Impacts of Different Mobile User Interfaces on Students’ Satisfaction for Learning Dijkstra’s Shortest Path Algorithm

Mazyar Seraj, Chui Yin Wong

Abstract


This paper describes an experimental study of learning Dijkstra’s shortest path algorithm on mobile devices. The aim of the study is to investigate and compare the impacts of two different mobile screen user interfaces on students’ satisfaction for learning the technical subject. A mobile learning prototype was developed for learning Dijkstra’s shortest path algorithm on Apple iPhone 4 operated on iPhone operating system (iOS), and Acer Inconia Tab operated on an Android operating system. Thirty students, who are either currently studying or had previously studied Computer Networks, were recruited for the usability trial. At the end of each single session, students’ satisfaction interacting with the two mobile devices was measured using QUIS questionnaire. Although there is no significant difference in students’ satisfaction between the two different mobile screen interfaces, the subjective findings indicate that Acer Inconia Tab gained higher scores as compared to Apple iPhone 4.

Keywords


Dijkstra’s shortest path algorithm; mobile devices; mobile user interface; small screen interface; user satisfaction

Full Text:

PDF



International Journal of Interactive Mobile Technologies (iJIM) – eISSN: 1865-7923
Creative Commons License
Indexing:
Scopus logo IET Inspec logo DBLP logo EBSCO logo Ulrich's logo MAS logo