408 research outputs found

    Knowledge restructing and the development of expertise in computer programming

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    This thesis reports a number of empirical studies exploring the development of expertise in computer programming. Experiments 1 and 2 are concerned with the way in which the possession of design experience can influence the perception and use of cues to various program structures. Experiment 3 examines how violations to standard conventions for constructing programs can affect the comprehension of expert, intermediate and novice subjects. Experiment 4 looks at the differences in strategy that are exhibited by subjects of varying skill level when constructing programs in different languages. Experiment 5 takes these ideas further to examine the temporal distribution of different forms of strategy during a program generation task. Experiment 6 provides evidence for salient cognitive structures derived from reaction time and error data in the context of a recognition task. Experiments 7 and 8 are concerned with the role of working memory in program generation and suggest that one aspect of expertise in the programming domain involves the acquisition of strategies for utilising display-based information. The final chapter attempts to bring these experimental findings together in terms of a model of knowledge organisation that stresses the importance of knowledge restructuring processes in the development of expertise. This is contrasted with existing models which have tended to place emphasis upon schemata acquisition and generalisation as the fundamental modes of learning associated with skill development. The work reported here suggests that a fine-grained restructuring of individual schemata takes places during the later stages of skill development. It is argued that those mechanisms currently thought to be associated with the development of expertise may not fully account for the strategic changes and the types of error typically found in the transition between novice, intermediate and expert problem solvers. This work has a number of implications for existing theories of skill acquisition. In particular, it questions the ability of such theories to account for subtle changes in the various manifestations of skilled performance that are associated with increasing expertise. Secondly, the work reported in this thesis attempts to show how specific forms of training might give rise to the knowledge restructuring process that is proposed. Finally, the thesis stresses the important role of display-based problem solving in complex tasks such as programming and highlights the role of programming language notation as a mediating factor in the development and acquisition of problem solving strategies

    Mapping the process of product innovation: Contextualising the 'black box' of computer and video games design

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    The academic literature hitherto has mainly addressed the 'effects' of video games and not their creation. The thesis seeks to gain an understanding of the motivations behind the design choices in creating home computer and video games software in light of this 'gap'. The research sought to understand the process of constructing games by examining: (i) the individual designer's aims and how these were mediated by the contexts of. - (ii) the development team and organisation; (iii) the needs of the audience and their presence in the innovation process and (iv) the impact of the hardware manufacturer's quality assessment upon the game's design. These aims were met by outlining the industry structure operating in the video games' market from the period between the early 1980s to mid-1990s. This was performed with reference to the rise of Sega and Nintendo's hardware and software strategy, covering their diffusion from Japan to the US and UK. This highlighted the context surrounding the creation of three computer games from initial concept to actual commodity that served as the subject of case study analysis. The discussion seeks to explore the implications of the choices made in designing the games and widens the debate to the creation of other games. It is argued that the design of games mirrors aspects similar to the creation of other entertainment media but possess certain problems associated with aesthetic conventions, labour, industry and technical issues unique to this medium. Consequently the thesis outlines certain dimensions that impinge'upon the process of product innovation in entertainment software. From a theoretical perspective the application of a social constructivist approach to the emergence of a leisure technology is a novel one and demonstrates the contingent nature of game design

    Software Reverse Engineering in the Real World

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    Symposium: Copyright Protection and Reverse Engineering of Softwar

