Available online at www.sciencedirect.com
Interacting with Computers 20 (2008) 64–96
www.elsevier.com/locate/intcom
Pedagogy and usability in interactive algorithm
visualizations: Designing and evaluating CIspace
Saleema Amershi *, Giuseppe Carenini, Cristina Conati, Alan K. Mackworth, David Poole
Department of Computer Science, University of British Columbia, 201-2366 Main Mall, Vancouver, BC, Canada V6T 1Z4
Received 10 February 2006; received in revised form 25 April 2007; accepted 1 August 2007
Available online 18 September 2007
Abstract
Interactive algorithm visualizations (AVs) are powerful tools for teaching and learning concepts that are difficult to describe with static media alone. However, while countless AVs exist, their widespread adoption by the academic community has not occurred due to
usability problems and mixed results of pedagogical effectiveness reported in the AV and education literature. This paper presents
our experiences designing and evaluating CIspace, a set of interactive AVs for demonstrating fundamental Artificial Intelligence algorithms. In particular, we first review related work on AVs and theories of learning. Then, from this literature, we extract and compile
a taxonomy of goals for designing interactive AVs that address key pedagogical and usability limitations of existing AVs. We advocate
that differentiating between goals and design features that implement these goals will help designers of AVs make more informed choices,
especially considering the abundance of often conflicting and inconsistent design recommendations in the AV literature. We also describe
and present the results of a range of evaluations that we have conducted on CIspace that include semi-formal usability studies, usability
surveys from actual students using CIspace as a course resource, and formal user studies designed to assess the pedagogical effectiveness
of CIspace in terms of both knowledge gain and user preference. Our main results show that (i) studying with our interactive AVs is at
least as effective at increasing student knowledge as studying with carefully designed paper-based materials; (ii) students like using our
interactive AVs more than studying with the paper-based materials; (iii) students use both our interactive AVs and paper-based materials
in practice although they are divided when forced to choose between them; (iv) students find our interactive AVs generally easy to use
and useful. From these results, we conclude that while interactive AVs may not be universally preferred by students, it is beneficial to
offer a variety of learning media to students to accommodate individual learning preferences. We hope that our experiences will be informative for other developers of interactive AVs, and encourage educators to exploit these potentially powerful resources in classrooms
and other learning environments.
2007 Elsevier B.V. All rights reserved.
Keywords: Interactive algorithm visualization; Pedagogy; Design; Evaluation; Human factors; Artificial intelligence
1. Introduction
Artificial Intelligence (AI) is an important discipline
within computer science, but it is hard to teach. One major
difficulty in teaching AI concepts is that they often involve
complex, dynamic algorithms (Hearst, 1994; Greiner and
*
Corresponding author. Tel.: +1 778 834 3077; fax: +1 604 822 5485.
E-mail addresses: samershi@cs.washington.edu, samershi@cs.ubc.ca
(S. Amershi), carenini@cs.ubc.ca (G. Carenini), conati@cs.ubc.ca
(C. Conati), mack@cs.ubc.ca (A.K. Mackworth), poole@cs.ubc.ca
(D. Poole).
0953-5438/$ - see front matter 2007 Elsevier B.V. All rights reserved.
doi:10.1016/j.intcom.2007.08.003
Schaeffer, 2001). Using a blackboard or slides to show
algorithm dynamics during lectures, as was done at the
University of British Columbia (UBC) prior to introducing
CIspace1 in 1999, was laborious for instructors and ineffective for students.
CIspace is a set of interactive algorithm visualizations
(AVs) for demonstrating common AI algorithms. AVs,
also called ‘algorithm animations’ in the literature, are
1
CIspace: tools for learning computational intelligence. Available at:
http://www.cs.ubc.ca/labs/lci/CIspace/.
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
tools for animating algorithm dynamics on visual representations. We use the term ‘interactive AVs’ when emphasizing the difference between AVs that allow learners to
actively control the animation and manipulate the visual
representation and AVs that only allow for passive viewing
of animations. The CIspace project was undertaken with
the aim of developing a suite of applets that could be used
to make learning AI more effective and enjoyable (Poole
and Mackworth, 2001; Amershi et al., 2005). CIspace currently consists of nine Java applets, encompassing many of
the topics covered in undergraduate and graduate AI
courses, such as search, constraint satisfaction, deduction,
planning, machine learning, robot control and belief and
decision networks.
Several tools and resources for enhancing AI teaching
and learning have been proposed (e.g., at the IJCAI 2001
Workshop on Effective Interactive AI Resources, and at
the AAAI 1994 Symposium on Improving Instruction of
Introductory AI). While a few resources have been developed (e.g., MIT AI Tools, 2002; AAAI’s AI Topics,
2000), the majority of these efforts have now either been
abandoned (e.g., Manaris and Russell, 1996; Ingargiola
et al., 1994) or have not developed beyond the prototype
stage (e.g., Greiner and Schaeffer, 2001). Complicating
matters further, the dispersion of existing AI tools across
the Web has left instructors (and students) with the problem of searching for appropriate tools for each topic and
then learning to use them.
Outside the domain of AI, many AVs exist (see Hundhausen et al., 2002 and Naps et al., 1997 for reviews), originating from a substantial body of research on dynamic
visualization in general (see Rieber, 1990 and Tversky
et al., 2002 for reviews). We use the term ‘dynamic visualizations’ (DVs), also called ‘animations’ in the literature,
when referring to this general body of work. DVs encompass algorithm and program visualizations in computer science, as well as visualizations of dynamic processes in the
natural sciences and other disciplines (see Rieber, 1990
and Price et al., 1993 for reviews). Despite the abundance
of these tools and the belief shared by many educators that
AVs can help students learn, widespread adoption of AVs
by the academic community has yet to occur (Naps et al.,
2002; Rößling and Naps, 2002). Again, the primary obstacles instructors face in adopting AVs include the time to
locate, learn and teach students how to use relevant AVs,
and to incorporate them in a course (Naps et al., 2003).
For students, a major concern is uncertainty about the educational effectiveness of AVs over traditional methods of
study (Hundhausen, 2002). ‘Effectiveness’ in this context
refers to not only improved learning, but also increased
student engagement, motivation and satisfaction.
In this paper, we aim to illustrate how the CIspace project addresses the aforementioned obstacles faced by
instructors and students when teaching and learning AI.
Our design follows an iterative process in which we first
identify pedagogical and usability goals and then devise
and implement techniques to achieve these goals through
65
interactive AVs. Finally, we revise our choices in light of
feedback from in-class use, usability evaluations and user
studies.
Our rationale for emphasizing the distinction between
pedagogical and usability goals is to assist interactive AV
designers in determining what features to implement for a
specific system. Design features are only effective with
respect to a goal, so even if there is conflicting evidence
of the effectiveness of a feature, considering the goal that
the feature is intended to satisfy can help designers make
more informed choices. For example, Rößling and Naps
(2002) assert that implementing an incremental rewind feature is important for learning, whereas Saraiya et al. (2004)
found that such a feature provided no significant advantages in terms of knowledge acquisition measured by test
scores. Although these reports appear to be in conflict,
we assert that when the intended goal is to motivate students through active engagement an interactive AV
designer should choose to implement such a feature, even
if its direct effects on knowledge acquisition are not clear.
Existing research often merges goals with the design features that may fulfill these goals, making it difficult for
developers to extract the features that are important for
the goals of a specific application. For example, Rößling
and Naps (2002) list the pedagogical requirements they
attempt to meet with their interactive AV system. They
suggest that AVs must support built-in interactive prediction features. However, we consider this as a design feature
that attempts to meet the more general pedagogical goal of
promoting active engagement (Bergin et al., 1996; Naps
et al., 2002). This separation can also help to define clear
and testable hypotheses, such as whether or not a system
or subset of features in a system satisfies a specific goal.
In addition to trying to help guide interactive AV
designers, we hope that the results of our evaluations on
CIspace presented in this paper will encourage educators
to take advantage of CIspace and other interactive AVs
in computer science courses. Research on AVs, and DVs
in general, have shown mixed results of pedagogical effectiveness (Hundhausen et al., 2002; Naps et al., 2002; Rieber, 1990; Tversky et al., 2002). Most of these have
focused on measuring pedagogical effectiveness in terms
of knowledge acquisition. Reviews of experiments on
DVs (see Hundhausen et al., 2002; Rieber, 1990 for example), have shown that roughly half have reported either
non-significant differences between the DVs and the media
used in the various control conditions (e.g., static visualizations or text), or significant differences in favor of the control condition. Researchers have offered several hypotheses
as to why DVs have failed to produce favorable results.
These hypotheses include confounding experimental factors (e.g., excessive difficulty of the lesson content Rieber,
1989), inadequate evaluation methods and measures
(e.g., focusing on knowledge acquisition rather than
on alternative measures such as motivation, and on
quantitative measures rather than on both qualitative and
quantitative measures (Hundhausen et al., 2002; Gurka
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
and Citrin, 1996), and individual student differences (e.g.,
differences in learning style, background knowledge and
expertise, spatial ability, and even age (Adams et al.,
1996; Stasko et al., 1993; Large et al., 1996; Gurka and Citrin, 1996; Rieber, 1990). Also, some suggest that welldesigned static media may simply be just as effective as
DVs (Pane et al., 1996; Tversky and Morrison, 2001; Tversky et al., 2002). More optimistic results reported in the literature have shown significant pedagogical advantages of
DVs compared to the control conditions. Analysis of these
studies reveal that in many of them students engaged in
some type of interaction with the DVs, such as manipulating input data or answering questions, while students in the
control conditions read text, listened to lectures or passively watched animations (Hundhausen et al., 2002; Rieber, 1990; Tversky et al., 2002). However, Tversky et al.
(2002) argue that the lack of equivalence between the
experimental conditions (e.g., actively interacting with a
DV versus passively reading text) in such experiments
negates any conclusions drawn from them about the benefits of DVs. They contend that for two experimental conditions to be comparable they must (1) convey the same
information (i.e., the content and level of detail provided
by the DV must be the same as that provided by the static
visualization or text), and (2) use equivalent procedures
(i.e., the level of student engagement with either media
should be the same).
In light of these findings, we conducted a range of evaluations on CIspace as is recommended for assessing the
pedagogical effectiveness and usability of AVs (Stasko
and Hundhausen, 2004). Specifically, we conducted two
controlled experiments on CIspace in which we made
efforts to design for comparable experimental conditions.
The goal of our first controlled experiment was to gauge
the effectiveness of interacting with one of our AVs compared with working through sample problems on paper
in terms of knowledge acquisition, as this is a traditionally
accepted way of measuring effectiveness (Hundhausen
et al., 2002). The main conclusion we drew from this experiment was that our interactive AV was at least as effective
at increasing student knowledge as the well-established
paper-based medium. Our second controlled experiment
was inspired by the hypothesis of several researchers that
the value of AVs may be made more apparent by using
alternative measures of effectiveness, such as preference
and motivation (Demetriadis et al., 2003; Hubscher-Younger and Narayanan, 2003; Kehoe et al., 2001). Therefore,
the goal of our second controlled experiment was to measure effectiveness in terms of user preference. The main
results from this experiment show that students liked using
the interactive AV and felt that it helped them learn more
than the paper-based medium (these results were statistically significant). However, students were divided when
forced to choose a medium to study with. Analysis of comments from questionnaires and semi-structured interviews
revealed that certain interface issues with our interactive
AV influenced some of the students’ choices. These inter-
face issues have since been resolved, or are in our plans
for future revisions. Although students were divided when
forced to choose a medium, the majority reported that in
practice they would use both the interactive AV and the
paper-based medium. From these results, we conclude that
while interactive AVs may not be universally preferred by
students, it is beneficial to offer a variety of learning media
to students in order to suit individual learning preferences.
We also present the results of the usability evaluations
we conducted on CIspace. A series of semi-formal usability
evaluations helped us identify usability problems and guide
the design of CIspace during its initial development stages.
In addition, we collected data from usability surveys that
we distributed to students in two different AI courses at
UBC that were using CIspace and that were taught by
two different instructors. The main results from these surveys substantiate the claim that students would use the
CIspace tools in practice. In addition, students reported
that the tools were generally easy to use and useful.
The rest of this paper is organized as follows: Section 2
provides a brief history of DV research, with an emphasis
on AV research in computer science education. In Section
3, we discuss the pedagogical and usability goals that we
identify as important for CIspace. Section 4 describes the
key design features we have included in the latest version
of CIspace to help us achieve our goals. In this section,
we also introduce constraint satisfaction problems (CSPs)
and illustrate some of our design features with examples
from the Consistency Based CSP Solver Applet and some
of our other applets. In Section 5, we discuss the pedagogical and usability evaluations we have conducted on
CIspace. In Section 6, we discuss possible avenues for
future research. Section 7 concludes with a summary of
the paper.
2. Background
As early as 1966, researchers were experimenting with
computer-animated, dynamic visualizations for use as
instructional aids in computer science and other disciplines
(e.g., Knowlton, 1996). Several cognitive science theories
on learning supported the intuition that DVs would be
powerful tools for clarifying abstract concepts. For example, Paivio’s (1971, 1983) dual coding theory rationalizes
the use of visualizations (static or dynamic) as necessary
for activating the non-verbal subsystem of the dual brain.
