This paper presents the success factors for undergraduate research projects (URPs) at Muni University. The objectives of the study were to determine the relevant skills required for the success of undergraduate research projects and investigate the roles of students, supervisors and faculty towards the success of URPs. Questionnaires were administered to a population of 70 final-year students. SPSS-v.21 program was used to analyse the data collected. The research instrument was reliable at Chronbach’s alpha 0.9038. Results showed that research, research environment, research management, personal effectiveness, communication, networking and teamwork skills are paramount to the success of URPs. The study found out that the key stakeholders (students, supervisors and faculty) perform their roles throughout the project period. However, there’s a need to have a mechanism for project tracking, filing complaints, and having URPs externally examined among others.
Since the use of mobile devices outpaces that of laptops and desktop computers today, the usability of these mobile devices is an important consideration. When mobile learning (a new kind of electronic learning) takes shape, bringing an important feature of mobility, the trend expands deeper into teaching and learning. Usability describes the quality characteristics of software product usage; hence, usability testing is a crucial concern in developing companies for the success of product deployment and use. The vast majority of existing usability evaluation approaches were created for desktop software development. As a result, currently existing models do not specifically address mobile learning, presenting a gap that we aimed to remedy. The study developed a model that estimates usability as a function of aggregated usability influencing factors. To provide a more comprehensive model, the proposed model includes essential features from other accessible models and incorporates the majority of those that assist mobile learning. A mobile learning prototype application was designed, tested, and installed to evaluate the efficiency of the developed model, coupled with a task list for objective research. Using a sophisticated statistical technique, the feedback from the experiment and survey was then utilized to assess and validate the prototype application in terms of high, average, or low usability. The findings act as guides for eLearning developing businesses to create more relevant mobile learning applications with high levels of usability.
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