Manuscript Title:

ANOVA BASED USABILITY EVALUATION OF KIDS MOBILE APPS EMPOWERED LEARNING PROCESS

Author:

KHALID HAMID, MUHAMMAD WASEEM IQBAL, HAFIZ ABDUL BASIT MUHAMMAD, ZAEEM NAZIR, ZUBAIR FUZAIL

DOI Number:

DOI:10.17605/OSF.IO/7FNZG

Published : 2022-06-10

About the author(s)

1. KHALID HAMID - PhD Scholar,Department of Computer Science, Superior University, Lahore, Pakistan and Lecturer at NCBA & E University East Canal Campus Lahore.
2. MUHAMMAD WASEEM IQBAL - PhD, Assistant Professor Department of Software Engineering, Superior University, Lahore, Pakistan.
3. HAFIZ ABDUL BASIT MUHAMMAD - PhD Scholar, Department of Computer Science, Superior University, Lahore, Pakistan.
4. ZAEEM NAZIR - PhD Scholar, Department of Computer Science, Superior University, Lahore and Lecturer at University of Narowal.
5. ZUBAIR FUZAIL - PhD Scholar, Department of Computer Science, Superior University, Lahore, Pakistan.

Full Text : PDF

Abstract

Kid’s Mobile Apps (KMAPPs) are one of the new prevailing fashions in versatile trading and educational applications (Apps). KMAPPs grant understudies and kid's understudies to perform instructive exercises actually at their places without going external, particularly in any debacle condition like a crown pandemic. It is likewise compelling to incline through these applications because of sounds and general media impacts. Be that as it may, the essential issue for KMAPPs is usability. Scarcely any examination breaks down usability issues reliant upon the client's age, orientation, trading assistants, or experience. The reason for this study is to decide the degree of usability issues, and experience children versatile applications clients. The overview utilizes a factual technique and performs a user probe of 160 understudies with six distinct errands on the application's connection point. The post try study is finished with concerning members. Then again, IT specialists and educationists gathering is additionally involved after the examination. RSM tool is utilized for examination in which ANOVA model is laid out for usability assessment of KMAPPs. Well-qualified perspectives about existing KMAPPs and ideas for further developing the usability of KMAPs are gathered through actual means (like surveys and interviews) and online means like Google form. Then look at the assessments of IT specialists, educationists and understudies about the usability of KMAPPs. The trial and error estimate the assignments usability of different children's portable applications concerning their effectiveness, efficiency, attractiveness, operability, learnability, memorability and satisfaction. The usability testing was driven at various primary and secondary schools and the results procured show that there are memorability, satisfaction and efficiency issues with their child's portable applications. There is additionally a gap among users and app developers which ought to be limited by applying redid usability models and by adding total highlights of schooling through gamification in KMAPPs. It will help KMAPPsusers, designers and usability engineers by giving an easy understanding which is sufficient of the user's prerequisites and growing experience.


Keywords

ANOVA,ActualUsability,Gamification,Memorability,Learnability,Usabilityevaluation,Operability, Efficiency, Effectiveness, UCD model, Expert group.