According to his theory, visualizations reinforce verbal
understandings by enabling the brain’s non-verbal or visual
subsystem to construct representations of knowledge interconnected with the verbal subsystem. Neglecting either
subsystem would be less effective for understanding than
activating both simultaneously. Theories on mental models
(e.g., Mayer, 1981; Norman, 1983; Johnson-Laird, 1983;
West, 1992) also support the use of visualizations to facilitate the development of accurate internal models of
abstract concepts and processes (Levy et al., 2003; Byrne
et al., 1999). The Epistemic Fidelity Theory asserts that
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
DVs are ideal for transferring an expert’s mental model of
a dynamic process to a student (Hundhausen, 1999).
Despite theoretical support for the use of DVs, technological constraints had limited most instructors to textual
media and the occasional visual drawn on the blackboard.
It was not until the arrival of relatively affordable graphically based personal computers in the late 1970s that
DVs for instructional use became feasible. One of the earliest inexpensive systems designed to support teaching and
learning in computer science was Dionne and Mackworth’s
(1978) ANTICS system. ANTICS enabled real-time production of graphically animated LISP programs, which
could be controlled interactively by script commands or
light pens and function buttons. Yet, it was Ron Baecker’s
(1981) animated film Sorting Out Sorting that is generally
recognized for initiating a revival of research in DVs, and
particularly AVs, in the field of computer science (Price
et al., 1993; Byrne et al., 1999; Baecker, 1998). Equipped
with color, sound and narration, this relatively simple animation illustrates the dynamics of nine sorting algorithms
on different data structures. In addition, an entertaining
race between all nine algorithms at the end of the film
allows comparison of computational performance.
Although no formal studies were conducted on the film’s
pedagogical effectiveness, it has been widely used in introductory computer science courses to this day.
Following Sorting Out Sorting, there emerged a steady
stream of DVs for demonstrating algorithms and programs
in computer science (e.g., Brown and Meyrowitz, 1983;
Stasko, 1990), for simulating processes in physics and biology, for illustrating algebraic and geometric properties in
mathematics, and for instruction in other disciplines (see
Rieber, 1990 and Price et al., 1993 for some reviews). A
few of these early systems were empirically evaluated for
pedagogical effectiveness, yielding a mix of favorable and
disappointing results (Rieber, 1990). Soon after, theories
on active learning began influencing the design and development of these tools as educators and researchers started
recognizing the potential value of making DVs interactive
(Brown and Sedgewick, 1984; Cowley et al., 1993; Wilson
et al., 1995; Carlson et al., 1996; Rieber, 1990; Hundhausen
et al., 2002). Experiential Learning Theory emphasized
practice and knowledge application for quality learning
(Kolb, 1984); Cognitive Constructivism favored knowledge
construction over passive knowledge absorption (Ben-Ari,
1998). Active learning is believed to help motivate and
engage (Adams et al., 1996), improve metacognitive learning skills (Naps et al., 1997), and aid in the understanding
of the mapping from domain concepts to visualizations
(Stasko et al., 1993). One of the first interactive AVs built
to support active learning was the BALSA system for Pascal algorithms (Brown and Sedgewick, 1984). Users could
start, stop and set the speed of algorithm execution and
analyze different views of the algorithm simultaneously.
Many other systems also appeared during this time,
equipped with innovative means for interaction, including
enabling data input and manipulation, encouraging algo-
67
rithm or process step prediction, and supporting the implementation of custom animations (Rieber, 1990; Price et al.,
1993).
Confident in the potential value of interactive DVs,
researchers commonly attributed the reasons for these
tools not being exploited in classrooms and courses to platform dependency issues and lack of distributive technologies necessary for widespread access (Gurka and Citrin,
1996; Naps et al., 2006). Then, in the second half of the
1990s, with the advent of the Internet, the World Wide
Web and Java Virtual Machine (JVM), came the promise
of major changes in teaching and learning (Bergin et al.,
1996; Boroni et al., 1998, 1999). Educators eagerly anticipated moving from static classrooms to high-tech, interactive and engaging educational environments that relied on
DVs to make abstract processes more easily accessible to
every student.
Still today, over two decades after Sorting Out Sorting
made its appearance, and despite ever-increasing technological advances, widespread adoption of interactive DVs
by the educational community has yet to occur (Naps
et al., 2002; Rößling and Naps, 2002; Hundhausen,
1999). Furthermore, most use of these tools remains limited to passive in-class demonstrations, which is inconsistent with continued belief in the value of interactive DVs
(Rieber, 1990; Kehoe et al., 2001; Naps et al., 2002). This
is not to say that interest in interactive DVs has stagnated.
On the contrary, educators and researchers have continued
to make progress in interactive DV technologies, as is evident from the countless DV systems and repositories that
have materialized over the years (Rieber, 1990; Ingargiola
et al., 1994; Bergin et al., 1996; Naps et al., 1997; Hundhausen et al., 2002). But the lack of an authoritative site to find
these tools, along with insufficient attention and reluctance
from instructors, have resulted in many of these tools and
repositories disappearing.
Obstacles to using interactive DVs in teaching and
learning include both pedagogical concerns and usability
problems (Tversky et al., 2002; Hundhausen et al., 2002;
Ingargiola et al., 1994; Naps et al., 2003). Even with many
researchers focusing on developing and evaluating interactive DVs rather than passive DVs, reports on pedagogical
effectiveness continue to be mixed (see Hundhausen et al.,
2002 or Rieber, 1990 for reviews in computer science and
other disciplines). For example, in the literature on interactive AVs in computer science, several researchers have
reported that using interactive AVs is just as effective as
actively engaging students in learning through other methods. These methods include having them create their own
visualizations (Hundhausen and Douglas, 2000), having
them role play the execution of algorithms (Rantakokko,
2004), having them predict the behavior of an algorithm
using static diagrams (Byrne et al., 1999), and having them
learn from well-designed static media (Pane et al., 1996). In
contrast, several other researchers have found evidence in
favor of interactive AVs. For example, Grissom et al.
(2003) showed that student learning increases as the level
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
of student engagement with an AV increases (i.e., interacting with an AV was better than just viewing the AV, which
was better than not seeing any AV at all). In another example, a series of eight experiments comparing an interactive
AV embedded in a multimedia environment against various control conditions showed that using the AV environment was more effective than using static materials or
listening to lectures (Hansen et al., 2002).
While most of the above evaluations focused on measuring effectiveness in terms of knowledge acquisition, several
recent studies have looked at other factors that may reveal
the benefits of AVs, and DVs in general, including
increased levels of student participation and motivation.
However, in most of these experiments the methods used
to evaluate the DVs in terms of these factors have been
either observational or indirect (e.g., measuring time-ontask to show motivation); even then the results have sometimes been mixed (e.g., Pane et al., 1996; Kehoe et al., 2001;
Rantakokko, 2004; Hundhausen and Douglas, 2000;
Hundhausen, 2002). For example, Kehoe et al. (2001)
observed that students using interactive AVs to work
through homework-style questions appeared more relaxed
and confident than students in a control condition with
no animation. They also found that students in the AV
condition spent more time on their task than students in
the non-AV condition. They argue that these observations
indicate increased motivation as a result of using the interactive AV. In contrast, Pane et al. (1996) found no significant differences in student attitudes and preferences for an
interactive DV embedded in a multimedia environment
over well-designed static materials. They also measured
time-on-task and found significant differences in favor of
the DV condition; however, they attributed most of this
difference to the time required to run the DVs and not to
student motivation levels. Conflicting results such as these
have made it difficult for educators to justify the use of
interactive AVs, and DVs in general, especially when considering the effort needed to integrate them into courses.
Usability deficiencies, especially those involving the time
required to find appropriate tools and then learn to use
them, have also been cited as some of the most common
reasons preventing educators from making use of interactive AVs (Naps et al., 2002; Crescenzi et al., 2002). Without
instructor support, students fail to benefit from these readily available and potentially powerful tools.
Much work has gone into determining effective interactive AV design features that address some of these pedagogical and usability problems. From this corpus of
published research come numerous design recommendations and lists of best practices for interactive AV development (e.g., Naps et al., 2002; Fleischer and Kucera, 2001).
For example, Naps et al. (2003) advocate designing AVs
specifically for instructor needs, e.g., capturing larger concepts to alleviate the time required to search for, install
and learn new tools, as well as developing a supporting
Web site where all relevant instructions and supporting
documentation can be assembled. Saraiya et al. (2004) also
evaluated and recommended several design features for
their pedagogical effectiveness, e.g., example data sets and
pseudocode displays. However, because the rationale
behind one design feature may sometimes conflict with
another, it can be difficult to determine the types of features
to implement when creating a new interactive AV. For
example, Naps et al. (2003) suggest that an AV should
map directly to an existing resource to facilitate course
integration. However, they also argue that a more flexible
system can ease course integration by being adaptable to
a variety of resources and instruction styles.
In light of these issues, we adhere to an iterative
approach to development for our interactive AVs, weighing design choices in terms of the pedagogical and usability
goals we aim to achieve. We first make our intended goals
explicit in order to guide our design. Then, we devise and
implement features to achieve these goals. Finally, we
revise our choices in light of feedback from in-class use,
usability evaluations and controlled experiments. We argue
that this scheme is effective, and hope our experiences can
inform other developers and encourage interactive AV use.
In the next section, we illustrate the pedagogical and
usability goals that form the basis of the CIspace suite.
3. CIspace goals
Our underlying goal in developing CIspace is to enhance
traditional approaches to AI instruction. This objective can
be broken down into the two broad categories of pedagogical
and usability goals. These categories are not completely distinct in that poor usability can mask pedagogical rewards,
and limited pedagogical effectiveness can make efforts
towards usability irrelevant. Satisfying goals in both categories, however, greatly improves the effectiveness of any educational aid.
Next, we describe the key pedagogical (Section 3.1) and
usability (Section 3.2) goals that we aim to achieve in the iterative design of CIspace. Some of these goals are presented in
terms of more specific subgoals, expressed as a taxonomy of
objectives (see Fig. 1 at the end of Section 3.2).
3.1. Pedagogical goals
For a learning aid to contribute to education, it must provide clear and definite pedagogical benefits. The following
are the pedagogical goals informing the design of CIspace.
P1. Increase understanding of the target domain. In the
domain of AI this includes understanding the mappings
from abstract knowledge to visual representations, as well
as understanding the various AI algorithms. Guaranteeing
a measurable increase in understanding of domain concepts
and processes has traditionally been the focus of many AV
researchers (Hundhausen et al., 2002), and we agree that
this is a justified goal. However, we maintain that the pedagogical value of an interactive AV is not limited to this
specific measure, as is emphasized by the other pedagogical
objectives we list in this section.
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
P1. Increase understanding
of the target domain
Pedagogical Goals
P2. Support individual
differences
69
P2.1. Support different learning
styles
P2.2. Support different levels
of student knowledge
P3. Motivate and focus
student attention
P4. Promote active engagement
P5. Support various
learning activities
Goals
U1. Minimize learning
overhead
Usability Goals
U2. Support ease of use
U3.1. Support a variety of
course curricula
U3. Facilitate course
integration
U3.2. Supplement a variety
of course resources
U3.3. Minimize time to find,
download and install the tools
Fig. 1. CIspace goal taxonomy.
P2. Support individual differences. Individual Differences
Theory (Cooper, 1997; Riding and Rayner, 1998) emphasizes that the learning outcome from a given learning methodology is dependent on distinguishing characteristics of
the learner. Characteristics such as learning style, aptitude
and background knowledge have been shown to greatly
influence the effectiveness of a learning tool (Naps et al.,
2003; Adams et al., 1996; Kehoe et al., 2001). Therefore,
we adopt the goal of supporting individual differences,
which can be divided into the following subgoals:
P2.1. Support different learning styles. Learning theorists
have proposed several behavioral models to categorize students by various learning styles (Naps et al., 2003; Adams
et al., 1996). For example, Felder’s (1993) model identifies
four behavioral dimensions of learning: sensory/intuitive,
visual/verbal, active/reflective, and sequential/global. These
inherent learning styles have been found to influence student preferences for different educational media, including
AVs, and to shape the learning strategies that students
develop for using them (Kehoe et al., 2001; Stern et al.,
2005). To accommodate the wide range of students
that may comprise a classroom, the design of CIspace
should therefore account for such differences in learning
style.
P2.2. Support different levels of student knowledge. An
individual student’s understanding of a subject may vary
over time. The rate by which each individual learns can
also differ. Bloom and Krathwohl’s (1956) well-known taxonomy characterizes individual understanding on six progressive levels:
(1) Knowledge level. The student can recall factual
information.
(2) Comprehension level. The student can comprehend
the meaning behind the information.
(3) Application level. The student can apply the learned
information to new problems.
(4) Analysis level. The student can break down a more
complex problem and use the learned information
to analyze the components.
(5) Synthesis level. The student can make generalizations
and new inferences from the learned information.
(6) Evaluation level. The student can assess the value of
the information and make comparisons between
competing ideas.
Factors that may contribute to differences in understanding include a student’s background knowledge, the
difficulty of the subject matter and even language barriers
(Adams et al., 1996). To accommodate these diverse levels
of expertise, we want CIspace to be able to exercise the
skills of both novices and increasingly more advanced students while supporting individual learning pace.
