scholarly journals The Evaluation of AR Mobile App as a Learning Media for Children

Author(s):  
Adhistya Erna Permanasari ◽  
Indriana Hidayah ◽  
Faizal M. Priyowibowo ◽  
M. Arifin Hidayat ◽  
Fachrul Budi Prayoga ◽  
...  

A user evaluation stage is an integral part of designing an application. A practical evaluation can provide an overview of the problems that arise in the application and improve the user experience. The Kupuku application is an augmented reality (AR)-based game application for learning about butterflies. The Kupuku application is specifically intended for children aged 6-13 years. The user sample was selected using a purposive sampling method with the criteria for users of elementary school-age children for the child user segment and their companions as the adult user segment. This study aims to evaluate the usability of the Kupuku game application to users. User evaluation was carried out to measure the application’s usability. The evaluation process was conducted on two user segments, namely 20 child users and 16 adult users. Assessment of children employed the Fun Toolkit and usability factor-based question - Nielsen method. The obtained results showed positive feedbacks. In contrast, the assessment for adult users utilized the system usability scale (SUS) and the user experience questionnaire (UEQ). The SUS score of 76 was included in the good category, and the UEQ score produced an excellent average. The test results indicate that this application can be accepted by users, both children, and adults.

2021 ◽  
Author(s):  
Rodrigo Pérez-Rodríguez ◽  
Elena Villalba-Mora ◽  
Myriam Valdés-Aragonés ◽  
Cristian Moral-Martos ◽  
Marta Mas-Romero ◽  
...  

BACKGROUND Frailty is a highly prevalent condition that predisposes older persons to adverse events. According to the WHO, there is a pressing need to develop comprehensive community-based approaches, and to introduce interventions to prevent functional decline. In this regards, Information and Communication Technologies can play a crucial role to promote ageing in place, for instance by collecting fresh and periodic information on variables associated to poor health outcomes. The CAPACITY technological ecosystem tackles this problem, providing a means to remotely monitor variables with high predictive power for adverse events (ie, gait speed, muscle power and involuntary weight loss) that enable personalized early interventions aimed to prevent disability. OBJECTIVE This study aims to present a novel mobile app designed using a participatory methodology to be used by frail older persons to interact with the services offered by the CAPACITY technological ecosystem, Furthermore, this research work pursues evaluating its usability, user experience and acceptance. METHODS Usability, User Experience and acceptance were assessed at 3 different sampling points during 6 months of continued use of CAPACITY to receive a multicomponent intervention to prevent/reverse frailty. Usability was assessed using the System Usability Scale (SUS); User Experience using the User Experience Questionnaire (UEQ); and acceptance with the Technology Acceptance Model (TAM) and a customized quantitative questionnaire. Data were collected at baseline (recruitment), and after 3 and 6 months of use. RESULTS Forty-six participants used the technology for six months at their homes, and 9 dropped out during the follow-up, leaving a final sample of 37 subjects. All of them completed the questionnaires about usability, user experience and acceptance evaluation in the intermediate and final sample collection points; 25 subjects completed the whole evaluation set at baseline. Usability, measured as SUS reached a maximum averaged value of 83.68 after 6 months of use; no statistically significant values have been found to demonstrate that usability improves with use. User experience, measured as UEQ, obtained averages scores higher or very close to 2 in all 6 categories. Finally, acceptance in terms of TAM reached a maximum of 51.54 points, showing an improvement trend. CONCLUSIONS Results indicate the success of the participatory methodology, and support User Centered Design as the key methodology to follow when designing technologies for frail older persons. Involving potential end users and giving them voice during the design stage maximizes usability and acceptance.


2021 ◽  
Author(s):  
Cheong Yoon Ling ◽  
Rosilawati Rasli ◽  
Mohd Khairuddin Che Ibrahim ◽  
Siti Futri Farahininajua Fikri ◽  
Nur Ayuni Nazarudin ◽  
...  

