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WGU D292 Task 4 Passed First Attempt Complete Usability Test Plan for E-Learning Module latest 2026

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A. Overview of the Learning Module The storyboard and mockup of the learning solution I made is based on the case study of Golden Maple Middle School. The mockup module I created targets students in the 6th grade who struggle to explain how joints, muscles, and bones work together to create movement. The title of my learning module is Understanding Human Movement. Understanding Human Movement includes articles, videos, and diagrams of the body to help students identify what joints, muscles, and bones are. Then, once they can identify those, they learn how they work together to create movement. After learning each part of the body, students will fill in the diagram of the body to review and self-monitor their learning. There is also a summative assessment at the end of the module. B. Purpose of Testing The purpose of testing this module is to see if it actually functions the way that it should. I want to test to be sure that it is user friendly for the students, to the point that they can move through the modules without any assistance. This allows for the instructor to work with students with hands-on manipulatives to further understanding. The most important reason for testing is to see if it is actually effective with student learning. I want to be sure the module is easy to use, and does not cause any frustration, or have any bumps that would prohibit student learning. C. Parts to be Tested The biggest thing that I want to see tested is how easily students can navigate through the module. I want to make sure that they can watch the videos, click on the articles, and navigate back to the module with ease. The usability test will give me a good idea of how long it will take students to complete the module and if there are any issues that they run into along the way. D. Testing Objectives 1. Determine how long it will take students to complete the module successfully. 2. Determine if students can navigate through the module with ease. 3. Determine how many times a student answers a question incorrectly. 4. Consider students' feedback at the end of the module. E. Usability Metrics 1. Duration Metrics: how long it takes to complete the module 2. How many times do students ask for help when navigating through the course 3. Number of times students are redirected back to content in the review game (due to incorrect answers) 4. Satisfaction of the module on a scale from 1-5 F. Usability Performance Goals 1. 90% of students complete the module in an hour or less. 2. 90% of students can navigate through the module successfully. 3. 90% of participants complete the review game with six errors or less. 4. Students’ satisfaction with the module will be four stars or above. G. Usability Tasks and Scenarios Students will access the module through a link on Google Classroom. Students will be directed to the module. They will first be introduced to the module with a title page and a short introduction of what they will be learning. Then they will dive into the different types of joints needed to create movement. They will watch a video, read an article, and then quiz themselves by labeling a diagram of the body. After they finish with labeling and checking their diagram, the students would work with the instructor to investigate all the different types of joints on a hands-on model. Next, students will navigate to the muscles. They will do the same as they did with the joints. Watch the video, read the article, label, check their diagram, then investigate the hands-on model. After the

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Institution
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D 292

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WGU D292 Task 4 Passed First Attempt
Complete Usability Test Plan for E-
Learning Module

D292 Task 4


A. Overview of the Learning Module

The storyboard and mockup of the learning solution I made is based on the case study of

Golden Maple Middle School. The mockup module I created targets students in the 6th

grade who struggle to explain how joints, muscles, and bones work together to create

movement. The title of my learning module is Understanding Human Movement.

Understanding Human Movement includes articles, videos, and diagrams of the body to

help students identify what joints, muscles, and bones are. Then, once they can identify

those, they learn how they work together to create movement. After learning each part of

the body, students will fill in the diagram of the body to review and self-monitor their

learning. There is also a summative assessment at the end of the module.



B. Purpose of Testing

The purpose of testing this module is to see if it actually functions the way that it should.

I want to test to be sure that it is user friendly for the students, to the point that they can

move through the modules without any assistance. This allows for the instructor to work

with students with hands-on manipulatives to further understanding. The most important

reason for testing is to see if it is actually effective with student learning. I want to be

sure the module is easy to use, and does not cause any frustration, or have any bumps that

would prohibit student learning.

, C. Parts to be Tested

The biggest thing that I want to see tested is how easily students can navigate through the

module. I want to make sure that they can watch the videos, click on the articles, and

navigate back to the module with ease. The usability test will give me a good idea of how

long it will take students to complete the module and if there are any issues that they run

into along the way.

D. Testing Objectives

1. Determine how long it will take students to complete the module successfully.

2. Determine if students can navigate through the module with ease.

3. Determine how many times a student answers a question incorrectly.

4. Consider students' feedback at the end of the module.

E. Usability Metrics

1. Duration Metrics: how long it takes to complete the module

2. How many times do students ask for help when navigating through the course

3. Number of times students are redirected back to content in the review game (due to

incorrect answers)

4. Satisfaction of the module on a scale from 1-5

F. Usability Performance Goals

1. 90% of students complete the module in an hour or less.

2. 90% of students can navigate through the module successfully.

3. 90% of participants complete the review game with six errors or less.



4. Students’ satisfaction with the module will be four stars or above.

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