P3. Motivate and focus student attention. Much of the
research on AVs has focused primarily on measuring learning gains to demonstrate effectiveness (Hundhausen, 2002),
yet results from these studies continue to be mixed. More
recently, however, there have been preliminary investigations showing that the value of interactive AVs may lie in
their ability to increase student motivation (which may
indirectly improve understanding by increasing the time
students are willing to spend learning (goal P1), improve
long-term learning, and alleviate learner stress (e.g., Kehoe
et al., 2001 and Demetriadis et al., 2003). We can further
argue that motivational factors are necessary to focus the
attention of the often-distracted (Grissom et al., 2003; Bergin et al., 1996), technically savvy, MTV and Nintendo
generation (Soloway, 1991; Guzdial and Soloway, 2002)
of students in today’s classrooms. These students may be
accustomed to images and other visual media because of
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
their exposure to with technology (Adams et al., 1996).
Therefore, interactive AVs that motivate and focus student
attention may help satisfy the needs of this generation of
students.
P4. Promote active engagement. One way to motivate
students (goal P3) is by actively involving them in the
learning process (Bergin et al., 1996). In the context of
interactive AVs, this may be achieved by supporting different forms of interaction between the student and the tool.
The ITiCSE working group on ‘Improving the Educational
Impact of Algorithm Visualizations’ (Naps et al., 2002)
defined six classes of engagement:
• No Viewing. No use of visualizations.
• Viewing. Any use of visualizations.
• Responding. Using visualizations while answering questions about them.
• Changing. Modifying visualizations to explore different
instances.
• Constructing. Constructing new visualizations.
• Presenting. Presenting visualizations for discussion and
feedback.
The authors hypothesize that AVs supporting a mix of
these activities will produce better learning outcomes for
students (goal P1). Thus, in designing CIspace we aim to
provide features for eliciting many of these forms of
engagement while attempting to balance our usability
objectives (see Section 3.2).
P5. Support various learning activities. Most educators
recognize the benefits of in-class use of AVs (Naps et al.,
2002), though the primary role of the student in this scenario
is rather passive. In contrast, higher levels of engagement
(goal P4) with interactive AVs can be attained through activities generally occurring outside of the classroom, such as
individual exploration or course assignments (Hundhausen
et al., 2002; Kehoe et al., 2001). In these scenarios, students
typically become active participants in the learning process
by performing activities such as answering questions (e.g.,
Hansen et al., 2000), exploring different algorithm parameters (e.g., Lawrence et al., 1994), or even constructing new
visualizations (e.g., Hubscher-Younger and Narayanan,
2003). Furthermore, using interactive AVs in multiple activities can increase the user’s familiarity with the tools, which
may make them easier to use and reduce learning time (goals
U1 and U2), and, as Naps et al. (2002) suggest, can result in
improved learning from them (goal P1). Thus, to take full
advantage of interactive AVs, we aim to provide support
for various learning activities.
3.2. Usability goals
An educational aid may be designed based on sound
pedagogical principles, but without satisfying the usability
needs of both educators and students, it would rarely
become an effective teaching system. Usability encompasses a number of criteria, including learnability,
efficiency and memorability. These are seemingly intuitive
objectives, yet usability deficiencies, especially those involving the time to learn and use interactive AVs, are the most
cited reasons for educators not adopting these tools (Naps
et al., 2003). It is therefore essential to tackle these usability
goals in the very early stages of designing a pedagogical
system. Here, we describe the usability requirements we
have identified as essential for our CIspace tools.
U1. Minimize learning overhead. Ninty percent of educators responding to a survey distributed prior to the ITiCSE
2002 conference cited that the time it takes to learn a new
tool is a major impediment to using interactive AVs in a
course (Naps et al., 2002). Minimizing learning overhead
allows teachers/students to spend less time learning the
operations necessary to begin teaching/learning the target
domain, and more time actually teaching/learning the target domain. This requires each CIspace tool to be relatively
lean, but without compromising our pedagogical goals.
U2. Support ease of use. After learning how to use a tool,
it should be easy and efficient for educators and students to
carry out their tasks. Davis and Wiedenbeck (2001) studied
the effects of the perceived ease of use of software on users.
They found that perceived ease of use results in an increase
in perceived usefulness, and, for users with some prior
exposure to similar interfaces, an improvement in task performance. Therefore, as the primary task of an educational
aid is to assist learning, perceived ease of use may help to
improve understanding (goal P1). Perceived usefulness
may also build up instructor confidence in AVs as well as
motivate students to use them for learning (goal P3).
U3. Facilitate course integration. Educators report
in-class demonstrations as the most common use of AVs
in computer science courses, with fewer educators incorporating them in homework exercises or making them available for individual exploration (Naps et al., 2002).
Problems adapting AVs to individual teaching approaches,
course content and other course resources discourage tighter integration of AVs in a course. Thus, while ensuring
that a tool is easy to learn (goal U1) and use (goal U2)
can help alleviate instructor effort, ease of course integration is essential so that more educators will be motivated
to take full advantage of these potentially powerful
resources. This goal can be divided into the following
subgoals:
U3.1. Support a variety of course curricula. AI course
content can vary across different institutions and amongst
individual instructors. For CIspace to be a useful resource
for most AI educators, the tools must therefore be flexible
enough to suit a variety of AI course curricula. This also
means that it should be easy for instructors to create customized AVs for their particular course.
U3.2. Supplement a variety of course resources. We envision CIspace supplementing textbooks or teacher-constructed materials rather than being standalone tools. It
is essential, then, that the interactive AVs be compatible
with these other resources to effectively reinforce student
understanding (Hubscher-Younger and Narayanan, 2003;
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
Kehoe et al., 2001; Naps et al., 2000). To achieve smooth
integration, it must be easy for instructors to create these
accompanying materials or combine CIspace with existing
resources.
U3.3. Minimize time to find, download and install the
tools. Easing course integration also requires that the
appropriate tools be easy to find and straightforward to
download and install (Naps et al., 2003).
The following taxonomy summarizes the goals described
in this section that we aim to achieve in our design of
CIspace.
4. CIspace design for pedagogical and usability goals
Since CIspace is an ongoing experiment in pedagogy, we
continue to evolve our tools through an iterative approach
of design and evaluation. Here, we describe some of the key
design features we have incorporated into the latest version
of CIspace, and the pedagogical and usability goals they
aim to satisfy. These design features are informed by AV
research and the pedagogical and usability evaluations we
have performed on CIspace to date (see Section 5). While
the individual design features we use may not be an original
contribution to interactive AV, the comprehensiveness of
CIspace is nevertheless unique, particularly regarding interactive AVs for AI. Describing our design choices is important to exemplify our framework for making design
decisions based on explicit goals. Table 1 summarizes the
mapping between the design features we will describe and
the goals discussed in the previous section.
We illustrate the design features with the CIspace Constraint Satisfaction Problem (CSP) applet and, where
appropriate, with references to other CIspace applets. We
therefore precede the feature descriptions in Section 4.2
with a brief overview of CSPs and the algorithm the CSP
applet demonstrates for solving them (Section 4.1). We
focus on the CSP applet because CSPs are pervasive in
AI, yet simple enough to introduce in a limited space.
4.1. Introduction to CSPs and AC-32
The problem of constraint satisfaction can be stated as
follows: given a set of variables each with a domain (a
set of values it can take on), and a set of constraints on
legal assignments, find an assignment of a value to each
variable that satisfies all constraints. The nature of a CSP
lends to its intuitive graphical representation as a network
of variable nodes and constraint arcs. For example, Fig. 2
shows a CSP designed for scheduling activities A, B, C, D
and E at times 1, 2, 3, 4. Vertices represent the activities
and their possible domain values, and edges with square
boxes represent constraints on activity times.
2
The description of CSPs and the AC-3 algorithm are based on the
textbook Computational Intelligence (Poole et al., 1998). For more details,
consult this text or almost any other introductory AI textbook.
71
In research literature, a series of algorithms for solving a
CSP by achieving network consistency, known as AC-i,
i = 1, 2, . . ., have been proposed. The CIspace CSP applet
demonstrates the AC-3 algorithm. Network consistency is
reached when all arcs in a network have been made consistent. An arc ÆX, ræ, where r is a relation r(X, Y) on variable
X and some tuple of other variables Y, is arc consistent if,
for each value x 2 dom(X), there is some value y 2 dom(Y)
such that r(x, y) is true. For example, arc ÆA, A = Cæ in
Fig. 2 is consistent because for each domain value in variable A, there is some value in variable C such that A = C is
true. Arc ÆB, B > Cæ is not consistent because there exists a
value in B that is inconsistent with the relation B > C given
the available domain values in C; in particular, there is no
value in C that is less than 1. The AC-3 algorithm makes
the entire network consistent by considering a set of potentially inconsistent arcs initially containing all of the arcs in
the network. Until the set is empty, an arc is removed from
the set and tested for consistency. If it is found inconsistent,
it is made consistent by removing domain values causing
the inconsistency, and all consistent arcs that could, as a
result, have become inconsistent are placed back into the
set. For example, arc ÆB, B > Cæ can be made consistent
by removing 1 from the domain of B.
There are three possible cases that can occur once network consistency has been reached:
• A CSP in which some variable’s domain is empty. In this
case, the CSP has no solution.
• A CSP in which each variable’s domain has a singleton
value. Here, the CSP has a unique solution.
• A CSP in which every variable’s domain is non-empty
and at least one variable’s domain has multiple values
left. In this case, any non-singleton domain may be split
into non-empty sets and then the algorithm can be
applied recursively to the resulting sub-problems.
4.2. Design features
Next, we describe key design features of the CIspace
applets, referencing the CSP applet and CSP concepts
described in Section 4.1, as well as other CIspace applets.
We justify our design feature choices in the context of recent
work on interactive AV in computer science education.
4.2.1. Accessibility
The CIspace applets are freely available online and are
licensed by the University of British Columbia under a Creative Commons license.3 The licensing allows anyone to use
and distribute the tools for non-commercial purposes.
Making the tools freely available over the Web offers a
number of advantages. First, Web-based tools permit
remote accessibility, enabling CIspace to be used in and
outside of the classroom which helps to support various
3
http://creativecommons.org/licenses/by-nc-sa/1.0/.
72
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
Table 1
Mapping of design features to goals
P1
Accessibility
Coverage and modularity
Consistency
Graph-based visual representations
Sample problems
Create new problems
Interaction
System help
P2.1
p
p
p
p
P2.2
p
p
p
Fig. 2. Example scheduling CSP.
learning activities (goal P5). Also, together with the Java
Virtual Machine (JVM), Web-accessible Java applets help
support platform independence (Naps et al., 1997). Educators cite platform dependency problems as a major impediment to widespread adoption of AVs, second only to
issues involving time (Naps et al., 2003). The CIspace
applets can be run through most major browsers (provided
the JVM has been installed) that support several common
platforms including Windows, Mac, Linux and Solaris.
Web-based tools that support platform independence can
help reach a wide audience of educators and students (Carlson et al., 1996; Rößling and Naps, 2002) in a variety of
learning scenarios (goal P5). Finally, running Java applets
from a Web browser eliminates the need for complicated
installations (goal U3.3) (Naps et al., 1997, 2003). The tools
can also be downloaded as applications for use offline.
Here the installation process amounts to downloading
and unzipping a CIspace tool and then simply starting
the application (goal U3.3).
4.2.2. Coverage and modularity
CIspace currently provides coverage of a range of topics
traditionally taught in undergraduate and graduate AI
courses. Providing coverage helps to overcome the problem
instructors and students face in finding AVs for each new
topic covered in a course (Naps et al., 2003), and thereby
P3
P4
P5
p
p
p
p
p
p
p
U1
U2
p
p
p
p
p
U3.1
U3.2
p
p
U3.3
p
p
p
p
p
eases course integration (goal U3)). While Rößling and
Naps (2002) approach this problem by proposing a large
general-purpose system that can contain separate AVs for
a diverse set of topics, our approach is to provide a modular set of Java applets that each teach a distinct topic and
together teach a unified collection of ideas, rather than a
large system trying to fulfill (possibly competing) goals.
Modularity gives instructors the option to select only those
applets that apply to their intended syllabi (goal U3.1).
The tools were originally created to complement the
textbook Computational Intelligence (Poole et al., 1998),
and so were modularized based on topics covered therein.
However, as each applet encapsulates a unified and distinct
set of fundamental AI concepts, CIspace can and has been4
used to support other popular textbooks, e.g., Russell and
Norvig’s (2003) Artificial Intelligence: A Modern Approach.
For instructors, this creates flexibility in choosing other
resources (goal U3.2).
4.2.3. Consistency
A key feature of CIspace is the consistency we attempt
to maintain across the applets. The result of this consistency is that users familiar with one applet can transfer
experience to other applets, minimizing learning time and
facilitating use (goals U1 and U2). Consistency also reduces
the need for instructors to learn possibly highly varied systems authored by different developers in dissimilar styles
for each new subject in a course.
