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.