393,604 research outputs found

    Towards a Model of Testers' Cognitive Processes: Software Testing as a Problem Solving Approach

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    Software testing is a complex, intellectual activity based (at least) on analysis, reasoning, decision making, abstraction and collaboration performed in a highly demanding environment. Naturally, it uses and allocates multiple cognitive resources in software testers. However, while a cognitive psychology perspective is increasingly used in the general software engineering literature, it has yet to find its place in software testing. To the best of our knowledge, no theory of software testers' cognitive processes exists. Here, we take the first step towards such a theory by presenting a cognitive model of software testing based on how problem solving is conceptualized in cognitive psychology. Our approach is to instantiate a general problem solving process for the specific problem of creating test cases. We then propose an experiment for testing our cognitive test design model. The experiment makes use of verbal protocol analysis to understand the mechanisms by which human testers choose, design, implement and evaluate test cases. An initial evaluation was then performed with five software engineering master students as subjects. The results support a problem solving-based model of test design for capturing testers' cognitive processes.Comment: (v3) minor issues fixed, Accepted and presented in the IEEE International Workshop on Human and Social Aspects of Software Quality (HASQ 2020

    Assessing data analysis performance in research contexts: An experiment on accuracy, efficiency, productivity and researchers' satisfaction

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    [EN] Any knowledge generation process involves raw data comprehension, evaluation and inferential reasoning. These practices, common to different disciplines, are known as data analysis, and represent the most important set of activities in research contexts. Researchers use data analysis software methods and tools for generating new knowledge in their daily data analysis. In recent years, data analysis software has been incorporating explicit references in modelling of cognitive processes, in order to improve the assistance offered in data analysis tasks. However, data analysis software commercial suites are still resisting this inclusion, and there is little empirical work done in knowing more about how cognitive aspects inclusion in software helps researchers in analyzing data. In this paper, we evaluate the impact produced by the explicit inclusion of cognitive processes in the assistance logic of software tools design and development. We conducted an empirical experiment comparing data analysis performance using traditional software versus data analysis performance using software-assistance tools which incorporate cognitive processes in their design. The experiment is designed in terms of accuracy, efficiency, productivity and user satisfaction during the data analysis made by researchers. It allowed us to find some clear benefits of the cognitive inclusion in the software designed for research contexts, with statistically significant differences in terms of accuracy, productivity and researcher's satisfaction in support of this explicit inclusion, although some efficiency weaknesses are detected. We also discuss the implications of these results for the priority of cognitive inclusion in the software tools design for research contexts data analysis.This paper has the support of Generalitat Valenciana through project IDEO (PROMETEOII/2014/039) and Spanish Ministry of Science and Innovation through project DataME (ref: TIN2016-80811-P).Martín-Rodilla, P.; Panach Navarrete, JI.; González-Pérez, CA.; Pastor López, O. (2018). Assessing data analysis performance in research contexts: An experiment on accuracy, efficiency, productivity and researchers' satisfaction. Data & Knowledge Engineering. 116:177-204. https://doi.org/10.1016/j.datak.2018.06.003S17720411

    The Marital and Physician Privileges—A Reprint of a Letter to a Congressman

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    A design of computer systems, that effectively supports the user, is a major goal within human-computer interaction. To achieve this, we must understand and master several tasks. These tasks concern firstly what to develop and secondly how to develop the system. The design and implementation of effective and efficient user interfaces is a prerequisite for the successful introduction of computer support in the medical domain. We base our work on a fundamental understanding of cognitive aspects of human-computer interaction, as well as on detailed analysis of the specific needs and requirements of the end users, i.e., the medical professionals. This thesis presents several approaches for development of systems for computer-supported work in health care. The solutions described concern vital problem areas: (1) the focus on the work tasks to be performed, (2) the cost of software and the way competition works in a networked world. Solutions to these problems can lead to more usable systems from a user's perspective but may also change the nature of computer applications

