Inter national J our nal of Inf ormatics and Communication T echnology (IJ-ICT) V ol. 15, No. 4, December 2026, pp. 2011 ∼ 2024 ISSN: 2252-8776, DOI: 10.11591/ijict.v15i4.pp2011-2024 ❒ 2011 Ev aluating usability , accessibility , and persuasion in lear ning management systems Samantha Jim ´ enez 1,2 , F er nanda Murillo-Mu ˜ noz 2 , Leticia Cer v antes 1 , Norma Candol 1 , Ber enice F ong 1 , Camilo Cara v eo 1 , Alan Ram ´ ır ez-Noriega 3 1 F acultad de Ciencias de la Ingenier ´ ıa y T ecnolog ´ ıa, Uni v ersidad Aut ´ onoma de Baja California, Blvd. Uni v ersitario, T ijuana, M ´ exico 2 Full Stack Program, San Die go Global Kno wledge Uni v ersity , San Die go, US 3 F acultad de Ingenier ´ ıa Mochis, Uni v ersidad Aut ´ onoma de Sinaloa, Sinaloa, M ´ exico Article Inf o Article history: Recei v ed Dec 20, 2025 Re vised Aug 6, 2026 Accepted Aug 28, 2026 K eyw ords: Accessibility LMS Persuasion SUS Usability ABSTRA CT Learning management systems (LMSs) are widely adopted in engineering ed- ucation to support content deli v ery , foster collaboration, and de v elop digital competencies. Ho we v er , e xist ing platforms often prioritize functionality o v er user eng agement and acces sibility . There is limited research that holistically e v aluates LMS usability , persuasi v e design, and accessibility in the conte xt of technical education, particularly during high-frequenc y tasks such as assignment submission. This study aims to e v aluate and compare the usability , persuasi v e elements, and accessibility of blackboard, can v as, and Google Classroom during the assignment submission process from the perspecti v e of engineering students. An e xperimental, between-subjects desi gn w as emplo yed with engineering stu- dents who each interacted with one of the three LMS platforms. W e e v alu- ated usability , persuasi v eness and accessibility . Can v as w as the most ef cient platform, with shorter task completion times and fe wer errors. Ho we v er , it re- cei v ed lo wer scores in satisf action and persuasi v e design compared to Google Classroom, which stood out in credibilit y and user guidance b ut sho wed more v ariability in ef cienc y . None of the platforms fully complied with k e y acces- sibility cri teria, such as k e yboard operability and proper form labeling. These ndings highlight the importance of designing LMS platforms that balance us- ability , persuasion, and accessibility to better support eng agement and equity in engineering education. This is an open access article under the CC BY -SA license . Corresponding A uthor: Samantha Jim ´ enez F acultad de Ciencias de la Ingenier ´ ıa y T ecnolog ´ ıa, Uni v ersidad Aut ´ onoma de Baja California Blvd. Uni v ersitario Baja California, M ´ exico Email: samantha.jimenez@uabc.edu.mx 1. INTR ODUCTION Learning management systems (LMS) ha v e become essential tools in modern engineering education, pro viding digital en vironments to deli v er academic content, manage student acti vities, and foster interactions. These platforms grant students access to technical resources such as videos, tutorials, databases, and academic articles, while supporting synchronous and asynchronous collaboration [1], [2]. Be yond content deli v ery , LMS platforms play a crucial role in the de v elopment of digital competencie s required by engineering students, including problem-solving, communication, and collaborati v e skills [3], [4]. J ournal homepage: http://ijict.iaescor e .com Evaluation Warning : The document was created with Spire.PDF for Python.
