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Cognitive Learning01:21

Cognitive Learning

Cognitive learning is based on purposive behavior, incidental learning, and insight learning.
E. C. Tolman's theory of purposive behavior emphasizes that much behavior is goal-directed. He argued that to understand behavior, we must look at the entire sequence of actions leading to a goal. For instance, high school students study hard, not just due to past reinforcement but also to achieve the goal of getting into a good college.
Tolman introduced the idea that behavior is influenced by...

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A User Interface (UI) and User eXperience (UX) evaluation framework for cyberlearning environments in computer

Hakam W Alomari1, Vijayalakshmi Ramasamy1, James D Kiper1

  • 1Department of Computer Science and Software Engineering, Miami University, Oxford, OH, 45056, USA.

Heliyon
|May 20, 2020
PubMed
Summary

This study introduces a framework to evaluate cyberlearning environments in STEM education, using usability and utility assessments. Findings show the SEP-CyLE platform enhances software testing skills, with recommendations for design improvements.

Keywords:
Computer scienceCyberlearning environmentSTEM educationUsability evaluationUser experienceUser interface

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Area of Science:

  • Computer Science Education
  • Human-Computer Interaction
  • Educational Technology

Background:

  • Cyberlearning environments are increasingly used in undergraduate STEM education, yet their effectiveness requires further empirical validation.
  • Evaluating the usefulness of these environments is crucial for design improvement and user satisfaction, but lacks standardized methods.
  • Existing research has not comprehensively tested cyberlearning environments' utility and usability in computer science and software engineering.

Purpose of the Study:

  • To propose and illustrate an evaluation framework for cyberlearning environments using user studies.
  • To assess the usability and utility of a specific cyberlearning environment, SEP-CyLE (Software Engineering and Programming Cyberlearning Environment).
  • To identify areas for improvement in cyberlearning design and provide future research directions.

Main Methods:

  • Conducted user studies employing cognitive walkthroughs with think-aloud protocols and heuristic evaluation surveys.
  • Utilized network-based analysis to identify statistically significant correlations in user perceptions of SEP-CyLE.
  • Performed user interface (UI) and user experience (UX) evaluations to measure utility and usability.

Main Results:

  • Participants successfully used SEP-CyLE to complete tasks and improve software testing concepts.
  • The study identified specific areas for enhancement in SEP-CyLE's design, particularly concerning visibility and navigation.
  • The proposed evaluation framework was illustrated through the SEP-CyLE case study.

Conclusions:

  • Cyberlearning environments can effectively enhance specific STEM learning outcomes, such as software testing.
  • A systematic evaluation framework incorporating UI/UX assessments is vital for optimizing cyberlearning environments.
  • Further research and design improvements are needed to maximize the potential of cyberlearning in computer education.