There are numerous reports that can be provided. First a Global E-learning Usability Score (GEUS) is provided. GEUS is calculated as a composite measure that takes into account all the mean scores of the subscales. Additionally reports are provided for all the mean scores of the subscales. To this end the following reports are provided:
When the GEUS of an e-learning application/course is rated lower than 50% the usability design should be taken under total consideration. The same applies to each specific e-learning usability measure: when a measure is rated lower than 50%, then special attention must be paid to increase its usability.
Results using demographic information (such as gender, age etc.) can also be extracted in order to acquire more thorough information on e-learning application when used by a particular user group.
Reports for individual scores
This report provides a table which exhibits scores along every usability measure for each respondent.
Reports for open –text question
A table is provided that exhibits the actual raw comments each respondent made to the open question that is about ideas and comments for further improvement of an e-learning application. If blank, no comment was made. Upon request content analysis may be provided to reveal further information on the open-text question.
Below there is a short description of every measure:
Content: It is about the instructional content for instance is the vocabulary and terminology appropriate for the target learners? Are abstract concepts (principles, formulas, rules, etc.) illustrated with concrete, specific examples?
Learning & Support: If rated high learners feel that the e-learning application/course offer tools (taking notes, job aids, recourses, glossary, etc.) that support learning. The application may include activities that are both individual based and group based
Visual Design: Fonts (style, color, saturation) are easy to read in both on-screen and printed versions
Navigation: If rated high then learners always know where they are in the e-learning course. The courses allow the learner to leave whenever desired but easily return to the closest logical point in the course
Accessibility: learners feel that they don’t have any problems to access the application (for instance the course is free from technical problems such as hyperlink errors, programming errors, etc.)
Interactivity: The courses includes interactive elements like games, simulations, role-playing activities, and/ or case studies to gain the attention and maintain motivation of learners
Learnability: Learners can start the course (locate it, install plug-ins, register, access starting page) using only online assistance
Motivation to Learn: if rated high the learners feel that the application incorporates novel characteristics and stimulates further inquiry. The course is perceived as enjoyable and interesting. The course provides learner with frequent and varied learning activities that increase learning success.