2012 ❒ ISSN: 2252-8776 Their inte gration into higher education has accelerated, particularly follo wing the global shift to remote and h ybrid learning models. While LMS adoption continues to gro w , the success of these platforms depends hea vily on their us- ability and capacity to eng age and moti v ate students. Usability—dened through met rics such as ease of use, ef cienc y , and user satisf action—has been widely e v aluated using tools lik e the system usability scale (SUS) and the User e xperience questionnaire (UEQ-S) [5], [6]. Ho we v er , recent studies emphasize that be yond usability , the persuasi v e capabilities of LMS plat- forms—their ability to positi v ely inuence student beha vior , moti v ation, and eng agement—are equally vital for enhancing the learning e xperience [7], [8]. Despite this, empirical e v aluations of persuasi v e strate gies in LMSs remain limited, particularly in engineering education. Existing research has typically focused on isolated platforms or single e v aluation dimensions. F or instance, comparati v e usability studies of blackboard, Can v as, and Google Classroom ha v e highlighted mix ed results in terms of ef cienc y , user satisf action, and technical features [9], [10]. Moreo v er , while some studies apply heuristic frame w orks such as Nielsen’ s usability princ iples [10], the inte gration of persuasion theory , such as the persuasi v e systems design (PSD) model [8], is rarely e xplored in parallel. T o address this g ap, the present study conducts a comparati v e e v aluation of three widely used LMS platforms: blackboard, can v as, and Google Classroom. The e v aluation focuses on a core academic task— assignment submission—and simultaneously analyzes usability (ef cienc y , ef fe cti v eness, satisf action) and per - suasi v e design, based on established heuristics and the PSD model. Furthermore, accessibility considerat ions were included through a checklist deri v ed from WCA G 2.1, ackno wledging the importance of equitable and inclusi v e design in educational technology . The ndings of thi s study aim to pro vide actionable insights into ho w LMS platforms can be opti- mized to support both task performance and student eng agement in engineering programs. Statistical analyses, including the Kruskal-W allis H test, were applied to assess the signicance of observ ed dif ferences [11]. Unlik e pre vious studies that focus primarily on usability or user satisf action, this w ork inte grates three complementary perspecti v es: usability , accessibility , and persuasi v e design. By e v aluating blackboard, can v as, and Google Classroom through the same academic task, the study pro vides a comparati v e vie w of ho w LMS platforms support engineering students in completing routine b ut critical learning acti vities. The ndings aim to inform the design and selection of LMS platforms that are not only ef cient, b ut also eng aging, accessible, and supporti v e of equitable digital learning e xperiences. Assignment submission w as selected as the e v aluation task because it represents one of the most frequent and essential interactions between students and LMS platforms. This task requires students to na vig ate course content, locate an acti vity , upload a le, conrm submission, and interpret system feedback. Therefore, it pro vides a suitable scenario for e xamining usability , accessibility , and persuasi v e design features within a realistic academic w orko w . The remainder of this paper is structured as foll o ws . Section 2 re vie ws the related w ork on LMS usability , persuasi v e design, and accessibility . Section 3 describes the research methodology , including details of participants, instruments, and e v aluation process. Section 4 presents the results of the empirical and heuris- tic e v aluation, or g anized by usability , accessibility , and persuasion dimensions. Section 5 discusses the k e y ndings in the conte xt of engineering education. Finally , section 6 pro vides the conclusions, implications, and directions for future research. 2. RELA TED W ORK LMS are digital platforms designed to support, manage, and enhance the teaching and learning pro- cess. The y pro vide online spaces for accessing academic materials, or g anizing acti vities, and f acilitating inter - action between students and instructors [1], [5], [12]. The inte gration of LMS platforms in higher education is especially rele v ant in engineering programs, where the y contrib ute to the de v elopment of technical competen- cies, problem-solving skills, and collaborati v e learning abilities [3], [4], [13]. The success of LMS platforms depends signicantly on their usability , commonly e v aluated through indicators such as ef cienc y , ef fecti v eness, and user satisf action. T ools lik e t he SUS and the UEQ-S are fre- quently used to assess these dimensions [5], [14]-[16]. V arious studies ha v e e xplored the usability of LMSs in dif ferent educational conte xts. F or instance, [17] and [18] assessed Google Classroom’ s usability , report- ing positi v e student perceptions re g arding ease of use. Comparati v e studies ha v e analyzed platforms such as Int J Inf & Commun T echnol, V ol. 15, No. 4, December 2026: 2011–2024 Evaluation Warning : The document was created with Spire.PDF for Python.