AbstractZoonotic diseases such as malaria, dengue, Zika and chikungunya remain endemic in many countries. Setting and deploying trap to capture the host/vector species are fundamental to understand their density and distribution. Human effort to manage the trap data accurately and timely is an exhaustive endeavour when the study area expands and study period prolongs. One stop mobile app to manage and monitor the process of animal trapping, from field to laboratory level is still scarce. We developed a new mobile app named “PesTrapp” especially for medical entomologists to acquire the vector density index based on the mobile updates of ovitraps and species information in field and laboratory. This study aimed to highlight the mobile app’s development and design, describe the user experience and evaluate the preliminary user assessment of the mobile app. The mobile app was developed using mobile framework and database. User evaluation of the mobile app was based on the adjusted Mobile App Rating Scale and Standardized User Experience Percentile Rank Questionnaire. The process flows of system design and detailed screen layouts were described. The user experiences of using the app in a project to study Aedes surveillance in six study sites in Selangor, Malaysia were described. The overall mean user evaluation score of the mobile app was 4.0 (SD=0.6), which showed its acceptability by the users. The PesTrapp, a one-stop solution, is anticipated to improve the entomological surveillance work processes. This new mobile app can contribute as a tool in the vector control countermeasure strategies.


Sensors ◽  
2019 ◽  
Vol 19 (2) ◽  
pp. 432 ◽  
Author(s):  
Rob Argent ◽  
Patrick Slevin ◽  
Antonio Bevilacqua ◽  
Maurice Neligan ◽  
Ailish Daly ◽  
...  

The majority of wearable sensor-based biofeedback systems used in exercise rehabilitation lack end-user evaluation as part of the development process. This study sought to evaluate an exemplar sensor-based biofeedback system, investigating the feasibility, usability, perceived impact and user experience of using the platform. Fifteen patients participated in the study having recently undergone knee replacement surgery. Participants were provided with the system for two weeks at home, completing a semi-structured interview alongside the System Usability Scale (SUS) and user version of the Mobile Application Rating Scale (uMARS). The analysis from the SUS (mean = 90.8 [SD = 7.8]) suggests a high degree of usability, supported by qualitative findings. The mean adherence rate was 79% with participants reporting a largely positive user experience, suggesting it offers additional support with the rehabilitation regime. Overall quality from the mean uMARS score was 4.1 out of 5 (SD = 0.39), however a number of bugs and inaccuracies were highlighted along with suggestions for additional features to enhance engagement. This study has shown that patients perceive value in the use of wearable sensor-based biofeedback systems and has highlighted the benefit of user-evaluation during the design process, illustrated the need for real-world accuracy validation, and supports the ongoing development of such systems.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 196-196
Author(s):  
Jo-Ana Chase ◽  
Chelsea Howland ◽  
Malaika Gallimore ◽  
Blaine Reeder

Abstract Interventions utilizing consumer-grade wearable and mobile devices may support older adult health and wellness. However, rapid technology change and short industry product release cycles limit timely incorporation of these devices. We developed a novel, multi-stage process to rapidly move from within-team evaluations to lab- and field-based participants studies based on small-sample technology testing methods from Human-Computer Interaction. We present findings from a first-stage evaluation of the Amazfit Bips smart watch for potential use in studies with older adults as part of the methodology validation. A four-person research team conducted evaluations using: 1) a wearables framework for user experience and feature availability; and 2) the System Usability Scale (SUS). Evaluators wore the watch seven days straight from the box. User experience checklists indicated high usability. However, corresponding comments identified challenges with downloading the mobile app, pairing the watch and phone, navigating watch and mobile interfaces, and privacy controls. Average SUS score was 65.6 indicating marginal usability (C grade). While meeting study goals, divergence in usability perceptions suggest the process could be improved by completing each set of instruments separately for the watch and mobile app rather than all at once. Given failures in pairing, app navigation challenges, and small screen size, the Amazfit Bips may be best suited for studies among older adults with a high degree of technical proficiency. For those with little technical experience or high disease burden, training materials and dedicated training with support may be required. Future steps are lab- and field-based tests with older adult participants.


2020 ◽  
Vol 4 (3) ◽  
pp. 482-488
Author(s):  
Dinan Yulianto ◽  
Rudy Hartanto ◽  
Paulus Insap Santosa

Nowadays, the implementation of information and communication technology in education is important. In harmony with technological developments, the term mobile learning comes to represent learning that utilizes mobile communication devices. The implementation of augmented reality in education provides a new learning model in the form of a combination of technology-based conventional learning media. This research aimed to evaluate augmented reality-based books as media for learning Cirebon mask dance. As many as 15 respondents were involved in the evaluation process, including testing the usability using the System Usability Scale (SUS) and User Experience Questionnaire (UEQ). The evaluation using SUS found a value of 77.67, meaning that the Acceptability Ranges category was “Acceptable”; the Grade Scale category was “C”; and the Adjective Rating category was “Excellent”, while that using UEQ found that each category, namely Attractiveness, Perspicuity, Efficiency, Dependability, Stimulation, Dependability, and Novelty got a value greater than the impression value (0.8), namely 2.122; 2.117; 1.983; 1.750; 1.950 and 1,867, respectively. Overall, all of the evaluation results show that augmented reality-based books are acceptable to be used as media for learning Cirebon mask dance.


