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Information Systems
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Nov 24, 2024
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Abstract-
Over the past few years, there has
been a meteoric rise in the popularity of
online education platforms. Around the
world, universities are utilizing e-learning
systems to supplement traditional classroom
instruction. We have embraced e-learning
technologies in our higher education
institutions.
However,
despite
the
widespread implementation of these
systems, significant obstacles remain in the
way of their practical application. This
research aimed to examine the factors
influencing eLearning system usability in
UK higher education institutions. The
research aimed to do two things: assess the
current state of online education and identify
any usability problems that may be slowing
down its spread through academic
institutions. In this study, researchers looked
at one public university's experience using
the online learning platform Moodle.
I.
INTRODUCTION
There has been a shift in perspective toward
e-learning
platforms
as
legitimate
educational tools. E-learning systems allow
the incorporation of technology into
classroom instruction [6]. Computers are
now helpful in many fields, including
business and academia. Many people are
turning to online education because of its
many advantages. When appropriately used,
e-learning systems can cut down on
expenses for both teachers and students
while increasing efficiency in the classroom.
They can also help students become more
uniform in their knowledge acquisition, and
lecturers become more effective in their
work. E-value learning lies in its ability to
facilitate "learning anywhere, at any time"
by furnishing a variety of tools and venues
for engagement, content mastery, and
independent study. An insufficiently
equipped e-learning system can cause
learner frustration, anxiety, and confusion,
which can lessen their interest in the
material being presented. Most e-learning
systems fail to gain widespread use because
of their poor usability. Learners' opinions on
their eLearning experience are affected by
the system's usability; if the system is poorly
designed, students will struggle to master its
content.
Conceptual Framework
Hypotheses
H
0
: The statistics show an e-learning system's
learnability and usability are imperfect.
H
01
: The user experience of an e-learning
framework is not statistically different from
its friendliness to users.
II.
LITERATURE REVIEW
Electronic learning environments (VLEs)
are computer-based instructional strategies.
Distributing educational content to students
is vital to any online education platform.
This software facilitates online learning by
allowing teachers and students to share
materials, hold discussions, keep a roster,
monitor attendance, and manage other
aspects of their interactions within a virtual
classroom. An example of e-learning made
possible through technology is using a
Learning Management System (LMS). It
supplements classroom instruction E-
learning relies heavily on learning
management systems (LMSs), which are
software platforms that combine traditional
classroom training, online education, and
HR administration [1]. A Learning
Management System (LMS) aims to make
online learning opportunities available in a
flexible, independent fashion. Students
assigned a course through the LMS can
access it from any internet-connected device
with a web browser. The LMS will then
monitor the student's actions and provide
up-to-date news stories for each curriculum
and each student [2]. A few examples of
popular LMSs are Available in multiple
languages, WebCT, Blackboard, and
desire2learn. Users of the Moodle online
learning platform were the focus of this
research.
a)
The need to evaluate the e-learning
system
The overarching goal of Evaluating
Learning is to ascertain whether or not a
performance and business goals were
attained due to the learning that took place.
Summative Evaluation is another term for
this. E-learning system evaluations serve
four primary functions: they confirm the
value of training as an organizational tool,
justify the costs of training, facilitate the
development of more effective training
strategies, and inform the selection of
training methods [3]. The purpose of the
eLearning testing process in this research is
to inform improvements to both the training
and the eLearning system designs.
b)
Usability of E-learning System
Various definitions of usability have
emerged, each focusing on one or more of
its subcomponents, such as learnability,
memorability, errors, or efficiency [4].
Though learnability is directly related to
efficiency, the focus on efficiency tends to
be on users with expert knowledge. Errors
deal with the more severe consequences of
mistakes that aren't covered by efficiency,
while memorability focuses on casual users.
According to another definition, E-learning
system usability comprises five quantifiable
human factors: performance speed, learning
time, retention over time, error rate, and the
frequency with which users make mistakes.
c)
User-Based Evaluation of usability of
e-learning systems
Presently, the complete form of
Evaluation is user-based Evaluation, which
evaluates usability by selecting samples of
actual users [5]. The research used a suitable
method called a "system inquiry," in which
users were asked to share their thoughts and
feelings about the system after having used
it for some time.
d)
Content-Based Multimedia Computer
Based Training (CB-MCBT)
It is a classroom full of computers.