Int J Inf & Commun T echnol ISSN: 2252-8776 ❒ 2013 blackboard, Desire2Learn, Microsoft T eams, and Google Classroom, highlighting dif ferences in satisf action, ef cienc y , and error rates [16], [19]. Although pre vious c omparati v e studies ha v e e v aluated multiple LMS platforms [20], most ha v e fo- cused e xclusi v ely on usability metrics such as satisf action or percei v ed ease of use. Consequently , other di- mensions that inuence students’ interaction, including accessibility and persuasi v e design, remain lar gely une xplored [10]. Be yond usability , the persuasi v e design of LMS platforms plays a crucial role in fostering student moti v ation, eng agement, and beha vioral change. Persuasi v e educational systems are interacti v e en vironments that incorporate strate gies to support users in forming, modifying, or reinforcing learning-related attitudes and beha viors [21], [22]. Ho we v er , most of these studies e v aluate persuasi v e mechanisms in isolation rather than together with usability and accessibility . As a result, little is kno wn about ho w these dimensions complement one another when students perform authentic academic tasks within LMS en vironments [23]. The PSD model [8] is widely used to analyze and structure persuasi v e strate gies. This model cate go- rizes strate gies into four groups: primary task support, dialogue support, system credibility , and social support. Research applying the PSD model to LMS e v aluations has highlighted that while systems often perform well in credibility-related aspects, social support strate gies are frequently underutilized [24]. In addition to usability and persuasi v e design, LMS platforms dif fer in the tools and functionalit ies the y of fer for academic management and student interaction. T able 1 summarizes k e y features of blackboard learn, can v as, and Google Classroom, which may inuence the user e xperience. T able 1. Comparison of core features in three LMS platforms Feature Blackboard learn Can v as LMS Google Classroom Course creation and editing Y es Y es Y es Assignment submission Y es (multiple formats) Y es (multiple formats) Y es Grade center and feedback Y es Y es Y es Calendar and scheduling Y es Y es Y es Inte grated communication tools Announcements, messages Announcements, discussions Ne ws Synchronous video inte gration Y es Y es Y es Discussion or collaboration spaces F orums Groups – Course content or g anization Modules, pages Modules, folders Themes Although usability , accessibility , and persuasi v e design ha v e each been in v estig ated in pre vious LM S research, the y ha v e generally been studied as independent dimensions. Most usability studies focus on task performance and user satisf action, acces sibility e v aluations concentrate on compliance with standards such as WCA G, while persuasi v e design research emphasizes moti v a tion and eng agement. Consequently , there is limited understanding of ho w these complementary dimensions interact when students perform authentic academic tasks within LMS. Despite the gro wing body of research on LMS, se v eral limitations remain. First, most c o m parati v e studies focus primarily on traditional usability metrics, such as ef cienc y , ef fecti v eness, or user satisf action, while o v erlooking complementary dimensions such as accessibility and persuasi v e design. Second, pre vious in v estig ations frequently e v aluate these aspects independently , making it dif cult to understand ho w the y jointly inuence students’ interaction with LMS platforms. Third, most studies assess general LMS usage or rely e xclusi v ely on perception-based questionnaires, with relati v ely fe w emplo ying task-based e v aluations centered on authentic academic acti vities. Finally , comparati v e e v aluations conducted specically with engineering students remain scarce, despite the intensi v e use of LMS platforms in engineering education. These limitations highlight the need for a more comprehensi v e e v aluation frame w ork inte grating usability , accessibility , and persuasi v e design within a realistic educational conte xt [25]. This study contrib utes to closing this g ap by conducting a comparati v e e v aluation of three widely used LMS platforms: blackboard learn, can v as, and Google Classroom. The analysis focuses on a critical aca- demic task—assignment submiss ion—and considers usability , persua si v e design, and accessibili ty , pro viding actionable insights for enhancing LMS ef fecti v eness in engineering programs. Evaluating usability , accessibility , and per suasion in learning mana g ement systems (Samantha Jim ´ enez) Evaluation Warning : The document was created with Spire.PDF for Python.
