scholarly journals Evaluation of Effective Cognition for the QGIS Processing Modeler

2020 ◽  
Vol 10 (4) ◽  
pp. 1446 ◽  
Author(s):  
Zdena Dobesova

This article presents an evaluation of the QGIS Processing Modeler from the point of view of effective cognition. The QGIS Processing Modeler uses visual programming language for workflow design. The functionalities of the visual component and the visual vocabulary (set of symbols and line connectors) are both important. The form of symbols affects how workflow diagrams may be understood. The article discusses the results of assessing the Processing Modeler’s visual vocabulary in QGIS according to the Physics of Notations theory. The article evaluates visual vocabularies from the older QGIS 2.x and newer 3.x versions. The paper identifies serious design flaws in the Processing Modeler. Applying the Physics of Notations theory resulted in certain practical recommendations, such as changing the fill colour of symbols, increasing the size and variety of inner icons, removing functional icons, and using a straight connector line instead of a curved line. Another recommendation was to provide a supplemental preview window for the entire model in order to improve user navigation in huge models. Objective eye-tracking measurements validated some results of the evaluation using the Physics of Notations. The respondents read workflows to solve different tasks and their gazes were tracked. Evaluation of the eye-tracking metrics revealed the respondents’ reading patterns of the diagram. Evaluation using both Physics of Notation theory and eye-tracking measurements inspired recommendations for improving visual notation. A set of recommendations for users is also given, which can be applied easily in practice using a contemporary visual notation.

2020 ◽  
Vol 13 (37) ◽  
pp. 18
Author(s):  
Juan Carlos Travieso Torres ◽  
Daniel Galdámez González ◽  
Roberto Rodríguez Travieso ◽  
Arturo Rodríguez García

Nuestra principal contribución es la aplicación del lenguaje de programación visual (VPL, de sus siglas en inglés “Visual Programming Language”) y los dispositivos móviles (MD, de sus siglas en inglés “Mobile Devices”) para el aprendizaje de los sistemas de control, lo cual mejoró la comprensión de estudiantes regulares considerados dentro de un diseño cuasiexperimental. El empleo de un ambiente de enseñanza que emplea VPL y MD para abordar los sistemas de control de procesos fue la clave para resolver las dificultades de aprendizaje que tenían el estudiante con el método de enseñanza tradicional, y que perduraban a pesar de ya que se estaba considerando la alineación constructiva entre instrucción, aprendizaje y evaluación, actividades auténticas y un enfoque de aprendizaje basado en el diseño. Los elementos gráficos utilizados por VPL, tomados de una biblioteca hecha de bloques reutilizables, con diferentes formas y colores, facilitan la comprensión de los sistemas de control de procesos. También VPL muestra todo el sistema de control de procesos de un vistazo a través de los diferentes MD utilizados, que fueron computadoras portátiles, tabletas y teléfonos inteligentes. Ayudó que todos estos MD son bien conocidos y fáciles de usar para los estudiantes. La evaluación comparativa del rendimiento de aprendizaje de los estudiantes, con y sin el uso de VPL y MD, mostró la efectividad del rediseño en el modo de enseñanza. Se facilitó el aprendizaje de los sistemas de control de procesos, reduciendo las dificultades de la enseñanza tradicional y mejorando la comprensión de los estudiantes. Además, la autoeficacia de los estudiantes se vio afectada positivamente.


2021 ◽  
Vol 5 (1) ◽  
Author(s):  
Mark Noone ◽  
Aidan Mooney ◽  
Keith Nolan

This article details the creation of a hybrid computer programming environment combining the power of the text-based Java language with the visual features of the Snap! language. It has been well documented that there exists a gap in the education of computing students in their mid-to-late teenage years, where perhaps visual programming languages are no longer suitable and textual programming languages may involve too steep of a learning curve. There is an increasing need for programming environments that combine the benefits of both languages into one. Snap! is a visual programming language which employs “blocks” to allow users to build programs, similar to the functionality offered by Scratch. One added benefit of Snap! is that it offers the ability to create one’s own blocks and extend the functionality of those blocks to create more complex and powerful programs. This will be utilised to create the Hybrid Java environment. The development of this tool will be detailed in the article, along with the motivation and use cases for it. Initial testing conducted will be discussed including one phase that gathered feedback from a pool of 174 first year Computer Science students. These participants were given instructions to work with the hybrid programming language and evaluate their experience of using it. The analysis of the findings along with future improvements to the language will also be presented.


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