    An Investigation of Cognitive Implications in the Design of Computer Games

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    Computer games have been touted for their ability to engage players in cognitive activities (e.g., decision making, learning, planning, problem solving). By ‘computer game’ we mean any game that uses computational technology as its platform, regardless of the actual hardware or software; games on personal computers, tablets, game consoles, cellphones, or specialized equipment can all be called computer games. However, there remains much uncertainty regarding how to design computer games so that they support, facilitate, and promote the reflective, effortful, and conscious performance of cognitive activities. The goal of this dissertation is to relieve some of this uncertainty, so that the design of such computer games can become more systematic and less ad hoc. By understanding how different components of a computer game influence the resulting cognitive system, we can more consciously and systematically design computer games for the desired cognitive support. This dissertation synthesizes concepts from cognitive science, information science, learning science, human-computer interaction, and game design to create a conceptual design framework. The framework particularly focuses on the design of: gameplay, the player-game joint cognitive system, the interaction that mediates gameplay and the cognitive system, and the components of this interaction. Furthermore, this dissertation also includes a process by which researchers can explore the relationship between components of a computer game and the resulting cognitive system in a consistent, controlled, and precise manner. Using this process, three separate studies were conducted to provide empirical support for different aspects of the framework; these studies investigated how the design of rules, visual interface, and the core mechanic influence the resulting cognitive system. Overall then, the conceptual framework and three empirical studies presented in this dissertation provide designers with a greater understanding of how to systematically design computer games to provide the desired support for any cognitive activity

    Implementation of Simulation Software on Vocational High School Students in Programming and Arduino Microcontroller Subject

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    The purpose of this study is to determine students’ learning performance who underwent simulation software class on the Programming and Arduino Microcontroller Subject. A quasi-experimental study, with pretest and posttest design was implemented. The subject involved 74 vocational high school students (37 in the control group and 37 in the experimental group) have undergone eight weeks of treatment, using conventional and Proteus simulation software. Students’ performance was measured using achievement test; involved cognitive, psychomotor, and affective aspect, which was based on the Bloom’s Taxonomy. The result indicated that students in the experimental group have outperformed their counterpart in the control group in cognitive aspect (81.4 vs 76.24), affective aspect (81.83 vs 76.34) and psychomotor aspect (79.04 vs 70.37). Further analysis using independent t-test, result indicated that the experimental group’s performance has significantly difference from the control group’s performance at all aspects [t(72) = 3.068, p = .004]. In conclusion, simulation software using Proteus has a significant contribution to increase students’ performance in learning. The implication is that, teaching difficult subject involves programming of microcontroller should use simulation software, so that students become more enthusiast, have many choices in experimenting and capable of nurturing creativity. Future study suggested to focus on the effect of simulation software on nurturing specific creativity skills

    PENGARUH IMPLEMENTASI SOFTWARE ELECTRICAL CONTROL TECHNIQUES SIMULATOR DALAM PRAKTIKUM SISTEM KONTROL INSTALASI MOTOR LISTRIK TIGA FASA TERHADAP HASIL BELAJAR SISWA