Consistency is evident in both the visual representations
(see Graph-Based Visual Representations design feature
below) as well as the interfaces for interacting with these
visual representations5 (see Figs. 3–5). Interface aspects
common to all applets include general layout, two separate
modes for creating and solving problems, and analogous
mechanisms for creating problems and executing algorithms. For example, as with all the CIspace applets, the
CSP applet in Fig. 3 is centered on a large canvas where
the CSP network is displayed. Above this, a small message
panel displays instructional messages about how to use the
4
See Russell and Norvig Online Demos (Applets) of AI. Available at:
http://aima.cs.berkeley.edu/demos.html.
5
For further interface details, see our Look and Feel document
available at: http://www.cs.ubc.ca/labs/lci/CIspace/CIspaceWebDev/
CIspace/newlookandfeel/lookandfeel.html.
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
73
Fig. 3. CSP applet with an example CSP.
Fig. 5. Decision tree applet.
Fig. 4. Neural network applet showing nodes and weighted arcs after
learning.
resentations to be based on the graphical primitives of
nodes and edges, as they are adequate for illustrating a
wide variety of algorithms. For example, nodes and edges
can be arranged as an undirected graph to model a constraint network (see Fig. 3), as a directed acyclic graph
(DAG) to model a feed-forward neural network (see
Fig. 4), or as a tree to model a decision tree (see Fig. 5).
Using these simple and common representations helps
ensure that the tools are flexible enough to complement a
variety of course resources that may also use classic graphical representations (goal U3.2).
The function of these visual representations is to appeal
to a wider audience than would text alone (goal P3) by
helping to make difficult and often abstract concepts concrete (goals P1 and P2.1). The applets do provide some textual explanations (see the message panels in Figs. 3–5),
though they are intended to be used along with text-based
materials. Separating the visuals from in-depth textual
explanations of theory allows instructors flexibility in
choosing other supporting resources and in formulating
their own explanations tailored to their individual teaching
styles (goal U3.2).
applet or about the current state of the CSP. In Create
mode, users can build problems using common mechanisms available in the icon based-toolbars near the top of
the applet window, and in Solve mode users can interactively apply the AC-3 algorithm to the problem.
4.2.4. Graph-based visual representations
An appropriate graphical representation for each topic
forms the foundation of every applet. We chose these rep-
4.2.5. Sample problems
Each tool is equipped with a set of sample problems that
attempt to highlight salient aspects of a given algorithm or
to demonstrate how the algorithm can be used in solving
real-world problems. In the CSP applet for example, users
can load one of several sample CSPs accessible through the
file menu. Each sample problem is designed to illustrate
one of the three cases that can occur following arc-consistency, as described in Section 4, or to show how common
real-world problems such as scheduling meeting times can
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
be represented as CSPs. In other examples, the Graph
Searching applet includes a sample problem depicting part
of Vancouver’s road network, where the task is to search
for paths from the University of British Columbia campus
to Stanley Park in downtown Vancouver. The Decision
Tree and Neural Network applets both include sample data
sets of typical decisions consumers make when buying cars,
based on properties such as price, maintenance cost, size
and safety ratings. Including sample problems means the
tools require little effort to be made usable (goal U2). It
also reduces the time instructors must spend creating relevant examples (goal U2).
The study of a heapsort interactive AV by Saraiya et al.
(2004) showed that students who were given sample problems performed significantly better on a post-test than students who had to create their own problems. The authors
reason that this is because students generally find it difficult
to construct their own problems. However, all of the students participating in the study had limited to no prior
knowledge of the algorithm or the relevant data structures.
Thus, providing sample problems may be helpful for students new to a subject (goal P2.2) (Atkinson et al., 2000)
or who find it difficult to construct their own meaningful
problems.
4.2.6. Create new problems
It is possible that more advanced students could still
benefit from creating their own problems. Thus, in order
to accommodate the needs of students with different levels
of expertise (goal P2.2), each applet allows students to
experiment with a variety of activities related to problem
creation, including inputting new data sets (Neural Network and Decision Tree applets), creating new knowledge
bases (Definite Clause Deduction applet), building new
environments (Robot Control applet), and constructing
new graphs (all CIspace applets). These can be self-directed, as in a study scenario, or instructor-guided through
laboratory exercises or assignments. For example, in the
latter case students can analyze a given problem, come
up with a representation for that problem using the Create mode of a CIspace applet, and then explore and
answer questions regarding an algorithm’s effect on the
representation. Such activities can induce a mix of engagement types, including viewing, responding, and changing
(goals P4).
With the CSP applet for example, users can intuitively
construct a new CSP through the applet’s Create mode,
which acts like a graphical editor (see Fig. 6). In this mode,
users can insert graphical primitives (nodes and edges) onto
the canvas to assemble a CSP network by simply selecting
the Create Variable or Create Constraint button, clicking
directly onto the canvas, and then specifying variable properties or constraint types as directed by a pop-up dialog.
When the user clicks on any button in this mode, the message panel displays instructions on how to proceed with
building the CSP. This process is intuitive and useful for
building small networks. For larger problems containing
Fig. 6. CSP applet in Create mode.
many variables and constraints, however, a text editor is
available to ease network construction by enabling users
to copy, paste and then edit entity specifications (goal U2).
Instructors can use this design feature to create their
own problems to show in class or distribute to students
(via the Web) for exploration or to use in assignments
(goals U3.1 and P5).
4.2.7. Interaction
While experimental evaluations of AVs have provided
mixed results regarding pedagogical effectiveness, most
researchers agree that interaction is what is required to
increase the pedagogical value of these tools (Rieber,
1990; Tversky et al., 2002; Hundhausen et al., 2002). For
example, interaction is what may motivate students, induce
active engagement and thus improve learning (goals P3, P4
and P1) (Hundhausen et al., 2002). We believe that interaction also makes the tools appealing for various learning
activities both in and outside of the classroom (goal P5).
Each CIspace applet provides multi-scaled stepping
mechanisms for executing the corresponding algorithms.
A user can manually advance through an algorithm at a
fine or coarse scale to analyze the visualization state
changes at every step. Execution control allows users to
learn at their own pace (goal P2.2). Users can also run
the entire algorithm at once at their preferred speed, or,
when non-determinism is involved, execute the algorithm
many times in a batch run to see performance statistics
(see Fig. 7, right window). In Saraiya et al. (2004), active
user control over the execution of an algorithm (goal P4)
was found to have the most significant pedagogical benefit
over other tested design features (goal P1).
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
75
Fig. 7. Stochastic local search applet’s batch plot and performance statistics windows.
For illustration, we now explain in detail the mechanisms provided by the CSP applet for executing the AC-3
algorithm on a CSP network. Unless otherwise stated, each
mechanism is activated by clicking on its corresponding
button on the button toolbar (see top of Fig. 3) or menu
item accessible through a pop-up menu that appears by
right clicking on the applet’s large white canvas. Note that
in the CSP applet, network arcs that need to be tested for
consistency are colored blue,6 inconsistent arcs are colored
red, and consistent arcs are colored green. The mechanisms
for executing the AC-3 algorithm include the following:
•
•
•
• Fine Step: Allows users to apply and analyze detailed
steps of the AC-3 algorithm. Fine Stepping has three
stages carried out by three consecutive clicks of the Fine
Step button or pop-up menu item. Initially, all arcs in
the network are blue and need to be tested for consistency. In the first stage, the applet automatically selects
a candidate blue arc, which then appears highlighted in
the network. In the second stage, the applet tests the arc
for consistency. If it is found to be consistent, the arc’s
color will change to green and the Fine Step cycle terminates. If it is inconsistent, its color changes to red and a
third Fine Step is needed. In this final stage, the applet
reduces the domain of the connected variable to remove
the inconsistency and turns the arc green. Arcs that
could have become inconsistent as a result of this
domain reduction need to be retested and are again
turned blue. The effect of each Fine Step is reinforced
6
For interpretation of the references to color in this figure, the reader is
referred to the web version of this paper.
•
•
explicitly in text through the message panel display
(see text above graph in Fig. 3).
Step: Executes the algorithm in coarser detail. One Step
performs all three stages of Fine Step at once.
Direct Arc Click: Clicking directly on an arc in the network activates the Direct Arc Click mechanism, which is
equivalent to a Step on that arc. This mechanism gives
users control over the algorithm by allowing them to
choose which arcs to make consistent rather than having
the applet select arcs for them, as happens with the Fine
Step and Step mechanisms.
Domain Split: Clicking directly on a variable, or network node, brings up a dialog box listing all of the
domain values available for that variable. Within the
dialog box, the user can specify which domain values
to keep and which to set aside. This reduces the CSP
to a sub-problem that can then be solved. The applet
keeps track of which sub-problem is being solved by
recording all domain splits in the Domain Splitting History panel at the bottom of the applet (see Fig. 3).
Backtrack: Recovers the alternate sub-problem set aside
by Domain Splitting and updates the Domain Splitting
History to reflect the current sub-problem.
Auto Arc-Consistency: Automatically Fine Steps through
the CSP network until it is consistent. The user can specify
the pause duration between successive Fine Steps through
the CSP Options menu. A faster speed is useful in giving
the user an overall picture of the AC-3 algorithm; a slower
speed enables users to better observe details of the algorithm. As described in Section 4.1, once a network is made
consistent the user may still need to split domains to find a
solution.
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
• Auto-Solve: Iterates between making the CSP consistent
(by Fine Stepping) and automatically splitting domains
until a solution is found. If the CSP has more than
one solution, then activating the Auto-Solve mechanism
again will first Backtrack to the sub-problem that was
set aside during the last automatic Domain Split, and
then iterate again between making the CSP consistent
and domain splitting until another solution is found,
and so on. A record of the Domain Splitting, Backtracking and solutions found is displayed in the Domain Splitting History panel for reference.
• Back Step: Steps backwards through the AC-3 algorithm. Each Back Step reverses the effects of one Step.
The granularity of algorithm execution determines the
degree of abstraction that a user can examine. Felder’s
(1993) model of learning behaviors identifies sequential
vs. global learners: sequential learners prefer to first understand the details of an algorithm and then progress linearly
towards understanding its overall effects, whereas global
learners prefer to initially abstract away details and learn
in larger jumps, or understand the big picture and overall
goal first. Such behavioral dichotomy was observed by
Stern et al. (2005), in a study where students using an interactive AV for review proceeded in either a top–down or
high-level manner or in a bottom–up manner. To cater to
users with different preferences (goal P2.1), CIspace provides multiple levels of abstraction.
4.2.8. System help
All of the CIspace applets include several levels of help
designed to address the objectives of U1 and U2. Each
applet provides guidance for carrying out tasks, in the form
of carefully placed messages suggesting how to proceed at
any given point during the interaction. Each applet is also
accompanied by a set of increasingly detailed help pages:
• QuickStart: Contains only the necessary information
needed to start using the applet quickly.
• General Help: A reference page explaining every applet
feature and mechanism.
• Tutorials: Step-by-step instructions detailing how to
complete specific tasks.
Also, in our pedagogical experiments (see Section 5.1),
we developed a 3-min instructional video that received positive feedback from the study participants. On average, these
participants reported spending less than ten min learning to
use the applet being evaluated, including watching this
video. This led us to develop video tutorials for all of the
applets to complement the text-based tutorials. These videos range from three to seven min in duration and include
narrated screen captures of specific tasks being performed.
A summary of the mapping between CIspace objectives
and design features is provided in Table 1 at the beginning
of this section. As the table shows, each goal is achieved by
at least two design features. We argue that this level of
redundancy provides an adequate foundation for a robust
and reliable set of tools.
5. Evaluation
The mapping between goals and design features
described in the previous section (see Table 1) was
informed by intuition, research, and the evaluations performed on CIspace to date. Since the introduction of
CIspace in 1999, the tools have been deployed in over 20
undergraduate and graduate level AI courses at the
University of British Columbia (UBC) and used by over
750 computer science students. The tools have been used
for in-class demonstrations and assignments as well as for
general study. Thus far, CIspace has been well received
by both the course instructors and students at UBC. We
also continue to receive positive feedback from educators
and students internationally. Though the response to
CIspace has been encouraging, formal evaluations are necessary to provide robust evidence of pedagogical effectiveness and usability.
In the following sections, we present the pedagogical
and usability evaluations7 we have performed on CIspace
in the sequence that they were conducted. First, in the summers of 2001 and 2003 we conducted a series of semi-formal usability tests on each of the CIspace applets (see
Section 5.1). The purpose of these tests was to identify
usability issues and to refine the design of the applets. Next,
in the summer of 2004 a controlled experiment was conducted on the CIspace CSP applet (discussed in Section
4.1) to determine its pedagogical effectiveness in terms of
knowledge acquisition (goal P1) (see Section 5.2). Then,
in the winter of 2005, we collected data from students in
an advanced undergraduate AI course at UBC using the
Belief and Decision Network applet (Section 5.3). The purpose of this evaluation was to assess the usability of the
tools in a natural setting. In particular, we wanted to determine how students typically learn to use the tools in a
course (goal U1) and to assess their ease of use (goal
U2). In the spring of 2005, we performed a second controlled experiment on the CSP applet, this time measuring
learning preference (goals P2.1) (see Section 5.4). Finally,
in the summer of 2005 we conducted a second in-class evaluation where we collected usability data from students
using the CSP applet in an introductory undergraduate
AI course at UBC (Section 5.5). Eventually, we would like
to evaluate the degree to which we have achieved each of
the goals described in Section 3.