Usability is a critical factor in the
widespread adoption of virtual classrooms.
As a result, any effort to improve the
usability of a digital learning environment
will positively impact students' educational
experiences [1]. The authors of this study
assessed the practicality of CB-MCBTs,
particularly those developed by AIOU. We
have conducted usability testing to identify
usability problems in CB-MCBTs and to
identify the needs of students concerning
CB-MCBTs. The authors of CBMCBTs
have used the inquiry technique with group
discussion and questionnaires to identify
usability issues. The authors propose
usability criteria for measuring the
effectiveness of CB-MCBTs.
Each of the proposed criteria is grounded in
the principles of user interface design and
the three main aspects of usability
effectiveness, efficiency, and satisfaction.
Creating CB-MCBTs at AIOU is a
refreshing and innovative approach to
computer-based training [2]. However,
suppose these CB-MCBTs are meant to
support distance learning. In that case,
AIOU should prioritize ensuring that
students have access to the CB-MCBTs,
receive feedback from both the CB-MCBTs
and the university, and that the CB-MCBTs
'has all the features and facilities students
need. In addition, this study suggests ways
in which AIOU can enhance its CB-MCBTs
[4], [7]. These suggestions can be used to
improve the usability of CB-MCBTs and
tailor them to the needs of students.
III.
METHODOLOGY
This study used the case study
methodology, which is widely recognized as
one of the most fruitful qualitative research
approaches in the field of information
systems research for its ability to shed light
on the tangled web of interconnections
between IT and businesses. All participants
were either students or teachers who had
used an LMS. In total, 25 professors and 25
students were used in the analysis. Subjects
were polled via questionnaires and
interviewed for this study. Twenty yet
another (21) students and twenty (20)
professors all filled out and returned
questionnaires that were analyzed. The
respective response rates were 84% and
80%.
TABLE 1: SAMPLE RESPONSE RATE
catego
ry
G
ender
totals
Fema
le
Male
Studen
ts
frequen
cy
12
9
21
57.14
%
42.86
%
100
%
Lectur
frequen
7
13
20
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es
cy
35%
65%
100
%
Totals
Frequen
cy
19
22
41
%
46%
54%
100
%
IV.
FINDINGS AND DISCUSSION
Eight respondents (or 60.67%) held a
Master's degree, making up the largest share
of the faculty; another 11 (or 13.33%) held a
degree, and the remaining 13 (or 0.67%)
held a Doctorate. The majority of the
respondents worked as lecturers (7 people,
or 46.67%), accompanied by senior lecturers
(3 people, or 20%) and assistant lecturers (3
people, or 3.33%). The group helped during
the entire process.
TABLE II: RESPONSE TO E-LEARNING SYSTEMS
E-learning
Systems
Yes
No
Wikipedia
40%
60%
Moodle
100%
0%
WebCT
5%
95%
Blackboard
5%
95%
Participants' Prior E-Learning Experience: All
respondents indicated that they had used an
online learning system, which means that
every respondent has some familiarity with
online education. According to the data, the
most popular features are submitting
assignments (97.5%), taking a quiz (100%),
and participating in a forum (95.5%).
Factors hindering the implementation of
e-learning systems
While respondents generally agreed that a lack
of computer access is a barrier to the
widespread adoption of e-learning, a vast
majority (92%). There was near-unanimous
agreement among respondents that a lack of
computers was a barrier to e-learning, with
only 2% disagreeing. None of the respondents
(100%) agreed with the statements that the
reasons for not using an e-learning platform
were due to a lack of interest, a lack of
knowledge about its accessibility, legal
concerns, plagiarism, or the course not being a
good fit for it.
TABLE III: E-LEARNING SYSTEMS
IMPLEMENTATION HINDERANCE
Factors
Yes
No
Lack of computers
98%
2%
Course quality concerns
8%
92%
Other factors
0
100
%
Hypotheses testing
a)
Hypothesis 1: No discernible correlation
exists between an e-learning system's
learnability and usability.
b)
Null Hypothesis: The usability of an e-
learning system is not influenced by
factors related to learnability.
c)
Alternative Hypothesis: An e-learning
platform's effectiveness is impacted by
various learnability factors.