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    Penelitian yang berjudul “PENGARUH IMPLEMENTASI SOFTWARE ELECTRICAL CONTROL TECHNIQUES SIMULATOR DALAM PRAKTIKUM SISTEM KONTROL INSTALASI MOTOR LISTRIK TIGA FASA TERHADAP HASIL BELAJAR SISWA” menceritakan mengenai perbandingan hasil belajar siswa (aspek kognitif, aspek afektif dan aspek psikomotorik) antara kelompok siswa yang melakukan praktikum dengan menggunakan bantuan software Electrical Control Techniques Simulator (EKTS) dan kelompok siswa yang melakukan praktikum tanpa menggunakan bantuan software Electrical Control Techniques Simulator (EKTS). Penelitian ini bermula dari beberapa kasus siswa yang handal melaksanakan praktikum namun kurang memahami teori dasar dalam praktikum tersebut. Untuk itu, penelitian ini bertujuan untuk merekomendasikan model pembelajaran berbantu software EKTS dan diharapkan mampu mengatasi permasalahan tersebut. Penelitian menggunakan teknik quasi experimental design dengan bentuk nonequivalent control group design dan bertempat di SMKN 12 Bandung. Objek penelitian yaitu kelas XII KPU 1 sebagai kelompok kontrol dan kelas XII KPU 2 sebagai kelompok eksperimen. Hasil penelitian menunjukkan bahwa hasil belajar aspek kognitif dan hasil belajar aspek psikomotorik kelompok siswa yang melaksanakan praktikum dengan bantuan software EKTS memiliki nilai rata-rata yang lebih unggul dibandingkan dengan praktikum tanpa menggunakan bantuan software EKTS. Sedangkan untuk hasil belajar aspek afektif, nilai rata-rata praktikum tanpa menggunakan bantuan software EKTS lebih unggul dibandingkan praktikum dengan bantuan software EKTS. Praktikum dengan menggunakan bantuan software EKTS membantu menjawab persoalan yang bersifat analitis dan memberikan keleluasaan kepada siswa dalam bereksperimen sebelum rangkaian tersebut dipasang secara nyata. Hambatan yang berarti dalam pelaksanaan praktikum dengan menggunakan bantuan software EKTS yaitu ketidakseimbangan jumlah komputer dengan jumlah siswa. Kata kunci : Electrical Control Techniques Simulator, praktikum sistem kontrol motor listrik tiga fasa, hasil belajar.   The research of "THE EFFECTS OF IMPLEMENTATION SOFTWARE ELECTRICAL CONTROL TECHNIQUES SIMULATOR (EKTS) IN PRACTICE INSTALLATION SYSTEM CONTROL OF ELECTRIC MOTOR THREE PHASE FOR OUTCOMES LEARNING" tells about comparison of result student learning (cognitive, affective and psychomotor aspect) between a group of students who perform practice with software EKTS and group of students who perform practice only using equipment of laboratory (conventional model). This research started from several case of limited equipment and laboratory materials who occur in several electricity vocational school. For that reason, this research aims to recommend a software-assisted learning model and expected to overcome those problems. The research use quasi-experimental design by form nonequivalent control group and located in SMK 12 Bandung. The object of research is class XII KPU 1 as control group and class XII KPU 2 as experimental group. In aspects cognitive and psychomotor, group of students with help by software EKTS for practice has average value better than group of students without software EKTS. In aspects affective, group of students without software EKTS for practice has average value better than group of students with software EKTS. Practicum with help of software EKTS can answer about analysis problem in control system three phase electric motor and give discretion for student to experiment. Inadequate computer facilities is real obstacle for practicum with help by software EKTS. Keywords: Software Electrical Control Techniques Simulator, system control three-phase motor practice, result student learning

    Designing as Construction of Representations: A Dynamic Viewpoint in Cognitive Design Research

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    This article presents a cognitively oriented viewpoint on design. It focuses on cognitive, dynamic aspects of real design, i.e., the actual cognitive activity implemented by designers during their work on professional design projects. Rather than conceiving de-signing as problem solving - Simon's symbolic information processing (SIP) approach - or as a reflective practice or some other form of situated activity - the situativity (SIT) approach - we consider that, from a cognitive viewpoint, designing is most appropriately characterised as a construction of representations. After a critical discussion of the SIP and SIT approaches to design, we present our view-point. This presentation concerns the evolving nature of representations regarding levels of abstraction and degrees of precision, the function of external representations, and specific qualities of representation in collective design. Designing is described at three levels: the organisation of the activity, its strategies, and its design-representation construction activities (different ways to generate, trans-form, and evaluate representations). Even if we adopt a "generic design" stance, we claim that design can take different forms depending on the nature of the artefact, and we propose some candidates for dimensions that allow a distinction to be made between these forms of design. We discuss the potential specificity of HCI design, and the lack of cognitive design research occupied with the quality of design. We close our discussion of representational structures and activities by an outline of some directions regarding their functional linkages
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