    Task-related models for teaching and assessing iteration learning in high school

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    A number of studies report about students’ difficulties with basic flow-control constructs, and specifically with iteration. Although such issues are less explored in the context of pre-tertiary education, this seems to be especially the case for high-school programming learning, where the difficulties concern both the “mechanical” features of the notional machine as well as the logical aspects connected with the constructs, ranging from the implications of loop conditions to a more abstract grasp of the underlying algorithms. For these reasons, the aim of this work is to: i) identifying methodological tools to enhance a comprehensive understanding of the iteration constructs, ii) suggest strategies to teach iterations. We interviewed 20 experienced upper secondary teachers of introductory programming in different kinds of schools. The interviews were mainly aimed at ascertaining teachers’ beliefs about major sources of issues for basic programming concepts and their approach to the teaching and learning of iteration constructs. Once teachers’ perception of students’ difficulties have been identified, we have submitted, to a sample of 164 students, a survey which included both questions on their subjective perception of difficulty and simple tasks probing their understanding of iteration. Data collected from teachers and students confirm that iteration is a central programming concept and indicate that the treatment of conditions and nested constructs are major sources of students’ difficulties with iteration. The interviews allowed us to identify a list of problems that are typically presented by teachers to explain the iterations. Hence, a catalogue of significant program examples has been built to support students’ learning, tasks with characteristics different from those typically presented in class. Based on the outcome of previous steps, a survey to collect related information and good practices from a larger sample of teachers has been designed. Data collected have been analysed distinguishing an orientation towards more conceptual objectives, and one towards more practical objectives. Furthermore, regarding evaluation, a orientation focused on process-based assessment and another on product-based assessment. Finally, based on the outcome of previous students’ survey and drawing from the proposed examples catalogue, we have designed and submitted a new students’ survey, composed of a set of small tasks, or tasklets, to investigate in more depth on high-school students’ understanding of iteration in terms of code reading abilities. The chosen tasklets covered the different topics: technical program feature, correlation between tracing effort and abstraction, the role of flow-charts, students’ perception of self-confidence concerning high-level thinking skills.A number of studies report about students’ difficulties with basic flow-control constructs, and specifically with iteration. Although such issues are less explored in the context of pre-tertiary education, this seems to be especially the case for high-school programming learning, where the difficulties concern both the “mechanical” features of the notional machine as well as the logical aspects connected with the constructs, ranging from the implications of loop conditions to a more abstract grasp of the underlying algorithms. For these reasons, the aim of this work is to: i) identifying methodological tools to enhance a comprehensive understanding of the iteration constructs, ii) suggest strategies to teach iterations. We interviewed 20 experienced upper secondary teachers of introductory programming in different kinds of schools. The interviews were mainly aimed at ascertaining teachers’ beliefs about major sources of issues for basic programming concepts and their approach to the teaching and learning of iteration constructs. Once teachers’ perception of students’ difficulties have been identified, we have submitted, to a sample of 164 students, a survey which included both questions on their subjective perception of difficulty and simple tasks probing their understanding of iteration. Data collected from teachers and students confirm that iteration is a central programming concept and indicate that the treatment of conditions and nested constructs are major sources of students’ difficulties with iteration. The interviews allowed us to identify a list of problems that are typically presented by teachers to explain the iterations. Hence, a catalogue of significant program examples has been built to support students’ learning, tasks with characteristics different from those typically presented in class. Based on the outcome of previous steps, a survey to collect related information and good practices from a larger sample of teachers has been designed. Data collected have been analysed distinguishing an orientation towards more conceptual objectives, and one towards more practical objectives. Furthermore, regarding evaluation, a orientation focused on process-based assessment and another on product-based assessment. Finally, based on the outcome of previous students’ survey and drawing from the proposed examples catalogue, we have designed and submitted a new students’ survey, composed of a set of small tasks, or tasklets, to investigate in more depth on high-school students’ understanding of iteration in terms of code reading abilities. The chosen tasklets covered the different topics: technical program feature, correlation between tracing effort and abstraction, the role of flow-charts, students’ perception of self-confidence concerning high-level thinking skills

    Army-NASA aircrew/aircraft integration program (A3I) software detailed design document, phase 3

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    The capabilities and design approach of the MIDAS (Man-machine Integration Design and Analysis System) computer-aided engineering (CAE) workstation under development by the Army-NASA Aircrew/Aircraft Integration Program is detailed. This workstation uses graphic, symbolic, and numeric prototyping tools and human performance models as part of an integrated design/analysis environment for crewstation human engineering. Developed incrementally, the requirements and design for Phase 3 (Dec. 1987 to Jun. 1989) are described. Software tools/models developed or significantly modified during this phase included: an interactive 3-D graphic cockpit design editor; multiple-perspective graphic views to observe simulation scenarios; symbolic methods to model the mission decomposition, equipment functions, pilot tasking and loading, as well as control the simulation; a 3-D dynamic anthropometric model; an intermachine communications package; and a training assessment component. These components were successfully used during Phase 3 to demonstrate the complex interactions and human engineering findings involved with a proposed cockpit communications design change in a simulated AH-64A Apache helicopter/mission that maps to empirical data from a similar study and AH-1 Cobra flight test

    Education and Training in St. Vincent and the Grenadines: A Partially Annotated Bibliography

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    This bibliography on “Education and Training in St. Vincent and the Grenadines” has been specifically prepared for the UWI School of Continuing Studies’ St. Vincent and the Grenadines Conference. It covers all aspects of education and training in St. Vincent and the Grenadines including: Academic achievement,economics of education, educational infrastructure, literacy and mathematics education

    Understandings of Artificial Intelligence in online climate change contrarian communities

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    Despite widespread scientific consensus on the impacts of anthropogenic climate change, many people still deny its reality, which hinders global mitigation and adaptation efforts. This thesis addresses a critical gap in our understanding how climate change contrarians perceive and interact with emerging technologies, specifically artificial intelligence (AI). The aim of this thesis is to explore the intersection of AI discourse and climate change contrarianism to reveal how contrarians integrate AI into their worldviews. Using thematic analysis, the thesis analyses 22 blogs and more than 1000 comments to systematically identify recurring themes in discussions about AI and climate change contrarianism. The findings show that contrarians view AI as both a tool and a threat. They see it as a promoter of a scientific consensus on climate change, which they challenge or reinterpret through a conspiratorial lens. They also strategically use AI to create narratives that support their views and spread misinformation. Some contrarians express desire to actively oppose mainstream scientific narratives by developing their own AI, battle existing AI systems, and use AI to amplify their beliefs. Their negative perceptions of AI stem from its perceived alignment with mainstream climate agendas, which intensifies their resistance and anti-reflexive tendencies, preventing them from alterning their views. The thesis also highlights the potential for leveraging AI, particularly large language models, as transformative tools for engaging and possibly shifting contrarian beliefs
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