5318: Module 3-Usability & Reflection


As the final step in designing my innovative blended learning course that gamifies concepts from biology, English, and game design, I conducted comprehensive usability testing.

This crucial process allowed me to evaluate the user experience thoroughly and make informed enhancements to optimize the course implementation for student success. The following summarizes the usability testing methodology, insightful findings, and subsequent improvements made to the course.





Usability Testing Approach:

Navigation and Engagement: During testing, I meticulously observed how participants navigated the introductory "Start Here" module and interacted with sample activities from the core learning modules. This analysis yielded valuable insights into the effectiveness of the course structure, clarity of instructions, and integration of resources.

Test Duration: Each test session lasted 30-45 minutes, providing sufficient time to assess navigation, content comprehension, and overall user experience without overburdening participants.

Testing Activities: Participants were tasked with exploring the "Start Here" section (course overview, syllabus, calendar), accessing a module to view an instructional video and engage with a discussion forum, and providing feedback on instructions, ease of use, and overall experience.

Data Collection: I created a detailed Google Form titled "Gamified Neuroplasticity Course Feedback Form" to gather comprehensive insights from stakeholders who dedicated their time to thoroughly experience the course. This form allowed participants to provide structured feedback on various aspects, including:

  • The clarity and ease of navigation of the home/landing page
  • An assessment of the overall course usability on a scale from difficult to easy
  • Open-ended suggestions for improving usability/navigation
  • Open-ended feedback on potential changes to the course modules
  • Any additional comments or recommendations

By leveraging this form, I could collect rich, multidimensional feedback to guide optimizations. It also included questions tailored to the cross-disciplinary nature, such as whether participants would integrate this gamified approach into their own curriculum.

Participants: I enlisted colleagues with diverse expertise - instructors, instructional designers, and administrators - to provide varied perspectives on usability and pedagogy.

Key Findings and Enhancements:

Platform Impact: Utilizing Canvas as the LMS facilitated a user-friendly testing experience. The platform's structured layout, multimedia integration, and collaboration tools enhanced accessibility and engagement.

Feedback-Driven Improvements:

  • Streamlined instructions with added clarity
  • Restructured module sequencing for better flow
  • Incorporated more visual aids to support varied learning styles
  • Added collaborative activities and discussion prompts

Positive Impact: These enhancements contribute to a more intuitive, engaging, and supportive learning environment, improving the overall student experience.

Bolstered Alignment: Usability insights helped strengthen alignment between objectives, activities, and assessments for a cohesive learning journey.

Support Resources: I implemented guidance on using Canvas, support channels, a student questions forum, and IT coordination to ensure technical requirements are met.

Ongoing Iteration: This testing phase proved invaluable for refining the course design. Moving forward, I plan to incorporate iterative usability testing regularly to continuously enhance the learning experience.

Overall, the usability testing process provided crucial insights that allowed me to optimize this gamified cross-disciplinary course for an enriching, user-friendly experience supporting student achievement. This commitment to usability will create an immersive educational environment fostering skills across biology, English, and game design.

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