1978 ◽  
Vol 9 (1) ◽  
pp. 17-23
Author(s):  
Karen Navratil ◽  
Margie Petrasek

In 1972 a program was developed in Montgomery County Public Schools, Maryland, to provide daily resource remediation to elementary school-age children with language handicaps. In accord with the Maryland’s guidelines for language and speech disabilities, the general goal of the program was to provide remediation that enabled children with language problems to increase their abilities in the comprehension or production of oral language. Although self-contained language classrooms and itinerant speech-language pathology programs existed, the resource program was designed to fill a gap in the continuum of services provided by the speech and language department.


1976 ◽  
Vol 7 (4) ◽  
pp. 236-241 ◽  
Author(s):  
Marisue Pickering ◽  
William R. Dopheide

This report deals with an effort to begin the process of effectively identifying children in rural areas with speech and language problems using existing school personnel. A two-day competency-based workshop for the purpose of training aides to conduct a large-scale screening of speech and language problems in elementary-school-age children is described. Training strategies, implementation, and evaluation procedures are discussed.


Author(s):  
Diane Frome Loeb ◽  
Kathy Redbird

Abstract Purpose: In this article, we describe the existing literacy research with school-age children who are indigenous. The lack of data for this group of children requires speech-language pathologists (SLPs) to use expert opinion from indigenous and non-indigenous people to develop culturally sensitive methods for fostering literacy skills. Method: We describe two available curricula developed by indigenous people that are available, which use authentic materials and embed indigenous stories into the learning environment: The Indian Reading Series and the Northwest Native American Reading Curriculum. We also discuss the importance of using cooperative learning, multisensory instruction, and increased holistic emphasis to create a more culturally sensitive implementation of services. We provide an example of a literacy-based language facilitation that was developed for an indigenous tribe in Kansas. Conclusion: SLPs can provide services to indigenous children that foster literacy skills through storytelling using authentic materials as well as activities and methods that are consistent with the client's values and beliefs.


2020 ◽  
Vol 6 (1) ◽  
pp. 34-43
Author(s):  
Fitri Purwaningtias ◽  
Usman Ependi

Website saat ini telah digunakan diberbagai jenis instansi termasuk instansi pendidikan seperti Pondok Pesantren Qodratullah. Saat ini website Pondok Pesantren Qodratullah menjadi tulang punggung dalam penyebaran informasi terkain pondok pesantren kepada wali santri, alumni, calon santri dan masyarakat luas. Mengingat pentingnya website bagi Pondok Pesantren Qodratullah maka perlu untuk dilakukan evaluasi apakah informasi yang diberikan dan website yang ada telah memiliki nilai kebergunaan bagi pengguna atau tidak. Untuk itu di dalam penelitian ini dilakukan evaluasi untuk melihat perspektif pengguna terhadap website. Prose evaluasi dilakukan dengan system usability scale dengan sepuluh instrumen sebagai pernyataan evaluasi. Hasil evaluasi menunjukkan bahwa website Pondok Pesantren Qodratullah mendapatkan nilai akhir 88. Nilai 88 berarti website Pondok Pesantren Qodratullah mendapatkan adjective rating yang excellence, grade scale tergolong kelompok B dan tingkat acceptability termasuk acceptable. The website is currently used in various types of institutions including educational institutions such as Qodratullah Islamic Boarding School. Currently the Qodratullah Islamic Boarding School website is the backbone in the dissemination of information about Islamic boarding schools to the guardians of students, alumni, prospective students and the wider community. Considering the importance of the website for the Qodratullah Islamic Boarding School, it is necessary to evaluate whether the information provided, and the existing website have a useful value for the user or not. For this reason, in this study an evaluation was conducted to see the user's perspective on the website. The evaluation process is carried out with a system usability scale with ten instruments as evaluation statements. Evaluation results show that the Qodratullah Islamic Boarding School website gets a final score of 88. A value of 88 means that the Qodratullah Islamic Boarding School website gets an adjective rating that excellence, grade scale belongs to group B and the level of acceptability is acceptable


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