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"Like a GPS": Analyzing Middle School Student Responses to an Interactive Pathfinding Activity

Published: 18 February 2025 Publication History

Abstract

Engaging middle school students in complex computational topics such as AI can pose unique challenges to educators, ranging from simplifying potentially difficult mathematical material to maintaining student interest in the subject. One approach to help address these challenges is to utilize hands-on, real-world examples. We conducted a week-long summer camp for 24 students, centering each day around activities aligned with one of the Five Big Ideas in AI. Students participated in exit ticket reflections following each activity. The pathfinding activities, which occurred on one of the days, incorporated real-world examples and digital simulations of three pathfinding algorithms (breadth-first search, depth-first search, and A*), including an activity modeled after the game Pac-Man. Thematic analysis of exit-ticket responses revealed four major themes regarding students' key takeaways from the activities: (1) pathfinding for character movement, notably in video games like Minecraft; (2) pathfinding as a means of efficient navigation; (3) theoretical reasoning regarding the speed of the A* algorithm compared to others, highlighting its intelligent search mechanism; and (4) empirical reasoning based on personal experience during activities, where some students noted A* consistently performed fastest. These findings indicate that students not only engaged with AI concepts but also demonstrated a nuanced understanding of algorithmic efficiency. We examine the implications of these findings on understanding student engagement with interactive pathfinding activities and highlight the potential for future work in this area.

References

[1]
Xiao Cui and Hao Shi. 2011. A*-based pathfinding in modern computer games. International Journal of Computer Science and Network Security 11, 1 (2011), 125-- 130.
[2]
Ross Graham, Hugh McCabe, and Stephen Sheridan. 2003. Pathfinding in computer games. The ITB Journal 4, 2 (2003), 6.
[3]
Eric Greenwald, Maxyn Leitner, and Ning Wang. 2021. Learning artificial intelligence: Insights into how youth encounter and build understanding of AI concepts. In Proceedings of the AAAI Conference on Artificial Intelligence, Vol. 35. 15526--15533.
[4]
Bhaveet Nagaria, Benjamin C Evans, Ashley Mann, and Mahir Arzoky. 2021. Using an instant visual and text based feedback tool to teach path finding algorithms: A concept. In 2021 Third International Workshop on Software Engineering Education for the Next Generation (SEENG). IEEE, 11--15.
[5]
David Touretzky, Christina Gardner-McCune, Fred Martin, and Deborah Seehorn. 2019. Envisioning AI for K-12: What should every child know about AI?. In Proceedings of the AAAI Conference on Artificial Intelligence, Vol. 33. 9795--9799.
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Mojtaba Vaismoradi, Hannele Turunen, and Terese Bondas. 2013. Content analysis and thematic analysis: Implications for conducting a qualitative descriptive study. Nursing & Health Sciences 15, 3 (2013), 398--405.

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      cover image ACM Conferences
      SIGCSETS 2025: Proceedings of the 56th ACM Technical Symposium on Computer Science Education V. 2
      February 2025
      493 pages
      ISBN:9798400705328
      DOI:10.1145/3641555
      Permission to make digital or hard copies of part or all 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 third-party components of this work must be honored. For all other uses, contact the Owner/Author.

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      Published: 18 February 2025

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      1. artificial intelligence
      2. informal
      3. middle school
      4. pathfinding

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      The 56th ACM Technical Symposium on Computer Science Education
      February 26 - March 1, 2025
      Pittsburgh , PA , USA

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