2014 ❒ ISSN: 2252-8776 3. METHOD This section presents the methodology of the e xperiment conducted with users to e v aluate the LMSs. W e perform a usability analysis that e v aluates ef fecti v eness, ef cienc y , and satisf action. 3.1. Resear ch design This research conducted a mix ed-method approach because it combined quantitati v e measures ob- tained from task performance (completion time, errors, assistance requests, and SUS scores) with qualitati v e observ ations and heuristic e v aluations of persuasi v e design and accessibility . This approach enabled a com- prehensi v e assessment of the three LMS platforms from complementary perspecti v es. The study design w as between subjects, where dif ferent participants e v aluated each platform to a v oid bias and learning. 3.2. Use cases denition Assignment submission w as selected because it represents one of the most frequently e x ecute d aca- demic tasks across virtually all LMS. Unlik e quizzes, forums, or grading modules, assignment submission is a core functionality a v ailable in blackboard, can v as, and Google Classroom. This task requires users to na vig ate the interf ace, locate course resources, upload les, conrm actions, and interpret system feedback, making it an appropriate representati v e task for e v aluating usability , accessibility , and persuasi v e design. The T able 2 sho ws the description of the use cases. The generic steps and the specic steps for each platform sho w that the process is similar on the three platforms. T able 2. Use case comparison: submitting an assignment as a student Step Blackboard learn Can v as LMS Google Classroom Login to the platform Login via uni v ersity portal Login to can v as Login with Google account Na vig ate to course Go to courses Select from dashboard Select course Access assignment section Assignments or content Assignments tab Classw ork tab Select assignment Choose assignment Select assignment Open assignment Attach or upload le Upload from de vice Use start assignment and upload Add or create and attach Add optional comment Optional te xt box a v ailable Comment box a v ailable Optional comment to teacher Submit assignment Click submit Click submit assignment Click turn in V ie w conrmation Conrmation message Conrmation with timestamp V isual conrmation sho wn Figure 1 represents a UML diagram of the process of entering the LMS and conrming the submission of a le. F or the description of the process in Figure 1, an e xpert user is considered the prole of a student who has already had access to and training in the LMS. Ho we v er , response times, methodological follo w-up, and the o v erall analysis of the LMS comparison change based on this kno wledge base. Figure 1. W orko w of the assignment submission task Int J Inf & Commun T echnol, V ol. 15, No. 4, December 2026: 2011–2024 Evaluation Warning : The document was created with Spire.PDF for Python.
Int J Inf & Commun T echnol ISSN: 2252-8776 ❒ 2015 3.3. P articipants A total of 17 v olunteers participated in this study , the study uses a con v enience sampling t echnique. All participants wer e under graduate engineering students rec ruited from a public uni v ersity in northwestern Me xico. P articipation w as v oluntary , and informed consent w as obtained from all participants prior to the e xperiment. The study follo wed a between-subjects design, in which each participant e v aluated only one LMS platform to a v oid learning ef fects and carry-o v er bias associated with repeated e xposure to multiple systems. The participant characteristics for the three LMS groups are presented in T able 3. The blackboard group consisted of participants with heterogeneous backgrounds, including both e xperienced and rst-time users, as well as v arying le v els of computer procienc y . In contrast, participants assi gned to can v as reported frequent computer use, although only one participant had pre vious e xperience with the platform. P articipants e v aluating Google Classroom also reported pre vious e xperience with digital learning en vironments, although none had e xtensi v e e xperience with the specic assignment submission w orko w used during the e xperiment. T able 3. P articipant characteristics Characteristic Blackboard Can v as Classroom P articipants (n) 7 5 5 Female 4 1 4 Male 3 4 1 Age range 18–53 20–23 21–48 Pre vious e xperience with LMS Mix ed Limited–Moderate Moderate Computer procienc y Mix ed High High *Approximate range based on participant records. Because the study focused e xclusi v ely on engineering students, the ndings should be inter p r eted within this conte xt. Engineering students typically possess higher le v els of digital literac y t han the general uni v ersity population, which may inuence task performance and percei v ed usability . Therefore, the results should not be generalized to students from other academic disciplines without further empirical v alidation. P articipants were assigned to one of the three LMS platforms according to platform a v ailability while ensuring that each participant interacted with only one platform throughout the e xperiment. 3.4. Instruments The instruments were selected to pro vide a multidimensional e v aluation of the same assignment sub- mission w orko w . Rather than assessing usability , accessibility , and persuasi v e design as independent system attrib utes, the study inte grated objecti v e performance measures, subjecti v e user perceptions, and e xpert in- spection within a common methodological frame w ork. The task observ ation sheet captured ef cienc y and ef fecti v eness through completi on time, errors, and assistance requests, while the SUS measured participants’ percei v ed usability and satisf action. The persuasi v e design template e xamined ho w students percei v ed the presence of strate gies intended to guide, moti v ate, and sustain interaction, whereas the WCA G 2.1 checklist assessed whether the same w orko w supported accessible and inclusi v e interaction. By applying these instru- ments to the same task and platforms, the methodology enabled triangulation across beha vioral, perceptual, persuasi v e, and accessibility-related e vidence, pro viding a more comprehensi v e e v aluation than an y single in- strument could of fer . 3.4.1. T ask obser v ation sheet A structured task observ ation sheet w as designed to record participants’ performance during the e x- perimental task. The instrument w as completed by tw o e v aluators who independently observ ed each participant throughout the e xperiment. The observ ation sheet included task completion time for each attempt, the number of errors, and the number of assistance requests. T ask completion time w as measured in seconds from the m oment participants initiated the assi gnment submission process until the conrmation message w as displayed. Errors were dened as de viations from the e xpected task o w (e.g., selecting an incorrect menu option or attempting to upload an incorrect le). Assistance w as recorded whene v er participants e xplicitly requested help or clarication from the e v aluators. 3.4.2. System usability scale User satisf action w as measured using the SUS, a standardized questionnaire composed of ten item s rated on a v e-point Lik ert scale. SUS pro vides a global measure of percei v ed usability ranging from 0 to 100, Evaluating usability , accessibility , and per suasion in learning mana g ement systems (Samantha Jim ´ enez) Evaluation Warning : The document was created with Spire.PDF for Python.