5.1. Evaluation 1: Semi-formal usability testing
To help guide the design of CIspace and identify usability issues, we conducted a series of semi-formal usability
7
Raw data from all evaluations can be found at http://www.cs.ubc.ca/
labs/lci/CIspace/CIspacePapers/rawdata/RawExperimentalData.htm.
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
Fig. 8. Original stochastic local search applet.
tests on the applets as we were developing them. In the
summer of 2001, four of the applets (the Belief and Decision Network applet, CSP applet, Graph Searching applet,
and Stochastic Local Search applet) were tested by at least
two and as many as seven volunteer undergraduate and
graduate students from the UBC Computer Science
Department. Some of the participants were novice users
of the applets, while others had prior experience using
them. Each participant was given a brief written introduction to the AI topic of the applet that they were testing.
They were also given a short description of how to use
the applet and were told that they could find additional
information about it from the Help menu. After reading
the introductory information, each participant was given
a list of typical tasks to perform using the applet. For
example, the Stochastic Local Search (SLS) applet (Fig. 8
shows the original version of the SLS applet used during
the usability tests) was designed to demonstrate several different search algorithms for solving constraint satisfaction
problems. Typical tasks students were asked to perform
included selecting a particular search algorithm and setting
specific algorithm parameters, loading a sample problem,
Fine Stepping and Stepping to learn how the algorithm
selects variables and chooses domain values, comparing
the performance of two different search algorithms by executing batch runs on the problem, and creating a new constraint satisfaction problem from scratch. The participants
were given unlimited time to read the introductory material
and perform the tasks. An experimenter observed each participant and recorded noticeable bugs, usability problems
and participant comments.
The applet-specific bugs that surfaced during these tests
were subsequently resolved. Also, some general usability
issues were noted. For example, participants were not
77
noticing the messages in the message panel, which was originally located below the graph in the applet window (see
Fig. 8), even though several tactics were used to draw
attention to the panel whenever a new message was displayed (e.g., the panel would flash yellow and the color
of the message text would change). As a consequence,
many participants were not aware of some of the applet
mechanisms, even though messages about them were displayed in the message panel. For example, some participants testing the CSP applet did not realize that they
could simply click on an arc in the network to make it consistent, even though the following message was displayed in
the message panel: ‘‘Click on an arc to make it arc consistent.’’ Also, some participants were confused about how to
use certain applet mechanisms. For example, participants
were confused about the Domain Splitting and Backtracking mechanisms of the CSP applet (see Section 4). After
Domain Splitting, students are supposed to continue making the network arc consistent to solve the problem. However, two participants were observed clicking the Backtrack
mechanism after Domain Splitting as if it would solve the
problem. Another usability issue that arose was that some
participants found that the applet buttons and radio buttons were not intuitive. For example, some participants
had trouble trying to move graph entities around. They stated that the ‘‘Move Entity’’ radio button was not as clear as
a familiar select icon (i.e., an arrow) would be.
To address these usability issues, we carried out a system-wide redesign of all of the applets in 2003. The message
panel was moved above the graph to make it more noticeable, and additional messages were added to help guide students on how to use the applet mechanisms that they had
found confusing (e.g., after a user splits a variable’s
domain, the following message appears in the message
panel: ‘‘Click another variable to split its domain or press
Fine Step or Step to continue’’). Also, the original buttons
were replaced with icon-based buttons with text labels to
make their functionality more clear.
In addition to addressing these usability issues during
the redesign, we found several inconsistencies between
applets at this time. First, not all of the applets had two distinct ‘Create’ and ‘Solve’ modes. This inconsistency can be
observed by comparing the original version of the SLS
applet in Fig. 8 with the original Robot Control applet in
Fig. 9. In the original Robot Control applet, there was
no separation between the mechanisms for creating a problem (e.g., see the ‘‘Create Location’’ and the ‘‘Create Wall’’
mechanisms in Fig. 9) and solving a problem (e.g., see the
‘‘Run Robot’’ and the ‘‘Step Robot’’ mechanisms in
Fig. 9). Second, some of the mechanism names were inconsistent across the applets. For example, the ‘‘Move Entity’’
mechanism in the SLS applet (see Fig. 8) and the ‘‘Select
Entity’’ mechanism in the Robot applet (see Fig. 9) were
functionally equivalent but had different names. These
inconsistencies would have made it difficult for users familiar with one applet to attempt using a different applet.
Therefore, to facilitate our goals of minimizing learning
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
ing a planning problem, users must specify an initial state
and a goal state. Currently, users specify each state in the
Planning applet’s Create mode by switching between two
submodes; many participants found this confusing. We
considered having three separate modes for the Planning
applet (i.e., a ‘‘Create Initial State’’, a ‘‘Create Goal State’’
and a ‘‘Solve’’ mode), but this would have violated our
Consistency design feature. Therefore, we have temporarily
placed the Planning applet in a beta section of the CIspace
Website until this problem can be addressed.
5.2. Evaluation 2: Controlled experiment measuring
knowledge acquisition
Fig. 9. Original robot control applet.
overhead (goal U1) and supporting ease of use (goal U2),
we adhered to stricter consistency standards when redesigning the applets (see Section 4.2 – Consistency). These
standards are defined in the CIspace look-and-feel document that can be found on the CIspace Website at:
www.cs.ubc.ca/labs/lci/CIspace/CIspaceWebDev/CIspace/
newlookandfeel/lookandfeel.html.
After redesigning the applets, we did another round of
semi-formal usability tests in the summer of 2003. We
tested all of the applets with at least two volunteer graduate
students in the Computer Science Department at UBC, following the same procedure as in the first round of tests in
2001. All of the participants had experience using the original version of the applets. During the tests, some of the
participants commented that they liked the consistency
across the new applets since it made them easier to use.
Participants also noticed and read the messages in the message panel in its new location above the graph area.
Some new general usability issues also surfaced during
these tests. First, most participants did not notice information placed at the bottom of the applet window. For example, participants did not notice the information in the
Domain-Splitting History panel at the bottom of the CSP
applet (see Fig. 3) until it was pointed out. This is still an
issue present in some of the applets, which we plan to
address in future revisions of CIspace. It should be noted
that as a temporary solution during our controlled experiments (discussed in the following sections), the information
at the bottom of the applet windows was explicitly pointed
out in a video tutorial watched by the participants before
using the applet so they would not overlook this important
information. We also observed several difficulties participants experienced using the Planning applet. When creat-
One function of the CIspace tools is to help students
learn AI concepts by example, since studying by example
is a conventional method of learning (Atkinson et al.,
2000; van Lehn, 1998). Therefore, the primary goal of
our first controlled experiment in the summer of 2004
was to determine the pedagogical effectiveness of one of
the CIspace applets, the CSP applet with arc consistency
(see Section 4.1), in terms of knowledge acquisition when
compared to a more traditional method of studying sample
problems on paper. A secondary goal of this experiment
was to determine the time required by students to learn
and use the applet.
The experiment typified a study scenario in which students learn underlying theory and application from a textbook, study related examples, and finally, are tested for
understanding of both conceptual and procedural knowledge. We therefore assessed the pedagogical value of our
interactive AV in much the same way as performance in
a course is traditionally evaluated (Hundhausen et al.,
2002).
The experiment was a between-subject study, with the
means of studying the sample problems as the independent
variable. The two conditions for the independent variable
were sample problems studied using the applet and written
sample problems studied on paper, referred to as the applet
and non-applet group, respectively. The static, paper-based
sample problems used by the non-applet group were carefully designed by experienced AI instructors based on the
traditional methods of teaching algorithm dynamics used
before the introduction of CIspace in 1999. These problems
displayed fine-grained, discrete algorithm steps equivalent
to those demonstrated by the AV. In the applet group, students could interactively control the algorithm’s execution,
while in the non-applet group students were allowed to
manually work through the algorithm (i.e., by writing on
the paper). These experimental conditions were as informationally and procedurally equivalent (Tversky et al., 2002)
as we could make them while still allowing comparison of
interactive AV to non-AV media.
5.2.1. Materials
It should be noted that prior to the experiment, we
conducted pilot studies to reveal potential problems with
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
our study design or materials. Logging data from the
applet and participant comments during these pilot studies showed that students were confused about some of
the applet mechanisms even though they were all
described and demonstrated in a 3-min instructional
video provided to the students. Therefore, given the short
amount of time the students had to learn to use the
applet and then learn the material, we decided to remove
some of the applet mechanisms for this experiment and
for our second controlled experiment (Section 4) so that
the students would not be overwhelmed. The mechanisms
we removed were Step and AutoSolve. The reduced version of the applet still included multi-scaled stepping
mechanisms for interactive learning and still supported
both sequential and global learning styles (see the Interaction design feature in Section 4.2), since we retained
mechanisms such as Fine Step (aimed at sequential
learners) and Auto Arc-Consistency (aimed at global
learners). Note also that the Back Step mechanism
(described in Section 4.2) was not implemented at the
time our controlled experiments (both this experiment
and our second experiment, described in Section 5.4)
were conducted.
All of the study participants were given photocopied
text about CSPs from the textbook Computational Intelligence (Poole et al., 1998). They were provided with two
sheets of blank paper on which they could write notes if
they wished. In order to guide their study, participants
were also given a list of topics to try to learn.
Participants were given either the CSP applet to use to
study three sample problems, or the same sample problems written on paper. Each sample problem illustrated
one of the three cases that can occur once arc-consistency
is achieved, as described in Section 4.1. The written sample problems were modeled after the way CSP examples
were illustrated in AI courses by two experienced professors at UBC prior to the introduction of the CIspace
applets (see Appendix A). The applet group was also
given a 3-min video describing how to use the applet
and the applet’s interface, but not providing extra information about CSPs.
The pre and post-tests used in the study were comparable (see Appendix B). The tests contained both procedural
questions (e.g., ‘‘Make the given network arc consistent
and give all solutions’’) and conceptual questions (e.g.,
‘‘Explain why domain splitting is useful to solve this problem’’). The maximum mark for both tests was 19, with 10
marks for the procedural-type questions and 9 marks for
the conceptual-type questions.
We also administered condition-specific questionnaires
(see Appendix C), in which students were asked about
the following:
• Their confidence in their knowledge of the topics given
to them at the start of the study. A 5-point Likert scale
(where 5 represented Excellent and 1 represented Poor)
was used to rate each topic.
79
• Their opinions about the study materials used and how
those materials influenced their learning of the subject,
also using a 5-point Likert scale (5 = Agree, 4 = Somewhat Agree, 3 = Neutral, 2 = Somewhat Disagree,
1 = Disagree).
• Timing-related questions formatted in ranges of time,
e.g., more than enough, enough, barely enough, not
enough or less than 5 min, 5–10 min, 10–20 min, over
20 min.
• Open-ended interface-specific questions (applet group
only).
5.2.2. Procedure
A total of 19 students (8 female and 11 male) were
recruited for this experiment. Participants were all undergraduate students at UBC who had never taken an AI
course but had the prerequisites needed to enroll in UBC’s
introductory AI course, including a course on basic algorithms and data structures. The experiment took 3 h and
participants were paid $10/h for their time.
All of the students were initially given the textbook
material, the list of study topics and sheets of paper for taking notes. One hour was allotted to read and study the text.
The students were then given 20 min to take the closedbook pre-test.
After the pre-test, the students were randomly divided
into the two groups, accounting for balanced distribution
of males and females. The applet group had 10 people (6
males and 4 females) and the non-applet group had 9 people (5 males and 4 females). All of the students were given
40 min to study the three sample problems. They could do
so in any order and could go back and forth between them.
The students were also given back their text material and
notes from the earlier learning phase, which they could
refer to while studying. The students in the non-applet
group were allowed to work through their sample problems
by writing on their paper-based materials. During the
applet group’s study time, the students watched the instructional video, having been told that they could watch it as
many times as they liked.
Next, each group was given 20 min to take the closedbook post-test. Finally, the groups were given their respective questionnaires to fill out, with no time limit.
5.2.3. Discussion of results
The pre-test and post-test scores of the applet and nonapplet groups showed that both groups improved significantly (Student’s t-test, p < .015 and .005, respectively)
after studying the sample problems, but that there was
no statistically significant8 difference in improvement
between the two groups. For the conceptual questions,
the non-applet group improved 3% more than the applet
group, but the difference was not significant. For the proce8
For all statistical tests, significance is measured at a p-level of .05.
Marginal significance is measured at a p-level between .05 and .1.
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
dural questions, both groups improved by the same
amount (33%). The average confidence levels reported by
both groups on the list of topics covered were roughly
equivalent for each topic, with no significant differences
observed. These results show that students are able to learn
as effectively with the applet as with studying using paperbased sample problems (goal P1), and that they can successfully transfer their knowledge gained from using the
applet to a traditional pencil and paper test. This is an
important finding because it demonstrates that instructors
can incorporate interactive AVs into the studying portion
of their courses and still test students in traditionally
accepted ways (goal U3).
