A Conceptual Study for Augmented Reality E-learning System based on Usability Evaluation

Author(s):  
Min-Chai Hsieh ◽  
Hao-Chiang Koong Lin
Author(s):  
Cerstin Mahlow ◽  
Michael Hess ◽  
Sven Grund

This paper describes the process of formally evaluating an E-Learning system that has been in use for several years. Professional usability evaluation offers deeper insight into user behaviour and needs than accidental feedback collection or introspection by system developers. A first analysis of the evaluation samples shows satisfaction of users with the general design of the system but also dissatisfaction with certain aspects of navigation that would otherwise have escaped our attention. State of the art formal evaluation turned out to be instrumental in making an existing system considerably more user-friendly. [Article copies are available for purchase from InfoSci-on-Demand.com]


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.


Author(s):  
Çelebi Uluyol ◽  
Sami Şahin

Augmented Reality (AR) is an emerging technology that bridges the gap between the computer-generated digital information and the reality in real time. Despite the use of AR in numerous disciplines such as architecture, e-learning system, entertainment, medicine, engineering, and e-commerce, it has also potential implications in education. Therefore, in this study, augmented reality use in education is considered in all aspects. After the advantages and disadvantages of AR use in education is explained detailed, the phases of augmented reality book development are discussed. As a result, researchers should work on experimental studies to investigate how AR applications can be applied in educational settings in the future.


Author(s):  
Siddhant Patil ◽  
Chiquitha Prabhu ◽  
Omkar Neogi ◽  
Abhijit R. Joshi ◽  
Neha Katre

2011 ◽  
Vol 403-408 ◽  
pp. 1244-1248
Author(s):  
Rong Chi Chang

This present study combines augmented reality and interactive multimedia for the construction of a learning system that offers educational knowledge on butterfly metamorphosis, as we call it ARButterfly. The main purpose of designing this learning platform is to apply AR technology to produce innovative interactive learning models that are both fun and educational, creating an enriched learning experience through multimedia. With this platform, learners control the AR markers and are presented with life-like 3D objects to learn about the life cycle of butterflies. In addition, learners are given the opportunity to further observe the ecological interactions between butterflies and flowers or plants in this virtual setting. Our findings show the platform is capable of boosting students’ learning interests and improving their learning effectiveness.


Author(s):  
Olawande Daramola ◽  
Olufunke Oladipupo ◽  
Ibukun Afolabi ◽  
Ademola Olopade

Many African academic institutions have adopted the use of e-learning systems, since they enable students to learn at their own pace, time, and without restriction to the classroom. However, evidence of usability evaluation of e-learning systems in Africa is mostly lacking in the literature. This paper reports the experimental heuristic evaluation of the e-learning system of a Nigerian University. The objective is to demonstrate the application of expert-based usability evaluation techniques such as Heuristic evaluation for assessing the attributes of existing e-learning systems. The study revealed that while the e-learning systems has strong credentials in terms of support for Web 2.0 activities, good learning content and boasts of useful e-learning features, improvements are necessary in other areas such as interactive learning, assessment and feedback, and quality of learning content. The study adds to the body of extant knowledge in the area of usability evaluation of e-learning systems in African institutions.


Author(s):  
Chetankumar G. Shetty

This paper describes how ExperInn e-learning system can be applied to distance learning. The author describes how to use ExperInn e-learning system without any client side/learner side software. The learner does not need to download packages from the ExperInn e-learning service provider’s website. The goal of the proposed distance learning system is to increase Learners Level of Perception (LLP) by providing them with realistic audio-visual content. The proposed distance learning using ExperInn e-learning system consists of uploading scanned images of the textbook in ExperInn e-learning service provider’s website, database creation by experts, putting the images and augmented reality content on the database, and indicating when a particular text book is ready. For interactive learning, the proposed ExperInn e-learning system exploits the color-band markers, which are stuck to the tip of a finger. Here the ExperInn e-learning software will be installed on the cloud so that the learning need not download and install ExperInn e-learning software in his personal computer.


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