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Article
Publication date: 26 January 2022

Prokopia Vlachogianni and Nikolaos Tselios

The purpose of this study was to determine the impact of perceived usability and students' personality traits on their learning gain in an e-learning context at the university…

Abstract

Purpose

The purpose of this study was to determine the impact of perceived usability and students' personality traits on their learning gain in an e-learning context at the university level.

Design/methodology/approach

The factors examined are related to individual characteristics such as students' personality traits, as well as to perceptual characteristics such as the perceived usability of the platform used. A total of 110 undergraduate students participated in the study. A one-group pretest-posttest research design was adopted. Big 5 personality test, System Usability Scale (SUS) and a general knowledge assessment questionnaire were used.

Findings

Perceived usability of Zoom platform is statistically significantly correlated with students' learning gain (r = 0.294, p = 0.002, s). Concerning learning effectiveness in the current e-learning scenario, students' final performance was found to be statistically significantly higher than the initial (p = 0.000, s). A hierarchical regression analysis (R2 = 0.146) unveiled that Zoom's perceived usability and personality traits are significant predictors for learning gain (p = 0.011, s).

Research limitations/implications

The findings of this research provide important implications regarding the design of lessons in an e-learning context.

Social implications

A substantial fraction of the educational process is going online, especially in higher education. Thus, a thorough understanding of the factors which influence learning gain in an e-learning context is of significance.

Originality/value

The main contribution of this study is that it quantifies the variance of the learning gain explained by two factors, namely, SUS and personality.

Details

The International Journal of Information and Learning Technology, vol. 39 no. 1
Type: Research Article
ISSN: 2056-4880

Keywords

Article
Publication date: 4 June 2021

Prokopia Vlachogianni and Nikolaos Tselios

The purpose of this paper is to investigate the impact of personality traits on the perceived usability evaluation of e-learning platforms. In specific, perceived usability levels…

Abstract

Purpose

The purpose of this paper is to investigate the impact of personality traits on the perceived usability evaluation of e-learning platforms. In specific, perceived usability levels of the educational platforms and tools used in primary and secondary education in Greece are demonstrated. The impact which personality traits and other individual-related factors have on the perceived usability were also examined.

Design/methodology/approach

In total, 2,239 Greek primary and secondary education teachers participated in the study through an online survey. The system usability scale (SUS) and Big 5 personality test questionnaires were adopted, as well as a demographics questionnaire and nine platforms were examined: e-me, eclass, Google Classroom, Microsoft Teams, Cisco Webex, Edmodo, Padlet, Skype and Zoom.

Findings

Most platforms were rated as satisfactory in terms of perceived usability as measured by SUS. SUS scores were not found to be significantly related with participants’ age, gender, private/public school, working relationship. Furthermore, openness to new experience and extraversion demonstrated the strongest positive correlation with perceived usability evaluation.

Research limitations/implications

The current study used a sample of Greek teachers as participants, so the generalizability of results without considering cultural or organizational issues is of questionable validity. The Big 5 personality test is widely adopted; however, it seems that it does not capture comprehensively all possible dimensions of personality.

Practical implications

Acknowledging the correlations between personality traits and perceived usability for each platform, teachers may now choose the most user-friendly one depending on the personality traits. Designers can adapt their systems to meet users’ needs accordingly. Moreover, the reported results provide a frame of reference for the respective organizations and companies to compare the quality of user experience of their products and services. Thus, development costs of an e-learning platform/tool can be reduced accordingly.

Social implications

Text.

Originality/value

Perceived usability of a technological system affects the way users interact with it and consequently the whole learning experience. Thus, factors which may affect perceived usability and, in turn, the learning outcomes are of paramount importance and should be exhaustively examined. Giving that personality affects or is related to, other parameters related with technology (technology adoption, perceived and actual use, acceptance, interaction, perceived ease of use), this study addresses a significant research gap and sheds light to the before-mentioned issues.

Article
Publication date: 21 November 2008

Stefania Siozou, Nikolaos Tselios and Vassilis Komis

The purpose of this paper is to compare the effect of different representations while teaching basic algorithmic concepts to novice programmers.

Abstract

Purpose

The purpose of this paper is to compare the effect of different representations while teaching basic algorithmic concepts to novice programmers.

Design/methodology/approach

A learning activity was designed and mediated with two conceptually different learning environments, each one used by a different group. The first group used the learning environment “Visual Flowchart”, which enables the students to construct and examine an algorithm using visual representation based on actual flowchart objects. The second group used the software “Language Interpreter”, which allows the students to express an algorithms using pseudocode.

Findings

Analysis of results among the two groups showed no statistically significant differences in the students’ performance with respect to the tool they used to solve the activity, the school stream they followed in high school and their gender.

Research limitations/implications

The lack of difference among the two groups could be attributed to the non‐complicated nature of the given activity. In addition, longitudinal studies of the effect of the different representation in the frame of an introductory first semester academic course in computer science could further validate the results.

Practical implications

Two alternative learning environments aimed to support learning of basic programming skills.

Originality/value

Two alternative learning environments were presented and discussed in detail, aimed to support learning of basic programming skills. The conclusions of the present study are in contrast to the research that has taken place in the past which compared usage of flowcharts and pseudocode to educate novice programmers, and wider adoption of “flowcharts” was depicted.

Details

Interactive Technology and Smart Education, vol. 5 no. 4
Type: Research Article
ISSN: 1741-5659

Keywords

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