2016 ❒ ISSN: 2252-8776 where higher scores indicate better percei v ed usability . The questionnaire w as administered immediately after participants completed the fth task repetition. 3.4.3. P ersuasi v e design e v aluation The persuasi v e characteristics of each LMS were e v aluated using the heuristic inspection method proposed by Jim ´ enez et al. [26], which is based on the PSD model. The i nstrument e v aluates persuasi v e strate gies grouped into four cate gories: primary task support, dialogue support, system credibility , and social support. Each persuasi v e strate gy w as rated using a v e-point Lik ert scale ranging from 1 (strongly disagree) to 5 (strongly agree), according to the e x t ent to which participants percei v ed the strate gy to be implemented in the interf ace. P articipants were also encouraged to pro vide qualitati v e observ ations to support their ratings. 3.4.4. Accessibility checklist Accessibility w as e v aluated manually using a checklist deri v ed from eight success criteria of the web content accessibility guidelines (WCA G) 2.1. The selected criteria focused on the assignment submission w orko w and co v ered the four WCA G principles: percei v able, operable, understandable, and rob ust. The inspection w as performed by tw o e v aluators, who independent ly v eried compliance with each criterion during task e x ecution. The e v aluation focused on practical accessibility aspects such as k e yboard na v- ig ation, alternati v e te xt, form labels, color contrast, focus order , error identication, instructions, and semantic denition of interf ace elements. 3.5. Pr ocedur e The e xperiment w as conducted in person. The researchers rst e xplained the task the part icipants needed to complete, as well as the specic platform the y w ould be using. All participants performed the task on a laptop running the W indo ws operating system and a stable internet service connection, equipped with an e xternal mouse and k e yboard to ensure a more comfortable and controlled interaction with the system. Each participant completed the task v e times. The completion time w as recorded for each attempt, and the a v erage time per participant w as calculated for analysis. In addition to task timing, the researchers documented the number of errors and instances of assista n c e required. An error w as dened as an y de viation from the optimal task o w (e.g., clicking an incorrect menu option or uploading the wrong le). Assistance w as recorded whene v er participants requested help. T w o e v aluators observ ed each participant in real time and recorded observ ations using a standardized e v aluation form. T o maintain consistenc y between trials, par - ticipants submitted the same mock assignment in the v e repetit ions. Upon completing the nal attempt, participants were ask ed to complete the SUS via a digital form to assess their general satisf action with the platform. 3.6. Data analysis Descripti v e statistics (mean and st andard de viation) were calculated for all quantitati v e v ariables. Box- plots were generated to visualize the distrib ution of task completion times across platforms. Since the sample size w as small and the assumptions of normality could not be guaranteed, dif ferences between groups were analyzed using the Kruskal–W allis H test with a signicance le v el of p = 0.05. 4. RESUL TS This section presents the empirical ndings of t he comparati v e e v aluation of blackboard, can v as, and Google Classroom. Results are or g anized according to the thre e e v aluation dimensions considered in this study: usability , accessibility , and persuasi v e design. 4.1. Usability e v aluation The analysis is structured around the three dimensions of usability as dened in ISO 9241-11: ef cienc y , ef fecti v eness, and satisf action. 4.1.1. Efciency T ask ef cienc y w as measured as the a v erage time (in seconds) tak en to complete the dened use case in v e repetitions per participant. The ndings present an analysis at the group le v el rather than per indi vidual because the study design w as between subjects. Int J Inf & Commun T echnol, V ol. 15, No. 4, December 2026: 2011–2024 Evaluation Warning : The document was created with Spire.PDF for Python.
