MALL) practitioners. Portable handheld language learning refers to mobile, virtual, and ubiquitous language learning mediated through mobile handheld devices. Currently, both computer assisted language learning (CALL) and MALL seem to dominate the act of language learning. Against this background the chapter first provides a brief review of CALL, highlighting CALL technologies helping mediate language learning. Second, it delineates features typifying e-Learning and contends that CALL is more closely linked to traditional e-Learning than MALL. Third, it provides empirical instances of MALL and argues that the future of language learning lies more with MALL and especially with pen assisted language learning (PALL) than with CALL. Finally, it maintains that an all-encompassing and multidimensional definition of mobile learning is necessary if MALL is to evolve into a mainstream virtual learning enterprise.


2011 ◽  
pp. 213-231 ◽  
Author(s):  
Luisa M. Regueras ◽  
Elena Verdú ◽  
María A. Pérez ◽  
Juan Pablo de Castro ◽  
María J. Verdú

Nowadays, most of electronic applications, including e-learning, are based on the Internet and the Web. As the Web advances, applications should progress in accordance with it. People in the Internet world have started to talk about Web 2.0. This chapter discusses how the concepts of Web 2.0 can be transferred to e-learning. First, the new trends of the Web (Web 2.0) are introduced and the Web 2.0 technologies are reviewed. Then, it is analysed how Web 2.0 can be transferred and applied to the learning process, in terms of methodologies and tools, and taking into account different scenarios and roles. Next, some good practices and recommendations for E-Learning 2.0 are described. Finally, we present our opinion, conclusions, and proposals about the future trends driving the market.


2022 ◽  
pp. 810-831
Author(s):  
Anshita Chelawat ◽  
Seema Sant

It is a proven fact that learning with the element of fun and games makes the learning process interesting and also helps in student retention. Especially, in the context of e-learning environment, where learner motivation and engagement level are not easy to monitor, it is required to implement some mechanism which can improve their intrinsic motivation and make them self-motivated. Gamification in education and using game-based formative assessment tools will be of great help to not only motivate learners to opt for e-learning courses, but to complete till the end. The current study, thus, focuses on use of game-based formative assessment to improve learners' motivation in the e-learning environment so that their drop-out rates can be controlled, and their engagement level can be improved. Also, it intends to assess the past literature and identify the essential gaming mechanics which can possibly impact the learner motivation. It will also highlight the theoretical perspective used in previous studies on gamification, engagement, and motivation.


2009 ◽  
Vol 2 (9) ◽  
pp. 49-54 ◽  
Author(s):  
Keh-Wen Carin Chuang

The objective of this paper is to identify the mobile technologies that enhance the E-Learning opportunity, examine the educational benefits and implementation issues in mobile learning, discuss the guidelines for implementing effective mobile learning, identify the current application and operation of mobile learning, and discuss the future of teaching and learning with mobile technologies.


Author(s):  
Alessia D’Andrea ◽  
Fernando Ferri

This chapter describes changes that mobile devices, such as mobile phones, PDAs, iPods and smart phones improve on the learning process. The diffusion of these devices has drastically changed learning tools and the environment in which learning takes place. Learning has moved outside the classroom becoming “mobile.” Mobile learning provides both learners and teachers with the capability to collaborate and share data, knowledge, files, and messages everywhere and everytime. This allows learners and teachers to microcoordinate activities withoutlimitation of time and space.


2019 ◽  
Author(s):  
Trimurtini . ◽  
Liftiah . ◽  
Farid Ahmadi

Learning Media is one of the essential aspects in creating a meaningful and good quality learning process. The use of mobile device in the learning process is called mobile learning (m-learning). It is defined as a learning in which the learners are demanded to be active or moving to places by utilizing a mobile technology device. The existence of m-learning is indeed unable to substitute e-learning (electronic learning) let alone replacing face-to-face meeting in a class. M-learning is intended to complement the learning took place in a class. It also helps the students to re-learn the material they have not understood anywhere and anytime they want. This surely provides novel learning experience for the students. Developing Mobile Learning Media (MLM) is the alternatives in providing the most suitable and effective media in this era. The type of research used in this study is the developing method of SDLC (System Development Life Cycle) of Waterfall. According to the FGD conducted with elementaryteachersinKaliwunguDistrictKendal,thediscussionleadtotheneedupon android-based MLM was in mathematics subject. The researcher then developed the media with the materials that the students needed. This media had been validated by the experts of material, media, and children psychology. Based on the test conducted for the media, it presented that the media is feasible to be used. The try out for the Android-based MLM-media was limitedly administered to ten students of Fifth Grade and one teacher, and try out was conducted successfully and showed positive results.


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