Table 2 shows the results of questions from the questionnaire about students’ opinions on the study materials
they used. The groups generally agreed that their respective form of studying sample problems helped them to
learn the material from the book. We argue that this is
a very encouraging result, showing that the perceived
effectiveness of CIspace is as good as that of traditional
paper-based means developed over the years by the highly
experienced AI instructors on our team. The only significant difference between groups (Student’s t-test, p < .04)
was in response to the question asking students about
the alternate format of study to the one that they used.
The applet group’s response were between Somewhat Disagree and Disagree when asked whether they believed that
having the sample problems written down on paper would
have helped them learn better than with the applet. The
non-applet group, on the other hand, was Neutral when
asked whether they believed watching the CSP graph
change at every step would have helped them learn better
than with the written problems. The non-applet group
was not shown the applet.
On average, both the applet and non-applet groups
reported having between more than enough time and enough
time to study their sample problems (goal U2), with no significant difference being found. The applet group reported
taking between less than 5 min to between 5 and 10 min to
learn the applet’s interface. In fact, all of the students in the
applet group reported that it took them under 10 min to
learn the interface, with enough time remaining to effectively study the sample problems within the allotted time
period (goal U1). This finding shows that it takes students
little time to learn to use our interactive AVs, contrary to a
common reservation that students may be discouraged
from using interactive AVs because of the apparent learning overhead involved.
The main results from this experiment are as follows:
• The applet is at least as good as well-established methods
of studying examples on paper, given equal study time.
• Students were able to transfer knowledge gained using
the applet to a traditional paper test format.
• All students reported taking under 10 min to learn the
applet’s interface, including watching the 3-min instructional video, and still had enough to more than enough
time to study the sample problems within the given time
limit.
5.3. Evaluation 3: Usability survey in advanced AI course
While laboratory studies are useful for controlled testing, the practical value of any educational tool should be
evaluated in a natural setting. In the winter of 2005, we collected data from 29 students enrolled in an advanced
undergraduate AI course at UBC who were using the
CIspace tools. The students were completing an assignment
on belief networks, and were given the option of using the
Belief and Decision Network applet, without being
required to use it. The students were asked to fill out a
usability questionnaire about the applet if they used it, or
to simply state that they did not use it. All of the students
used the applet for the assignment. When asked how they
learned to use the applet, 96.6% (28/29) of students
reported that they learned by exploration, while 93.1%
(27/29) of students reported that they also learned by
watching the in-class demonstration on using the applet.
We also asked students to rate the applet (on a 5-point
scale) in terms of how easy it was to use, how useful it was,
and how enjoyable it was. Table 3 shows the average
student ratings for each of these attributes. On average,
students found the applet easy to use and useful. They also
felt using it was reasonably enjoyable.
We found positive correlations (measured by Pearson’s
correlation coefficient) between the student ratings for
these attributes. We observed that ease of use was strongly
correlated with usefulness (r = .302, p < .055) and enjoyability (r = .392, p < .017). Usefulness was also strongly
correlated with enjoyability (r = .488, p < .0037). These
results are consistent with those found by Davis and
Wiedenbeck (2001). Improving ease of use (goal U2), therefore, may increase perceived usefulness, and in turn improve
learning performance (goal P1). These results further suggest
that ease of use and perceived usefulness affect enjoyability,
which in turn may increase motivation for learning (goal P4).
Table 2
Student responses, 5-point Likert scale (5 = Agree, 4 = Somewhat agree, 3 = Neutral, 2 = Somewhat disagree, 1 = Disagree)
Statement
Applet group
Non-applet group
The applet/paper sample problems helped me learn the material from the book.
It was difficult to follow steps of the algorithm with the applet/paper sample problems.
Looking at examples worked out on paper would have helped me study better.
Seeing the network change at every step would have helped me study better
4.90
2.00
1.80
N/A
4.89
2.44
N/A
3.00
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
Table 3
Average ratings for the Belief and Decision Network applet in terms of
ease of use, usefulness and enjoyability, 5-point Likert scale (5 = Best
rating, 1 = Worst rating)
Question
Average rating/5
Ease of Use?
Usefulness?
Enjoyability?
4.17
4.29
3.71
We found no significant correlations between students’
marks on assignments and these attributes.
5.4. Evaluation 4: Controlled experiment measuring
preference
In our first pedagogical evaluation (Evaluation 2, Section 5.2) of CIspace, we designed an experiment comparing
knowledge acquisition through studying with the CSP
applet against studying sample problems on paper. We
found that the applet was just as effective for learning as
the traditional method of studying sample problems on
paper. However, the advantage of interactive AVs may
lie in their ability to engage and motivate students to learn.
Few formal studies on AVs have addressed motivation and
preference, or have done so only through indirect measures
(e.g., Hansen et al., 2002) or through general observations
(e.g., Greiner and Schaeffer, 2001; Kehoe and Stasko,
1996). For example, Hansen et al. (2002) suggest that the
increased time students spent using an AV compared to
text-based study materials is an indication of motivation.
This result, however, only indirectly supports user preference for interactive AVs. Observations by Kehoe et al.
(2001) showed that a group of students using interactive
AVs seemed more relaxed and open to learning than a control group. After the study, the control group students were
shown the AVs and then asked to comment on them. Many
responded that they believed the AVs would have more
positively affected their learning, but these opinions were
made retrospectively and without the students having been
exposed to the AVs in an actual study setting.
Our second controlled experiment in the summer of
2005 was a within-subject study designed to directly measure user preference for studying with the CSP applet or
with sample problems on paper. For this experiment, we
augmented the traditional within-subject experiment by
first exposing students to both study conditions, and then
allowing them to explicitly choose one of the two to study
further. We thus obtained explicit quantitative preference
data to complement more traditional preference selfreports. Again, the control condition (studying with the
sample problems on paper) was designed to be as informationally and procedurally equivalent (Tversky et al., 2002)
to the AV media as we could make it (see Section 5.2).
5.4.1. Materials
The materials used for this experiment were the same as
those used in Evaluation 2 (see Section 5.2), except that we
81
modified the questionnaire to produce a more in-depth
assessment of user preferences and motivation. The questionnaire was divided into two smaller questionnaires so
that the students would not be overwhelmed (see Appendix
D). The first questionnaire focused on attitudes of students,
including assessments of:
• How they liked both forms of study (5-point Likert
scale: 5 = Agree, 4 = Somewhat Agree, 3 = Neutral,
2 = Somewhat Disagree, 1 = Disagree);
• Their perceived learning using both forms of study (5point Likert scale);
• Their motivation during both treatments (5-point Likert
scale);
• Their attitudes towards both forms of study described
by semantic differential scales (i.e., ranges between
opposing adjectives) including confusing/clear, boring/
exciting, pleasing/annoying, and unhelpful/helpful;
• The amount of effort they felt they put into the study
(7-point Likert scale, where 1represented none at all
and 7 represented a great deal); and
• What materials they would use to study for a test on
CSPs given all the materials from the study (i.e., the
CSP applet, the paper sample problems, and the text).
The second questionnaire was similar to that used in
Evaluation 2, which included questions about applet interface issues, clarity of written sample problems and time
taken to learn the applet and study. Also, a brief semistructured interview was added at the end of the experiment to obtain richer data. The interviews were designed
to explore why students chose a particular form of study
and how they typically study for tests.
5.4.2. Procedure
A total of 32 students (25 male and 7 female) participated in this experiment. We required participants to be
computer science or engineering students and to have taken
at least one second year computer science course. We felt
that this requirement provided students with sufficient
background to learn about CSPs.
The experimental procedure was the same as in Evaluation 2, except for the phase when students studied sample
problems. In this phase, all students studied two sample
problems for 12 min each, using the applet for one problem
and the paper form for the other. A group of 18 students
started with the applet, while 14 started with the paper
form to account for ordering effects.9 The 12 min included
9
The imbalance between the two experimental conditions is a result of
running several sessions of the user study, with all the participants in a
particular session either starting with the applet or with the paper format,
in order to facilitate the study process for the experimenter. Time
constraints prevented us from running additional sessions to correct the
imbalance (i.e., to run another session with the students starting with the
paper format).
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
Table 4
Average responses, 5-point Likert scale (5 = Agree, 4 = Somewhat Agree,
3 = Neutral, 2 = Somewhat Disagree, 1 = Disagree)
Statement
Average
I liked using the applet more than studying with the sample
problems on paper
I liked studying with the sample problems on paper more than
with the applet
Using the applet helped me more than the sample problems on
paper
The sample problems on paper helped me study better than the
applet
3.66
2.84
3.66
2.91
the time for the applet users to view the 3-min video, as in
Evaluation 2. Students were then told that there was a third
sample problem to study, and were given the choice to
study it using either the applet or the paper format. Students were allocated 16 min to study the third sample problem, using their medium of choice. This problem was
allotted more time than the previous problems because it
illustrated the most complex case of domain splitting with
the AC-3 algorithm (Section 4.1).
Following the experiment, in addition to answering the
questionnaires, all students were individually interviewed
by the same experimenter, with the interview recorded on
tape.
5.4.3. Discussion of results
Table 4 shows important results obtained from this experiment pertaining to student attitudes towards the study
materials. Overall, the students indicated that they liked
using the applet more than the sample problems on paper
and that it was more helpful. Both of these statements
received significantly more indications of agreement than
the opposing statements (paired Student’s t-test over opposing statements, p < .032 and p < .031, respectively) and the
magnitude of the difference was medium10 in both cases
(Cohen’s d = .587 and .62, respectively).
The applet was chosen for studying the third sample
problem over the paper medium by 19 out of 32 students
(12 of the 18 students who started with the applet, and 7
of the 14 who started with the paper sample problems).
While more students did choose the applet, this result
was not statistically significant and therefore appears to
contradict the results on user preference reported above.
Analysis of student comments in the questionnaires and
the semi-structured interviews provides some explanation
for this discrepancy. Four students who chose the paper
format to study the third sample problem gave a higher rating for the applet when asked either which format they
liked more, or which format they felt helped them to learn
more. Some of these students commented that one of the
reasons they chose the paper format is because the applet
10
Cohen’s standard suggests that d = .2, .5 and .8 are small, medium,
and large effects, respectively.
did not have a mechanism for stepping backwards through
the algorithm (recall that this mechanism was not implemented in the CSP applet at the time we conducted the controlled experiments). The most common comment made by
the students who chose the paper format to study is illustrated by the following dialog:
Interviewer: ‘‘I noticed you chose to use the paper to
study the last sample problem. Why would you say
you chose this format?’’
Participant: ‘‘I think I myself am not an applet learner. I
would rather use the paper because I’m slow and I usually have to go back a few times and the program
doesn’t really allow me to do that’’.
A Back Step mechanism has since been implemented
and is available in the current version of the CSP applet
described in Section 4.
The second most common comment made by the students who chose the paper format was that they did so
because it allowed them to take notes, whereas the applet
does not include a built-in feature for taking notes. One
of the four students who chose the paper but gave higher
ratings for the applet commented that ‘‘The paper would
encourage me to make notes on paper and go through
each step in more detail.’’ We discuss the possible addition of a note-taking or annotating feature to the
CIspace applet in the section on future work (see Section
6).
Finally, an issue concerning the 3-min instructional
video may explain why one of the four students chose the
paper but gave higher ratings for the applet. This student
commented that ‘‘The software was helpful, but the Auto
Arc-Consistency button was too fast and it doesn’t have
a stop/pause button.’’ This is interesting considering that
the CSP applet does have speed controls as well as a Stop
mechanism, both of which were demonstrated in the 3-min
instructional video provided to participants. This comment
may be explained by this student’s response to the following interview question:
Interviewer: ‘‘Did you find the applet hard to figure out
how to use?’’
Participant: ‘‘A little bit. I needed some help. The video
was good, but not good enough’’.
Therefore, this student may have benefited from additional help features when using the applet. Some possibilities include an intelligent tutoring feature, which we discuss
in the section on future work (see Section 6).
While students were divided when forced to choose
between the applet and the sample problems on paper,
most of them indicated that in practice they would use
the applet to study with. In one of the questionnaires, we
asked the participants how they would go about studying
for a test on CSPs given all the materials they were presented with during the study: the textbook, the applet,
and the sample problems on paper. Students were allowed
to select as many formats as they wanted for this question.
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
Table 5
Materials students would use to study with in practice (applet choice)
Table 6
Materials students would use to study with in practice (paper choice)
Participant
Participant
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Total (Number/%)
CSP applet
p
p
p
p
p
p
p
p
p
p
p
p
p
p
Paper sample problems
p
p
p
p
p
p
p
p
p
p
17/94.4
11/61.1
11/61.1
p
p
p
p
p
Textbook
p
p
p
p
p
p
p
p
p
p
Of the 31 participants, 83.8% (26/31)11 said they would use
the applet (Sign test,12 p < .0001) suggesting that students
would be motivated to study with the applet in practice
(goal P4); 74.2% (23/31) said they would use the sample
problems on paper to study (Sign test, p < .01); and
70.9% (22/31) said they would use the textbook (Sign test,
p < .029), showing that in practice traditional materials
would still play an important role even, with the availability of the applet. A closer analysis of these responses (see
Tables 5 and 6) reveals that of the students who chose to
use the applet for the last sample problem, 94.4% (17/18)
said they would use it to study for an actual exam (Sign
test, p < .0001) compared with 61.1% (11/18) who stated
they would use the paper sample problems and 61.1%
(11/18) who would use the text. Of the students who chose
to use the paper medium, the responses were slightly less
divergent but still showed indications of preferred learning
media: 92.3% (12/13) stated that in practice they would use
the sample problems on paper (Sign test, p < .003), 84.6%
(11/13) stating they would use the textbook (Sign
test, p < .02), and 69.2% (9/13) stated they would use the
applet.