Int J Inf & Commun T echnol ISSN: 2252-8776 ❒ 2017 Figure 2 sho ws a box plot that compares completion times between platforms. P articipants using can v as achie v ed the f astest a v erage completion time (M = 29.24s, SD = 7.08), follo wed by those using black- board (M = 41.36s, SD = 24.46). The classroom group sho wed the slo west and most v ariable performance (M = 76.50s, SD = 57.14), with some participants taking signicantly longer than others. Figure 2. T ask completion time by platform (seconds) T ask ef cienc y w as measured as the a v erage time (in seconds) required to complete the assignment submission task across v e repetitions. Figure 2 compares the completion times obtained for the three e v aluated LMSs. P articipants using can v as obtained the lo west a v erage completion time (M = 29.24 s, SD = 7.08), fol- lo wed by blackboard (M = 41.36 s, SD = 24.46). Google Classroom presented the highest a v erage completion time (M = 76.50 s, SD = 57.14), with greater v ariability among participants. A Kruskal-W allis test w as performed to compare completion times across the three platforms. The analysis yielded H(2)=4.07 (p=0.131), indicating that no statistically signicant dif ferences were found among the e v aluated LMS. Because the study follo wed a between-s u bj ects design, results are reported at the group le v el. 4.1.2. Effecti v eness The ef fecti v eness w as measured by recording the number of errors and assistance requests made by the participants while completing the use case. T able 4 sho ws the a v erage number of errors and assistance requests per platform. T able 4. Ef fecti v eness results: errors and assistance requests per platform Platform Mean errors SD Mean assistance SD Blackboard 0.57 0.79 0.71 1.25 Can v as 0.24 0.17 0.00 0.00 Classroom 0.60 0.55 0.80 1.10 Can v as presented the lo west a v erage number of errors (M=0.24) and no participant requested assi s- tance during the task. Blackboard and classroom sho wed similar a v erage error rates (0.57 and 0.60, respec- ti v ely), whereas classroom presented the highest a v erage number of assistance requests (M=0.80). 4.1.3. Satisfaction User satisf action w as measured using the SUS. T able 5 presents the descripti v e statistics for each platform. P articipants rated can v as the highest in terms of usability , with a mean SUS score of 82.6 and lo w v ariability between participants, suggesting consistent s atisf action. Classroom had a slightly lo wer a v erage (M = 76.5) b ut sho wed greater v ariability , including a relati v ely lo w score (42.5). Blackboard sho wed the lo west satisf action (M = 61.1), with a wider spread of responses ranging from 37.5 to 80. Evaluating usability , accessibility , and per suasion in learning mana g ement systems (Samantha Jim ´ enez) Evaluation Warning : The document was created with Spire.PDF for Python.
