Enriching the E-learning Experience in the Framework of Web 2.0 Using Usability 2.0

David Gallula, Ariel J. Frank
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引用次数: 7

Abstract

The e-learning experience suffers from several known drawbacks; some resulting from the media in use, but some resulting from the unwise use of technology. The field that methodically deals with ways to utilize technologies and harness them for the users, in our case – the learners, is Human-Computer Interaction (HCI). The two major methods utilized are usability and user experiences. Web 2.0 has been creative with an approach that integrates these two methods – Usability 2.0 – distinguished from Usability 1.0 that is more oriented to usability. This work tries to understand how and in what way HCI methods can be used in order to enrich the e-learning experience. The research question investigated here is will the design of an e-learning environment in the framework of Web 2.0 (i.e., user content publishing and collaboration between users), via use of methodology and tools of Usability 2.0 (that integrates usability and user experiences) – enrich the e-learning experience itself. This work though only investigates the difference between the influences that Usability 2.0 has on the e-learning experience in comparison to Usability 1.0. The investigation was carried out on a student population from technological colleges in northern Israel. Quantitative tools were mainly used in this research while utilizing also qualitative tools. Quantitative outcomes confirmed that interface design using Usability 2.0 methods can enrich the e-learning experience. As was hypothesized, such an advanced interface enables an innovative flow experience and better perceived feeling of control of the learning process. In parallel, qualitative outcomes point to hardships encountered by the learners in their work with e-learning systems that were not designed using Usability 2.0.
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利用可用性2.0丰富Web 2.0框架下的电子学习体验
电子学习体验有几个已知的缺点;有些是由于媒体的使用,但有些是由于对技术的不明智使用。系统地处理如何利用技术并利用它们为用户(在我们的例子中是学习者)服务的领域是人机交互(HCI)。使用的两种主要方法是可用性和用户体验。Web 2.0创造性地集成了这两种方法——可用性2.0——区别于更注重可用性的可用性1.0。这项工作试图了解如何以及以何种方式使用HCI方法来丰富电子学习体验。这里调查的研究问题是,通过使用可用性2.0的方法和工具(集成了可用性和用户体验),在Web 2.0框架下设计一个电子学习环境(即用户内容发布和用户之间的协作)是否会丰富电子学习体验本身。虽然这项工作只调查了可用性2.0与可用性1.0对电子学习体验的影响之间的差异。这项调查是在以色列北部技术学院的学生群体中进行的。本研究主要使用定量工具,同时也使用定性工具。量化结果证实,使用易用性2.0方法进行界面设计可以丰富电子学习体验。正如假设的那样,这样一个先进的界面可以带来创新的流体验和更好的学习过程控制感。同时,定性结果指出了学习者在使用没有使用可用性2.0设计的电子学习系统时遇到的困难。
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