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Predictive vs. passive animation learning tools

Published: 04 March 2009 Publication History

Abstract

We investigate the effectiveness of a predictive interaction animation tool for understanding graph algorithms. We compare performance improvement of students after they have used two different animation tools for the given algorithms, when one of the tools forces a more active, predictive approach while the other is a more traditional animation. Results show significant improvement in performance after students use the predictive tool.

References

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S. Bridgeman, M. T. Goodrich, S. G. Kobourov, and R. Tamassia. PILOT: An interactive tool for learning and grading. In SIGCSE '00: Proceedings of the thirty-first SIGCSE Technical Symposium on Computer Science Education, pages 139--143. ACM Press, 2000.
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M. D. Byrne, R. Catrambone, and J. T. Stasko. Evaluating animations as student aids in learning computer algorithms. Computers and Education, 33(4):253--278, December 1999.
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C. D. Hundhausen, S. A. Douglas, and J. T. Stasko. A meta-study of software visualization effectiveness. Journal of Visual Languages and Computing, 13(3):259--290, 2002.
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D. J. Jarc, M. B. Feldman, and R. S. Heller. Assessing the benefits of interactive prediction using web-based algorithm animation courseware. In ITiCSE '00: Proceedings of the thirty-first SIGCSE Technical Symposium on Computer Science Education, pages 377--381. SIGCSE, March 2000.
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A. Korhonen. Visual Algorithm Simulation. PhD thesis, Helsinki University of Technology, 2003.
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M.-J. Laakso, T. Salakoski, and A. Korhonen. The feasibility of automatic assessment and feedback. In Kinshuk, D. G. Sampson, and P. T. Isaías, editors, CELDA, pages 113--122. IADIS, 2005.
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A. W. Lawrence, A. M. Badre, and J. T. Stasko. Empirically evaluating the use of animations to teach algorithms. In Proceedings of the 1994 IEEE Symposium on Visual Languages, pages 48--54. IEEE, 1994.
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A. Lurie. Investigating the effectiveness of active interaction tools on student learning. Master's thesis, San José State University, 2008.
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Cited By

View all
  • (2023)Mind the GapProceedings of the 54th ACM Technical Symposium on Computer Science Education V. 110.1145/3545945.3569749(778-784)Online publication date: 2-Mar-2023
  • (2011)Software development process animationProceedings of the 49th annual ACM Southeast Conference10.1145/2016039.2016098(221-226)Online publication date: 24-Mar-2011
  • (2014)Learning Chinese Characters with Animated EtymologyInternational Journal of Computer-Assisted Language Learning and Teaching10.4018/ijcallt.20140401054:2(64-82)Online publication date: May-2014

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Reviews

Andrew Brooks

Animation tools help students learn and solve problems. Are active interaction tools better than passive tools__?__ The paper reports on an experiment where students answer three questions on six different graph algorithms. The first question is answered without tool support, while the second and third questions are answered with the aid of a tool. Subjects are randomly assigned to receive either an active interaction tool or a passive tool for the second question; tool support is then swapped for the third question. Taylor et al. claim that their results show that active interaction tools are more effective. An experienced analyst would, however, declare that the conclusions are not supported by the data. Figure 1 represents the raw data for the three questions on Dijkstra's algorithm. It clearly shows that the two groups do not start from an equal baseline. One group has an average score of two out of six on the first question, while the other has an average score of four out of six. Table 1 suggests that the groupings for Kruskal's algorithm and Prim's algorithm are also strongly unbalanced. Without knowing the reasons for these imbalances, interpretation of the data lacks a proper foundation. Also, despite the fact that times were collected, timing data is neither presented nor analyzed. Understanding the role of the tradeoff between time and accuracy is extremely important in studies of human performance. Although this study is fatally flawed, I can recommend it to those who develop and evaluate algorithm animation tools, because such work is difficult and many lessons can be learned from Section 3.1, "Study Limitations." Online Computing Reviews Service

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cover image ACM Conferences
SIGCSE '09: Proceedings of the 40th ACM technical symposium on Computer science education
March 2009
612 pages
ISBN:9781605581835
DOI:10.1145/1508865
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Published: 04 March 2009

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  1. active learning
  2. animations
  3. research study

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Cited By

View all
  • (2023)Mind the GapProceedings of the 54th ACM Technical Symposium on Computer Science Education V. 110.1145/3545945.3569749(778-784)Online publication date: 2-Mar-2023
  • (2011)Software development process animationProceedings of the 49th annual ACM Southeast Conference10.1145/2016039.2016098(221-226)Online publication date: 24-Mar-2011
  • (2014)Learning Chinese Characters with Animated EtymologyInternational Journal of Computer-Assisted Language Learning and Teaching10.4018/ijcallt.20140401054:2(64-82)Online publication date: May-2014

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