A Framework for Evaluating the Usability of Mobile Learning Applications in Universities
DOI:
https://doi.org/10.46243/jst.2022.v7.i05.pp42-59Keywords:
Usability, Software Quality, Prototyping, Subjective test, mobile learning, mobilityAbstract
As the use of mobile devices overwhelmingly outpace that laptops and desktop computers today, high levels of usability of these mobile devices are a major supporting factor. The trend extends deeply into teaching and learning as mobile learning (a new form of electronic learning) takes shape, introducing an eminent aspect of mobility. Usability defines the aspects of quality in use of the software products; hence usability testing is a major concern in developing organizations for the success of product implementation and use. Most existing usability evaluation models were developed for desktop software development. Consequently, currently available models are not about mobile learning in particular, which also presents a gap that we attempted to fill. The researcher in this study developed a model that estimates usability as a function of aggregated usability influencing factors. The developed model combines important factors from other available models and encompasses most that support mobile learning to come up with a more comprehensive model. To evaluate the effectiveness of the developed model, a mobile learning prototype application was developed, tested and implemented alongside a task list for an objective study and survey questionnaire for a subjective study. The feedback from the experiment and survey was then used to assess and validate the prototype application in terms of high, average or low levels of usability using an advanced statistical tool. The results could be used as guidelines to developing organizations to produce more appropriate applications for mobile learning with high levels of usability.
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