We argue that these results on user preferences should
encourage use of interactive AVs in an effort to support a
variety of learners (goal P2.1). Rather than restricting pos-
11
One student did not complete the questionnaire, so the results
presented here include only the responses of the 31 students who did
complete the questionnaire. The student who did not complete the
questionnaire chose to use the applet to study the third sample problem.
Therefore, the results for the group that chose the applet are reported out
of 18, though 19 students actually chose it.
12
The Sign test is a binomial test used to determine if we can reject the
null hypothesis that the probability of either of two observations occurring
is equally likely. Significance is measured at a p-level of .05, while marginal
significance is measured between .05 and .1.
19
20
21
22
23
24
25
26
27
28
29
30
31
CSP applet
Paper sample problems
p
p
p
p
p
p
p
p
p
p
p
p
p
p
p
p
9/69.2
12/92.3
p
p
p
p
p
Total (Number/%)
Textbook
p
p
p
p
p
p
p
p
p
p
p
11/84.6
sibly more visual or active learners to text-based or static
materials, offering students a choice seems to be the most
pedagogically beneficial option.
Tables 5 and 6 show the different combinations of
materials students stated they would use to study for an
exam in practice. Of the students who chose the applet
to study the third sample problem (Table 5), only 22.2%
(4/18) said they would use it alone; 72.2% (13/18) said
they would use it in conjunction with the paper sample
problems, the text, or both. Only 1 student stated that
they would use the paper sample problems alone, while
no student said they would use the text alone or in combination only with the paper sample problems. For these
students, therefore, interactive AVs represent a clear
improvement over traditional media alone. Of the students who chose the paper medium (Table 6), 69.2% (9/
13) stated they would use the applet in conjunction with
the text-based materials, while 30.8% (4/13) said they
would use either the textbook alone, or the textbook plus
paper sample problems. This result suggests that the
majority of students who chose the paper medium may
still be motivated to use the applet if it was available,
which is also evident in comments from some of these
students:
Participant: ‘‘[The applet] certainly is a lot of fun.
I would use it before I read the text.’’
(Different) Participant: ‘‘It would have been more helpful to have the paper version together with the applet’’.
Tables 7 and 8 show the most interesting results from
the semantic differential scales in Questionnaire 1. In
these tables, the rows are divided between students who
Table 7
Attributes describing the CSP applet
Applet choice
Paper choice
Overall averages
8 = Clear, 1 = Confusing
8 = Exciting, 1 = Boring
7.06
5.69
6.48
5.89
4.46
5.29
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
Table 8
Attributes describing the written sample problems
Applet choice
Paper choice
Overall averages
8 = Clear, 1 = Confusing
8 = Exciting, 1 = Boring
5.22
6.39
5.71
3.28
4.23
3.67
chose to use the applet and students who chose to use the
sample problems written on paper. These results show that,
on average, the students found the applet more clear and
exciting than the paper sample problems (the difference
was statistically significant, given a paired Student’s t-test
on student ratings for each media, p < .039 and p < .0001,
respectively). The magnitude of the effect size of the applet
ratings compared to the ratings for the paper medium was
small on the clear/confusing scale (applet mean = 6.48 and
standard deviation = 1.52, paper mean = 5.71 and standard deviation 1.865, Cohen’s d = .456) and was large on
the exciting/boring scale (applet mean = 5.29 and standard
deviation = 1.65, paper mean = 3.67 and standard deviation = 2.02, Cohen’s d = .872). Clarity is an indication that
the students find the applet easy to understand and use
(goal U2), and it is reasonable to presume that an exciting
tool may better motivate students to learn than a more boring tool (goal P4).
The students’ opinions on the amount of time needed to
study the sample problems agreed with the first controlled
experiment (see Section 5.2). Most students felt that they
had between enough and more than enough time to study
each sample problem, and, on average, took between less
than 5 min and 5–10 min to learn how to use the applet
(goal U1).
Finally, both the group of students who chose the
applet and the group of students who chose the paper format showed significant improvements in scores from pretest to post-test, with no significant differences between
the groups. In this experiment, we also asked students
to rate the level of effort that they felt they put into the
study. According to Hundhausen et al. (2002), the more
effort required by a learning tool, the better the learning
outcome. We found that the group that chose the paper
rated their effort level higher than the group that chose
the applet. This difference is marginally statistically significant (Student’s t-test p < .06), and the magnitude of the
effect of the paper format on student effort compared to
that of the applet is medium sized (applet choice group
mean = 5.72 and standard deviation = 1.12, paper choice
group mean = 6.31 and standard deviation = .85, Cohen’s
d = .583). Given this result, it is surprising that the students who chose the paper-based method did not improve
more from pre to post-test than the students who chose
the applet. However, because this was a within-subject
study, it is difficult to tease out the factors that may have
lead to this difference. Furthermore, it is unclear whether
the students interpreted this question as asking how much
effort they put in independently or as a result of the
materials they used. That is, the effort level could reflect
a student’s proclivity to study, or may indicate that the
student found a certain medium required more effort to
learn from. In the latter case, the trend could then be
attributed to the paper format being more confusing or
less exciting to use, as indicated in the results discussed
earlier.
The main results from this experiment can be summarized as follows:
• On average, students liked studying with the applet and
felt that it helped them learn more than the paper
medium.
• Students were divided when choosing a medium to study
with.
• The majority of students would use the applet to study
with if it were available.
• On average, students found the applet more clear and
exciting than the paper medium.
• Students took less than 10 min to learn to use the applet,
including watching the video, and still had enough time
to study.
• Students who chose the paper medium to study with felt
they put in more effort during the experiment than those
who chose the applet.
5.5. Evaluation 5: Usability survey in introductory AI
course
In the summer of 2005, we again collected usability data
from students in an actual course. This time the students
were in an introductory undergraduate AI course at UBC
that used CIspace and was taught by a different instructor.
The students in this course were completing an assignment
on CSPs and were required to use the CIspace CSP applet
(see Section 4.1). The students were asked to fill out a voluntary usability questionnaire concerning the applet. Eleven students turned in this questionnaire. As in our first
in-class evaluation with the advanced AI course (Section
5.3), students were asked how they learned to use the
applet. Only one student in the introductory course stated
that he learned to use the applet by looking at the CIspace
Help pages, while no students in the advanced AI course
reported learning this way. In contrast with the advanced
AI course, where 93.1% of the students reported that one
of the ways they learned to use the applet was by watching
the in-class demonstration, here only two students (18.2%)
reported that they learned by watching the in-class demonstration. This difference may be a consequence of the
instructor in the introductory course spending less time
using the applet in-class than in the advanced course. Alternatively, students may simply prefer learning by exploration, considering that 10 students (90.9%) reported that
they learned by exploring the applet on their own, which
is consistent with the majority of students (96.6%) in the
advanced AI course learning to use the applets on their
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
Table 9
Average ratings for the CSP Network applet in terms of ease of use,
usefulness and enjoyability, 5-point Likert scale (5 = Best rating,
1 = Worst rating)
Question
Average rating/5
Ease of Use?
Usefulness?
Enjoyability?
3.77
4.45
3.64
own. This result may also indicate that the textual messages
in the message panel were enough to guide the students in
completing their assignments.
Since learning by exploration appears to be the most
common means by which students learn to use the applets
in practice, our focus on improving the learnability and
ease of use of the applets should be on adding more tips
and hints in the message panel or on creating additional
interface features to help guide the students. For example,
some of the students in the introductory AI class commented that the speed of the Auto Arc-consistency and
Auto-Solve mechanisms was too slow. These students were
likely unaware of the speed controls available under the
CSP Options menu. A similar incident occurred during
our second controlled experiment (see Section 5.4), when
one of the students who chose to use the paper-based sample problems reported that the applet was helpful but that
the Auto Arc-Consistency mechanism was too fast. Additional messages in the message panel could help direct students to the available speed controls in the applet.
Alternatively, an intelligent help feature that could recognize the student’s intention and provide advice about the
speed options could also help in this regard. We discuss
such an intelligent help feature in the following section
on future work.
We also found similar results concerning the ease of use,
usefulness and enjoyability of the CSP applet (see Table 9)
as we found in the advanced course, where students used
the Belief and Decision Network applet (see Section 5.3).
Also, positive correlations between ease of use, usefulness,
and enjoyability were again found. Ease of use was strongly
correlated with usefulness (r = .608, p < .024) and enjoyability (r = .596, p < .027), and usefulness was also strongly
correlated with enjoyability (r = .696, p < .008).
6. Future work
We are currently assessing the effectiveness of CIspace in
supporting various learning styles (goal P2.1). By collecting
learning-style data from students taking an introductory
AI course at UBC, we are able to examine how style affects
performance on assignments involving the CIspace tools.
In the future, we intend to conduct further experiments
evaluating CIspace in terms of each of our pedagogical
and usability goals.
We continue to iterate through our design process and
improve CIspace based on results from our evaluations,
85
and on advances in both technology and pedagogical
research. For example, recently in the field of software
visualization there has been some interest in alternate
representations to classic node-link diagrams such as
the graphical networks used in the CIspace applets. Ghoniem et al. (2004) compared node-link diagrams with
matrix-based representations of graphs, where the rows
and the columns of the matrices are indexed by graph
nodes and the cells of the matrices are non-zero if a link
exists between the corresponding nodes. Additionally, the
value of the cell can express a property of the node, e.g.,
a cost. In their experiment, they showed that for small
graphs, node-link diagrams are always more readable
and more familiar than matrices. They also found that
independent of graph size, node-link diagrams are always
better than matrices in supporting the user in finding
paths in a graph (and arguably in any tasks involving
paths). Matrix-based representations appear to become
more effective only on large graphs (i.e., graphs with
greater than 50 nodes). These findings support our use
of common node-link diagrams for teaching graph-based
algorithms in CIspace at least at the beginning when the
graph size is typically small and when identifying and
processing graph paths (e.g., search). However, in the
future, and as larger problems are considered, it may
be worth investigating matrix-based or alternative representations for CIspace.
Our evaluations of CIspace revealed that some students
were unaware of existing applet features (e.g., speed controls for Auto Arc-consistency and the Stop mechanism)
even when they were pointed out prior to the applets
being used. We also found that the most common method
students learn to use the CIspace applets is by exploration. Therefore, it may be useful to include an intelligent
tutoring feature within each applet that could recognize
potential problems and explicitly point students towards
useful applet mechanisms while they are exploring. In
addition to helping students use the applets, such a feature could also provide students with personalized support for learning the AI algorithms. Since the CIspace
tools are unstructured, open learning environments, students using the tools for independent study require metacognitive abilities (Brown, 1987), such as planning of
learning activities, self-explaining algorithm behaviors
and self-monitoring progress, to learn effectively. Traditional learning is often scaffolded by instructors who
prompt students to explain, answer questions or monitor
student progress when necessary. An intelligent tutoring
feature within CIspace could provide this additional scaffolding to those students who may be inexperienced or
have less proficient metacognitive abilities. Therefore, in
future iterations we plan to add the subgoal Support different metacognitive abilities to pedagogical goal P2 (Support individual differences). We may also develop an
intelligent tutoring feature for each applet to achieve this
goal and to better achieve the existing goals of supporting
learnability (goal U1) and ease of use (goal U2). We have
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
taken a first step towards an intelligent tutoring feature
for CIspace in (Amershi and Conati, 2006), where we
used a machine learning approach to build an on-line
classifier that detects student interaction patterns that
are detrimental to learning.
Another way that we could help support different
metacognitive abilities is by including a quiz feature in
all of the applets. Some of the CIspace applets already
have a quiz feature, which allows users to test their
knowledge about the current algorithm. This feature
included in all applets could help students monitor their
progress (a metacognitive skill) as well as stimulate
active engagement (goal P4). We plan to include such
a feature in all of the applets in future revisions of
CIspace.
One of the most common reasons participants in our
second controlled experiment (see Section 5.4) gave for
choosing the paper-based medium over the applet was that
the paper allowed them to easily take notes. Plaisant et al.,
1999) designed an environment that facilitated user annotation on records of learner activity kept by the system
(called ‘learning histories’). They suggest that such a feature could help students learn better by allowing them to
review and correct mistakes in their actions, as well as
monitor their progress. Krebs et al., 2005) designed a similar AV environment with annotation capabilities, to provide an easy way for instructors to give students feedback
about their learning. In future revisions, we may include
similar annotation capabilities, so that students and
instructors can easily take notes or give feedback about
the AVs.