2018 ❒ ISSN: 2252-8776 T able 5. Descripti v e statistics of SUS scores by platform Platform Mean SD Min Max Blackboard 61.07 13.98 37.5 80.0 Can v as 82.60 3.97 78.0 88.0 Classroom 76.50 21.11 42.5 97.5 According to the SUS interpretation guidelines, can v as f alls within the e xcel lent usability range, class- room within the good range, and blackboard within the OK range. 4.2. Accessibility e v aluation Accessibility compliance w as e v aluated using the WCA G 2.1 checklist described in section 3. T able 6 summarizes the compliance of the three LMSs with the selected criteria. Blackboard and can v as complied with all e v aluated criteria, whereas Google Classroom sho wed partial compliance in v e of the eight e v aluated criteria, mainly related to alternati v e te xt, k e yboard na vig ation, focus order , and form labeling. T able 6. Accessibility compliance checklist (WCA G 2.1) for assignment submission task (BB = Blackboard, CV = Can v as, and GC = Classroom) Nº WCA G 2.1 Criterion Description BB CV GC 1 1.1.1 Non-te xt content (A) All icons or b uttons used to upload les must ha v e accessible alternati v e te xt or labels for screen readers. x x P artially (some b uttons lack alt te xt) 2 1.3.1 Info and re lationships (A) Input elds must be properly labeled for assisti v e technologies. x x P artially (not all labels are programmatically dened) 3 1.4.3 Contrast (Minimum) (AA) T e xt and b uttons must maintain suf cient contrast. x x x 4 2.1.1 K e yboard (A) Fully operable via k e yboard only . x x Does not fully support k e yboard-only na vig ation 5 2.4.3 F ocus order (A) Logical na vig ation sequence is maintained. x x F ocus jumps or skips in some vie ws 6 3.3.1 Error identication (A) Clear error messages when mistak es are made. x x Limited 7 3.3.2 Labels or instructions (A) Clear , visible instructions on ho w to upload tasks. x x Instructions are minimal 8 4.1.2 Name, role, v alue (A) Interacti v e elements must be correctly dened for assisti v e technologies. x x Some roles/v alues missi ng or incorrectly mapped 4.3. P ersuasion e v aluation This subsection presents the results of the percei v ed persuasi v eness e v aluation of the three LMS plat- forms, structured according to the four cate gories of the PSD model. A structured template based on the PSD model w as used to assess the e xtent to which students percei v ed the presence of persuasi v e strate gies in each system’ s interf ace. A 5-point Lik ert scale w as used for this purpose (1 = Strongly disagree to 5 = Strongly agree). The maximum possible score w as 125 points, deri v ed from the sum of all e v aluated strate gies across the four PSD cate gories. T able 7 presents the e v aluation results of three LMS: blackboard, classroom, and can v as. The answers are or g anized according to the persuasi v e strate gies used, grouped into four main cate gories based on the PSD model: primary task support, dialogue support, system credibility support, and social support. The total possible score for the assessment w as 125 points. The closer the total score of the LMS is to this v alue, the greater the percei v ed persuasi v eness from the students’ perspecti v e. Figure 3 presents the o v erall score of each system. The results sho wed that classroom is in rst place, blackboard second, and can v as third. In Figure 4, we present scores according to each cate gory to emphasize where the LMS is most prominent. The primary task support cate gory e v aluates ho w ef fecti v ely the LMS simplies the tar get beha vior by pro viding guidance, personalization, or mechanisms to practice the required actions. In this cate gory , classroom scored highest (23/30), follo wed by blackboard (17/30) a nd can v as (12/30), indicating a more ef fecti v e imple- mentation of reduction and guidance strate gies in classroom. Students agreed that T unneling and Reduction strate gies are implemented across the three assessed LMSs, whereas simulation is less emphasized. Int J Inf & Commun T echnol, V ol. 15, No. 4, December 2026: 2011–2024 Evaluation Warning : The document was created with Spire.PDF for Python.
Int J Inf & Commun T echnol ISSN: 2252-8776 ❒ 2019 The dialogue support cate gory encompasses the communication between the LMS and the st udent, in v olving feedback and encouragement mechanisms such as prizes, re w ards, reminders, among others. The scores from highest to lo west are: classroom (19/30), blackboard in second place (13/ 30 ) , and can v as in third place (12/30). There is no similarity in the implemented strate gies across the LMSs, b ut the use of reminders, liking, and social roles appears to dif ferentiate classroom most signicantly . System credibility assesses the percei v ed credibility of the LMS from the surf ace, from the initi al perception of the UI to the accurac y of the content. Classroom outperformed the others (27/30), follo wed by blackboard (14/30), and can v as (14/30). Strate gies such as e xpertis e and authority were particularly strong in classroom. Social support attempts to moti v ate students by le v eraging social inuence and interaction with peer s by comparing performances, competing, or of fering public recognition. Classroom achie v ed the hi ghest score in the cate gory (26/35), follo wed by blackboard (18/35), and can v as (7/35). Notably , classroom implemented more di v erse strate gies such as cooperation, recognition, and social f acilitation, which were minimally present in can v as. It is important to note that these results reect percei v ed persuasi v eness based on self-reported data and may be inuenced by indi vidual dif ferences in f amiliarity or e xpectations. T able 7. Persuasi v e strate gy e v aluation by platform (Means by cate gory) Strate gy Blackboard Classroom Can v as Reduction 4 5 3 T unneling 4 5 3 T ailoring and personalization 3 3 2 Self-monitoring 4 4 2 Simulation 1 2 1 Rehearsal 1 4 1 Mean 2.83 3.83 2 Prices 4 2 2 Re w ards 1 2 1 Reminders or suggestions 2 5 2 Similarity 1 1 2 Liking 3 4 3 Social role 2 5 2 Mean 2.16 3.16 2 T rustw orthiness 2 4 4 Expertise 2 5 3 Surf ace credibility 4 5 3 Real w orld feel 1 4 2 Authority 2 5 1 V eriability 3 4 1 Mean 2.33 4.5 2.33 Social learning 1 4 1 Social comparison 4 4 1 Normati v e inuence 4 3 1 Social f acilitation 4 4 1 Cooperation 2 5 1 Competition 1 2 1 Recognition 2 4 1 Mean 2.57 3.71 1 Figure 3. Persuasion e v aluation total scores Evaluating usability , accessibility , and per suasion in learning mana g ement systems (Samantha Jim ´ enez) Evaluation Warning : The document was created with Spire.PDF for Python.