The linear regression results show that
"Learning to Use e-Learning" is the most
crucial factor in terms of learnability. With a
p-value of 0.044 for "system is easy,"
p=0.701 for "exploring new modules by trial
and error," and a whopping 0.009 for "Easy
to be skillful," "Easy to Upload / Download"
is statistically significant.
FIG I: REGRESSION MODEL RESULTS
Thus, we accept the alternative hypothesis and
reject the null that there is no significant
dissimilarity between both the current
educational factors and the performance of the
e-learning system. It implies that now the
learnability factors substantially impact the
efficiency of an e-learning system. The
efficiency with which a system can be used is
diminished if it is challenging to master.
Learnability was identified as a problem area
in a survey of usability issues in e-learning
systems. Because of this, usability improves
with ease of learning.
TABLE IV: REGRESSION MODEL RESULTS
Mode
ls
Sig.
normal
0.001
Computers
0.007
Ones accessed on LAN
and WAN
0.006
Both "Interaction with LMS clear" and
"Accessing Menus and Commands easily"
were shown to be statistically significant at the
p=0.007 and p=0.002 levels, respectively.
According to the Pearson correlation, the
intuitiveness of an online course has a direct
effect on its effectiveness. As there is a clear
separation between the needs of the consumer
and the practicality of e-learning systems, this
finding contradicts the hypothesis. As can be
seen in the table below, this means that the
effectiveness of e-learning systems depends
on how user-friendly they are.
TABLE V: REGRESSION MODEL RESULTS
V.CONCLUSION AND
RECOMMNEDATIONS
Conclusion
The goal of the research was to find out how
well an online education system works in
practice at one university in the UK [8].
Usability research has looked at a wide range
of topics, including learnability, acceptance
testing, technological capabilities, user
experience policy, culture, and gender. Many
participants in the study agreed that the
system's ability to be learned was a major
factor in the e-learning platform's overall
usability. Ease of use, module discovery via
trial and error, system expertise, and the
capacity for users to upload and download
content were all measured. A large majority
of respondents agreed that both e-learning as
well as e-learning systems were challenging
to master. The results are consistent with the
hypothesis that the accessibility of an e-
learning system depends on how easily it can
be learned. If universities want to see greater
adoption of online courses, they should make
those courses easier to teach through.
Smulders believed that the accessibility of
online education was a necessary step toward
its eventual learnability.
The research also discovered that the ease of
use of an e-learning system is crucial to its
success. Most respondents to this reasonably
believed that an e-learning platform should
be easy to use. Research was conducted to
ascertain what factors contributed to an e-
learning system's ease of use, such as the
visibility of menus and orders and the clarity
of user-system interaction. The research
shows that if universities want to increase the
utilization of e-learning systems, they must
invest more money in computer systems and
provide more instruction to teachers and
students. The online learning system must
function in both offline and online settings.
Recommendations
Even though 90% of respondents have
participated in university-sponsored training,
90%
also
agree
that
more
training/workshops are needed on the
university's e-learning system. Accordingly,
the study suggests more training/workshops
improve the learning system's teach ability.
In particular, three Moodle features were
mentioned as being frequently utilized by
those polled. These included file sharing,
homework, and a community discussion
board. It is suggested that instructors and
students be provided with training and
encouragement to use additional modules
such as chat, workshops, assignments, and
quizzes to improve the quality of education
provided.
According to the findings, institutions
should invest sufficient computers for an e-
learning system to be widely adopted in
higher education. The online courseware
needs to be reachable via both LAN and the
internet. The effectiveness of the e-learning
system has suffered from a lack of e-
learning policy. In addition, a clear
eLearning policy helps students understand
what is expected of them in a course.
Institutions of higher education are
encouraged to develop e-learning policies,
such as a usability policy, to serve as
guidelines for students, faculty, and
administration as they adopt and utilize
these new tools. Thanks to the policy,
teachers, and students will be encouraged to
act
professionally
when
producing,
uploading, and sharing digital content.
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