In addition, we are currently pursuing two promising
areas of development to better achieve some of our existing pedagogical and usability goals. First, we envision
developing user-customizable applets whose interfaces
can be tailored. Each applet would include a menu listing its available mechanisms. When given the option,
the user (typically the student) would be able to select
which mechanisms to keep. The interface would then
change according to the user’s selections. To guide users
in selecting mechanisms that may be helpful for learning
given their level of domain knowledge, we could provide
default settings for beginner, intermediate and expert
users (goal P2.2). This would essentially create layered
interfaces (Schneiderman, 2003) for the CIspace tools
so that users are not overwhelmed by the large number
of options when they start using the system (goals U1
and U2).
Second, we are developing author-customizable applets
for authors creating content for a course, book, tutorial
or other Web-based document. These customizable
applets can be distributed as stand-alone tools or embedded in a Web document inline with text and hypertext. To
facilitate the creation of these custom applets, we are
developing Web-based forms where authors can simply
select the applet mechanisms and interface style aspects
they wish to include, and the form will then automatically
generate the appropriate html code needed to call the customized applet in an authored document. For instructors
developing their own resources, this feature is intended to
further our goals of creating tools that are easy to use and
integrate into a course (goals U2 and U3). For students,
this feature could be used to create reports and present
visualizations for discussion, a highly active form of
engagement (goal P4) suggested by Naps et al. (2002).
Furthermore, enabling the interactive AVs to be used
together with textual explanations or other forms of
media may, according to Paivio’s (1971, 1983) Dual-coding Theory, increase the pedagogical value of the AVs
(goal P1). This approach may also cater to a wider range
of learning preferences and styles, as some students may
feel more comfortable learning with textual explanations
than with interactive AVs alone (goal P2.1).
7. Conclusions
In this paper, we have discussed our design and evaluation of the CIspace interactive AVs for teaching and learning fundamental Artificial Intelligence algorithms. Our
design approach iterates by identifying pedagogical and
usability goals, introducing design features to achieve these
goals, and then revising our choices in light of evaluations.
We have compiled a taxonomy of pedagogical and usability objectives to help guide the design of CIspace. These
goals aim to address some of the primary educational concerns and usability deficiencies cited by instructors and
reported in the AV literature. We have also described
and illustrated the key design features that we implemented
for the CIspace tools based on this taxonomy. We advocate
differentiating between design goals and design features to
help designers make more informed choices when developing interactive AVs. We have also detailed the most interesting findings from the pedagogical and usability
evaluations we have conducted on CIspace to date. Finally,
we have discussed possible avenues for future work on
CIspace. We hope that our efforts and results will help
inform developers of future interactive AVs and encourage
instructors to exploit them in courses in order to enhance
teaching and learning.
Acknowledgements
The CIspace project has been supported by the Natural
Sciences and Engineering Research Council of Canada
(NSERC). We thank former members of the CIspace
team, including Nicole Arksey, Mike Cline, Wesley
Coelho, Peter Gorniak, Holger Hoos, Heather Maclaren,
Kevin O’Neill, Mike Pavlin, Kyle Porter, Joseph Roy
Santos, Shinjiro Sueda, Leslie Tung, Audrey Yap and
Regan Yuen.
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
87
Appendix A. Written sample constraint satisfaction problems
• Below are three sample CSPs for you to study.
• For each sample problem, there is a graph of the CSP and a table showing the steps of the AC-3 algorithm. Each
line of the table indicates which arc is currently being considered and which domain values, if any, are removed by
the algorithm. For example, in line 3 the arc ‘‘(N2, N0 < N2)’’ is being considered, where the first term, N2, is the
variable and the second term, N0 < N2, is the constraint. The domain value 1 is removed from N2 in this step of
the AC-3 algorithm. If no domain values are removed, a ‘-’ will be shown under the Element Removed column for
that step.
• In CSPs with domain splitting, a graph is shown to display the state of the CSP after backtracking. In addition, the
variable domain split is indicated under the Domain Split column.
Sample 1:
Sample 2:
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
Sample 3:
Appendix B. Tests
B.1. Pre-test
(1) Consider the following constraint network. Note that (X + Y)mod 2 = 1 means that X + Y is odd.
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
89
(a) Is this constraint network arc consistent?
(b) If it is, explain why the constraint network is arc consistent. If it isn’t, state which arcs are not arc consistent and
explain why the constraint network is not arc consistent.
(2) Consider the following constraint network.
(a) Is this constraint network arc consistent?
(b) If it is, explain why the constraint network is arc consistent. If it isn’t, make the network arc consistent and give
all solutions.
(3) Consider the problem of scheduling each of four 1-h meetings starting at 2 pm, 3 pm or 4 pm. Let the scheduled start
times for each meeting be A, B, C and D, respectively. The times must satisfy the following constraints: A „ B, C < A,
A < D, B = D, C < B and C < D.
(a) Draw the constraints in the constraint graph.
(b) Make the network arc consistent and give all solutions.
(4) Consider the following constraint network. Note that (X + Y)mod 2 = 1 means that X + Y is odd.
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
(a) Is the constraint network arc consistent?
(b) If it is, explain why the constraint network is arc consistent. If not, make it arc consistent and show the consistent
graph.
(c) Is domain splitting useful to solve this problem?
(d) If so, explain why and show all solutions. If not, explain why not.
B.2. Post-test
(1) Consider the following constraint network. Note that (X + Y)mod 2 = 1 means that X + Y is odd.
(a) Is this constraint network arc consistent?
(b) If it is, explain why the constraint network is arc consistent. If it isn’t, state which arcs are not arc consistent and
explain why the constraint network is not arc consistent.
(2) Consider the following constraint network.
(a) Is this constraint network arc consistent?
(b) If it is, explain why the constraint network is arc consistent. If it isn’t, make the network arc consistent and give
all solutions.
(3) Consider the problem of scheduling each of four 1-h meetings starting at 1 pm, 2 pm or 3 pm. Let the scheduled start
times for each meeting be A, B, C and D, respectively. The times must satisfy the following constraints: A „ B, C < A,
A < D, B = D, C < B and C < D.
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S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
(a) Draw the constraints in the constraint graph.
(b) Make the network arc consistent and give all solutions.
(4) Consider the following constraint network. Note that (X + Y)mod 2 = 1 means that X + Y is odd.
(a) Is the constraint network arc consistent?
(b) If it is, explain why the constraint network is arc consistent. If not, make it arc consistent and show the consistent
graph.
(c) Is domain splitting useful to solve this problem?
(d) If so, explain why and show all solutions. If not, explain why not.
Appendix C. Questionnaires for pedagogical experiment 1
C.1. Non-applet group questionnaire
(1) How would you rate your level of confidence after the study on each of the topics below: (circle a number for each topic)
Poor
Variables
Variable domains
Constraints
Constraint satisfaction problem
The definition of arc consistency
Arc consistency algorithm AC-3
Domain splitting
Backtracking
1
1
1
1
1
1
1
1
Excellent
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
4
5
5
5
5
5
5
5
5
(2) For the following statements, rate your agreement or disagreement: (check a box for each row)
Statement
Agree
Somewhat
Agree
Neutral
The paper sample problems helped me learn the material from the book
The book alone would have been enough to learn the material
It was difficult to follow the steps of the algorithm with the paper sample problems
Seeing the network change at every step would have helped me study better
(3) How much time do you think you spent figuring out the notation used in the sample problems? (check a box)
h less than 5 min
h 5–10 min
h 10–20 min
h 20–30 min
h over 30 min
(4) The time given to read the book was: (check a box)
h more than enough (if you check this state how long you spent reading) ___________
h enough
h barely enough
h not enough (if you check this state how long you think you needed) ___________
Somewhat
Disagree
Disagree
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(5) The time given to study the sample problems was: (check a box)
h more than enough (if you check this state how long you think you needed) ___________
h enough
h barely enough
h not enough (if you check this state how long you think you needed) ___________
C.2. Applet group questionnaire
(1) How would you rate your level of confidence after the study on each of the topics below: (circle a number for each topic)
Poor
Variables
Variable domains
Constraints
Constraint satisfaction problem
The definition of arc consistency
Arc consistency algorithm AC-3
Domain splitting
Backtracking
1
1
1
1
1
1
1
1
Excellent
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
4
5
5
5
5
5
5
5
5
Somewhat Disagree
Disagree
(2) For the following statements, rate your agreement or disagreement: (check a box for each row)
Statement
Agree
Somewhat Agree
Neutral
The applet helped me learn the material from the book
The book alone would have been enough to learn the material
It was difficult to follow the steps of the algorithm with the applet
Looking at examples worked out on paper would have helped me study better
(3) How much time do you think you spent figuring out how to use the applet? (check a box)
h less than 5 min
h 5 to 10 min
h 10–20 min
h 20–30 min
h over 30 min
(4) The time given to read the book was: (check a box)
h more than enough (if you check this state how long you spent reading) ___________
h enough
h barely enough
h not enough (if you check this state how long you think you needed) ___________
(5) The time given to study the sample problems was: (check a box)
h more than enough (if you check this state how long you think you needed) ___________
h enough
h barely enough
h not enough (if you check this state how long you think you needed) ___________
(6) For the following applet features, please check the features you feel helped you understand the material or work through the problems:
Comments or suggestions for improvements
h The messages above the graph
h The domain-splitting history area below the graph
h The help pages
h Being able to manually split
domains by clicking on variables
h Backtracking
h Fine Step button
h Clicking on arcs to make them consistent
h Auto Arc-Consistency button
h AutoSolve button
h The colour changing of the arcs
_____________________________
_____________________________
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
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(7) For the following applet features, please check the features you feel hindered your learning, were not useful or were hard to use:
Comments or suggestions for improvements
h
h
h
h
h
h
h
h
h
h
The messages above the graph
The domain-splitting history area below the graph
The help pages
Being able to manually split domains by clicking on variables
Backtracking
Fine Step button
Clicking on arcs to make them consistent
Auto Arc-Consistency button
AutoSolve button
The colour changing of the arcs
_____________________________
_____________________________
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
Appendix D. Questionnaires for pedagogical experiment 2
D.1. Questionnaire 1
(1) For the following statements, rate your agreement or disagreement and try to explain your answer : (check a box for each row)
Statement
Agree
Somewhat Agree
Neutral
Somewhat Disagree
Disagree
Using the applet helped me more than looking
at the sample problems on paper
Please Explain:
I liked using the applet more then studying with
the sample problems on paper
Please Explain:
Looking at the sample problems on paper helped
me study better than the applet
Please Explain:
I liked studying with the sample problems on
paper more then with the applet
Please Explain:
(2) For each pair of adjectives, check one box that reflects the extent to which you believe the adjectives describe the applet (please read adjectives
carefully).
Confusing
Clear
Boring
Exciting
Pleasing
Annoying
Unhelpful
Helpful
(3) For each pair of adjectives, check one box that reflects the extent to which you believe the adjectives describe the sample problems on paper (please
read adjectives carefully).
Confusing
Clear
Boring
Exciting
Pleasing
Annoying
Unhelpful
Helpful
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(4) If you were taking a course to learn about CSPs, what would you like to use to study: (check all that apply)
h CSP Applet
h Sample problems on paper
h Textbook
(5) How much effort would you say you put in during this study: (circle a number)
None at all
1
A great deal
2
3
4
5
6
7
D.2. Questionnaire 2
(1) How would you rate your level of confidence after the study on each of the topics below: (circle a number for each topic)
Poor
Variables
Variable domains
Constraints
Constraint satisfaction problem
The definition of arc consistency
Arc consistency algorithm AC-3
Domain splitting
Backtracking
1
1
1
1
1
1
1
1
Excellent
2
2
2
2
2
2
2
2
3
3
3
3
3
3
3
3
4
4
4
4
4
4
4
4
5
5
5
5
5
5
5
5
(2) The time given to study the Sample Problem 1 was: (check a box)
h more than enough (if you check this state how long you think you needed) ___________
h enough
h barely enough
h not enough (if you check this state how long you think you needed)___________
(3) The time given to study the Sample Problem 2 was: (check a box)
h more than enough (if you check this state how long you think you needed)___________
h enough
h barely enough
h not enough (if you check this state how long you think you needed)___________
(4) The time given to study the Sample Problem 3 was: (check a box)
h more than enough (if you check this state how long you think you needed) ___________
h enough
h barely enough
h not enough (if you check this state how long you think you needed)___________
(5) How much time do you think you spent figuring out how to use the applet? (check a box)
h less than 5 min
h 5 to 10 min
h 10–20 min
h 20–30 min
h over 30 min
(6) For the following applet features, please check the features you feel helped you understand the material or work through the problems:
Comments or suggestions for improvements
h The messages above the graph
h The domain-splitting history area below the graph
h The help pages
h Being able to manually split
domains by clicking on variables
h Backtracking
h Fine Step button
h Clicking on arcs to make them consistent
h Auto Arc-Consistency button
h AutoSolve button
h The colour changing of the arcs
_____________________________
_____________________________
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
______________________________
95
S. Amershi et al. / Interacting with Computers 20 (2008) 64–96
(7) For the following applet features, please check the features you feel hindered your learning, were not useful or were hard to use:
Comments or suggestions for improvements
h
h
h
h
h
h
h
h
h
h
The messages above the graph
The domain-splitting history area below the graph
The help pages
Being able to manually split
domains by clicking on variables
Backtracking
Fine Step button
Clicking on arcs to make them consistent
Auto Arc-Consistency button
AutoSolve button
The colour changing of the arcs
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