2020 ❒ ISSN: 2252-8776 Figure 4. Persuasion e v aluation scores by cate gory 5. DISCUSSION This study compared three widely used LMS from the perspecti v es of usability , accessibility , and persuasi v e design withi n the conte xt of engineering education. Ov erall, can v as demonstrated the highest ef- cienc y and ef fe cti v eness during assignment submission, whereas Google Classroom ac hie v ed the highest percei v ed persuasion scores across the four PSD cate gories. Blackboard presented intermediate performance b ut lo wer user satisf acti on than the other e v aluated platforms. Re g arding accessibility , blackboard and can v as complied with the e v aluated WCA G 2.1 criteria, whereas Google Classroom presented partial compliance in se v eral accessibility-related aspects. 5.1. Usability implications The usability ndings partially agree with pre vious comparati v e studies on LMS e v aluation. Gumasing et al. [9] reported no statistically signicant dif ferences i n o v erall usability among blackboard, can v as, and Google Classroom, although Google Clas sroom obtained slightly higher o v erall SUS ratings. In contrast, the present study found that can v as achie v ed the highest percei v ed usability and the lo west task com- pletion times. Although the Kruskal-W allis analysis did not re v eal statistically signicant dif ferences, the descripti v e statistics consistently f a v ored can v as re g arding ef cienc y and ef fecti v eness. Similarly , Alg amdi et al. [10] reported that can v as outperformed blackboard in na vig ation and interf ace design while blackboard pro vided richer functionality . Our ndings are consistent with this observ ation, as participants completed the assignment submission task more ef ciently in can v as despite blackboard of fering comparable functionality . 5.2. P ersuasion implications Unlik e usability , the persuasion e v aluation re v ealed a dif ferent pattern. Google Classroom obtained the highest scores across the four PSD dimensions, part icularly in primary task support and system credibil- ity . These ndings suggest that students percei v ed Classroom as a platform that better guides users through academic acti vities while con v e ying higher credibility and trust. These results align with pre vious w ork by Orji et al. [23] and Ahmad et al. [24] who reported that persuasi v e mechanisms embedded in educational s ystems contrib ute positi v ely to learner eng agement and participation. Lik e wise, Murillo-Mu ˜ noz et al. cite21 emphas ized that persuasi v e educational systems can reinforce beha viors associated with learning persistence and moti v ation. Therefore, although classroom w as not the f astest platform, its persuasi v e characteristics may positi v ely inuence students’ long-term interaction with the LMS. 5.3. Accessibility implications The accessibility e v aluation demonstrated that none of the e v aluated platforms fully addressed e v ery aspect of inclusi v e interf ace design. Although blackboard and can v as complied with all manually e v aluated criteria, Google Classroom presented partial compliance in se v eral WCA G 2.1 requirements related to k e yboard na vig ation, form labeling, and focus management. These issues may create additional barriers for students relying on assisti v e technologies or alternati v e interaction methods. Considering the increasing adoption of fully online engineering programs, accessibility should be considered a fundamental design requirement rather than an optional feature. Assignment submission is among the most frequent academic interactions, and e v en minor accessibility limitations may ne g ati v ely af fect students’ learning e xperience. Int J Inf & Commun T echnol, V ol. 15, No. 4, December 2026: 2011–2024 Evaluation Warning : The document was created with Spire.PDF for Python.