310,878 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

    Awareness of group performance in a CSCL-environment: Effects of peer feedback and reflection

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    Phielix, C., Prins, F. J., & Kirschner, P. A. (2010). Awareness of group performance in a CSCL-environment: Effects of peer feedback and reflection. Computers in Human Behavior, 26(2), 151-161. doi:10.1016/j.chb.2009.10.011This study investigated the effects of a peer feedback tool and a reflection tool on social and cognitive performance during computer supported collaborative learning (CSCL). A CSCL-environment was augmented with a peer feedback tool (Radar) and a reflection tool (Reflector) in order to make group members aware of both their individual and their group behavior. Radar visualizes how group members perceive their own social and cognitive performance and that of their peers during collaboration along five dimensions. Reflector stimulates group members to reflect upon their own performance and the performance of the group. A 2x2 factorial between-subjects design was used to examine whether Radar and Reflector would lead to better team development, more group satisfaction, lower levels of group conflict, more positive attitudes toward problem-based collaboration, and a better group product. Results show that groups with Radar perceived their team as being better developed, experienced lower conflict levels, and had a more positive attitude towards collaborative problem solving than groups without Radar. The quality of group products, however, did not differ. The results demonstrate that peer feedback on the social performance of individual group members can enhance the performance and attitudes of a CSCL-group

    Modeling crowdsourcing as collective problem solving

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    Crowdsourcing is a process of accumulating the ideas, thoughts or information from many independent participants, with aim to find the best solution for a given challenge. Modern information technologies allow for massive number of subjects to be involved in a more or less spontaneous way. Still, the full potentials of crowdsourcing are yet to be reached. We introduce a modeling framework through which we study the effectiveness of crowdsourcing in relation to the level of collectivism in facing the problem. Our findings reveal an intricate relationship between the number of participants and the difficulty of the problem, indicating the optimal size of the crowdsourced group. We discuss our results in the context of modern utilization of crowdsourcing.Comment: 19 pages, 3 figure

    Socially-distributed cognition and cognitive architectures: towards an ACT-R-based cognitive social simulation capability

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    ACT-R is one of the most widely used cognitive architectures, and it has been used to model hundreds of phenomena described in the cognitive psychology literature. In spite of this, there are relatively few studies that have attempted to apply ACT-R to situations involving social interaction. This is an important omission since the social aspects of cognition have been a growing area of interest in the cognitive science community, and an understanding of the dynamics of collective cognition is of particular importance in many organizational settings. In order to support the computational modeling and simulation of socially-distributed cognitive processes, a simulation capability based on the ACT-R architecture is described. This capability features a number of extensions to the core ACT-R architecture that are intended to support social interaction and collaborative problem solving. The core features of a number of supporting applications and services are also described. These applications/services support the execution, monitoring and analysis of simulation experiments. Finally, a system designed to record human behavioral data in a collective problem-solving task is described. This system is being used to undertake a range of experiments with teams of human subjects, and it will ultimately support the development of high fidelity ACT-R cognitive models. Such models can be used in conjunction with the ACT-R simulation capability to test hypotheses concerning the interaction between cognitive, social and technological factors in tasks involving socially-distributed information processing

    Female Under-Representation in Computing Education and Industry - A Survey of Issues and Interventions

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    This survey paper examines the issue of female under-representation in computing education and industry, which has been shown from empirical studies to be a problem for over two decades. While various measures and intervention strategies have been implemented to increase the interest of girls in computing education and industry, the level of success has been discouraging. The primary contribution of this paper is to provide an analysis of the extensive research work in this area. It outlines the progressive decline in female representation in computing education. It also presents the key arguments that attempt to explain the decline and intervention strategies. We conclude that there is a need to further explore strategies that will encourage young female learners to interact more with computer educational games

    Curricular orientations to real-world contexts in mathematics

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    A common claim about mathematics education is that it should equip students to use mathematics in the ‘real world’. In this paper, we examine how relationships between mathematics education and the real world are materialised in the curriculum across a sample of eleven jurisdictions. In particular, we address the orientation of the curriculum towards application of mathematics, the ways that real-world contexts are positioned within the curriculum content, the ways in which different groups of students are expected to engage with real-world contexts, and the extent to which high-stakes assessments include real-world problem solving. The analysis reveals variation across jurisdictions and some lack of coherence between official orientations towards use of mathematics in the real world and the ways that this is materialised in the organisation of the content for students

    From “Oh, OK” to “Ah, yes” to “Aha!”: Hyper-systemizing and the rewards of insight\ud

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    Hyper-systemizers are individuals displaying an unusually strong bias toward systemizing, i.e. toward explaining events and solving problems by appeal to mechanisms that do not involve intentions or agency. Hyper-systemizing in combination with deficit mentalizing ability typically presents clinically as an autistic spectrum disorder; however, the development of hyper-systemizing in combination with normal-range mentalizing ability is not well characterized. Based on a review and synthesis of clinical, observational, experimental, and neurofunctional studies, it is hypothesized that repeated episodes of insightful problem solving by systemizing result in attentional and motivational sensitization toward further systemizing via progressive and chronic deactivation of the default network. This hypothesis is distinguished from alternatives, and its correlational and causal implications are discussed. Predictions of the default-deactivation model accessible to survey-based instruments, standard cognitive measures and neurofunctional methods are outlined, and evidence pertaining to them considered
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