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An Empirical Evaluation of Visual Metaphors in the Animation of Roles of Variables

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Abstract

Roles of variables, which describe stereotypic usages of variables, can be exploited to facilitate teaching introductory programming. This paper describes the evaluation of visual metaphors for roles used in a role-based program animator. The evaluation is based on several criteria: properties of the images, metaphor recognition and grading, and effects on learning. The study demonstrates that as a whole the role metaphors facilitate learning. The results also identify ideas for further elaboration of the individual metaphors. Furthermore, the study suggests that the evaluation of animated metaphors may require special measures.

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... In a series of experiments, we use the content of visualizations and the level of viewer's engagement as the varied factor, and gather information of the effects of this variation on the visual attention and the mental models. So far, we have studied the effect of the content of visualization on programming knowledge [23] and the effect of the content of visualizations on visual attention and mental model of the studied program [15]. The experiment on the effect of the content of visualizations on short-term mental model of roles [23] was carried out by comparing empirically the effects of PlanAni's original role images versus neutral control images. ...
... So far, we have studied the effect of the content of visualization on programming knowledge [23] and the effect of the content of visualizations on visual attention and mental model of the studied program [15]. The experiment on the effect of the content of visualizations on short-term mental model of roles [23] was carried out by comparing empirically the effects of PlanAni's original role images versus neutral control images. In this experiment , engagement was not varied and visual attention was not measured. ...
... Locations of gaze were recorded using an eye-tracking camera [24]. Knowledge on variable roles was measured using a post-test from [23]. The program summaries were analyzed using Good's program summary analysis scheme [7] with the additional categories presented in [2]. ...
Article
Empirical evaluation of visualizations has so far been typically carried out by measuring the performance of participants that have been shown the visualization in relation to control group by grading programming tasks. Such studies tell little about what effects take place during the visualizations and how these effects build up into the learning effects. To address these issues, we are carrying out a series of experiments using visualization tools whose long-term effects are known.This paper presents a model of the cognitive phenomena that take place during visualization viewing sessions and describes an experiment where two visualization tools that differed in the amount of animation were used. The results show that even when participants were provided with rich visual information in the form of animations, they resorted heavily to the textual cues present on the screen. As the animation proceeded, participants started to follow visual cues more closely. However, if the names of the variables involved in the current operation were not in the visually cued area, participants tended to search for them in the program code. In the absence of animation, participants were more eager to browse the code in general.
... Mental representations of PlanAni users were, in fact, similar to that of good code comprehenders. The effects of the content of visualizations on short-term mental model of roles were investigated by Stützle and Sajaniemi [19]. In their experiment, PlanAni's original role images were compared with neutral control images; engagement was not varied and visual attention was not measured. ...
... In the earlier experiments [11, 12, 19], the type of engagement has been kept fixed and only the representation used for the variables has been varied. Collected information has been related to the location and size of the visualizations, and to presence or absence of role animation. ...
... Group TC (Text, Control flow) used PlanAni without role images and role animation to perform a task which requires information mainly of program' s control flow. The pre-test score on role knowledge (applied from [19]) was used to divide the participants evenly into the groups. The dependent variables were the locations of the participant's gaze (visual attention ), the participant's post-test score on role knowledge (short-term programming knowledge), and the program summary provided by the participant (short-term program knowledge). ...
Article
When visualization tools utilized in computer science education have been evaluated empirically, the results have been controversial. The extent to which the tools have benefited learning has remained unclear, as well as the ways through which the benefit has been achieved. In our research, we have chosen to vary type of students' engagement and representation of the visualization tool in a series of experiments, in order to investigate the phenomena taking place during individual viewing of visualizations. In the current experiment, we varied student engagement using two different tasks to perform during viewing; data flow task (D) and control flow task (C). Repre-sentation of visualization was varied by using two versions of the program ani-mator; one with special images and animation, and one without. The results show that while the distribution of visual attention of the participants performing task D was steady throughout the time, the participants performing task C focused their visual attention at the beginning almost solely on the code, and increased their visual attention to the other parts of the visualization on the second half of the viewing. The participants performing task D also benefited most from the tool, at least regarding programming knowledge.
... To test the lightweight structural techniques described in the previous section, we conducted an investigation by studying animated metaphors used in a computer program animator. In an earlier study (StützleSt¨Stützle and Sajaniemi, 2005), these metaphors have been studied using the operational and pragmatic approaches, i.e., evaluated from the users' perspective. These user acceptance results are now used as a measure of the mental model accuracy that will be compared with judges' evaluations of the similarity of subjects' perceived properties of images with properties of the target. ...
... ThisFigure 5: Original and control metaphors for fixed value, follower, gatherer, and temporary (Stützle and Sajaniemi, 2005).Table 1: Roles of variables used in the investigation. ...
Article
Visual metaphors in the form of still or animated pictures have been used in user interfaces with the hope of enhancing learning and use of computer applications. This paper studies animated metaphors with the intent to understand how they relate to human cognition and how their quality can be measured. We present a model of the relationships within metaphors, suggest lightweight evaluation techniques based on this model, and test these techniques in an empirical investigation. The results indicate that a lightweight analysis based on still images and made by domain-aware but metaphor-unaware judges can be used as a first step in deciding which metaphors are worthy of further study, and to direct animation efforts to overcome the most crucial problems. Furthermore, the results show that animation may increase or decrease the quality of a metaphor by considerable amounts; hence the final evaluation must be based on actual use of fully implemented metaphors. The results also confirm earlier suggestions to use rich metaphors and provides evidence that richness of the still image is important for the effectiveness of animation.
... (Nash, 1962; Stott et al., 2010), computer science (Carroll & Mack, 1985; Petre & Blackwell, 1999; Stützle & Sajaniemi, 2005), and films (Forceville, 2015). ...
Thesis
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Competent assessment and management of the risk of harm is a core competency that mental health professionals are expected to possess. However, despite this expectation, adequate training programs have been lacking for decades and, even when risk assessment training is provided, it is often reported as being insufficient. The literature indicates that training delivery methods often include passive and didactic methods during supervision or seminar sessions. To help enhance the learning of suicide risk factors, some authors proposed a visual metaphor that visually and metaphorically depicts all suicide risk factors. The main purpose of this study was to examine the efficacy of the proposed visual metaphor. A pilot RCT was undertaken to test several hypotheses, all of which predicted that the visual metaphor would demonstrate superior effects when compared with the conventional textual teaching methods. A group of 22 psychology students were randomized into either a control group (who learnt suicide risk factors via the conventional textual teaching methods) or a treatment group (that learnt the risk factors using the visual metaphor in addition to the conventional textual teaching methods). Memory recall, knowledge transfer, cognitive load, and satisfaction were all tested at the end of the learning sessions. Independent samples t tests indicated that the visual metaphor was effective in improving memory recall and knowledge transfer and reducing the cognitive load. The differences between the two groups’ post-learning scores were significant in each of these outcome measures. The treatment group also expressed higher satisfaction levels in comparison to the control group. Overall the visual metaphor of suicide risk factors was found to be superior to the conventional teaching methods in teaching suicide risk factors to university psychology students. Limitations, implications of this study and directions for future research are discussed.
... They found that the visualization tool used had various subtle effects on the visualizations that students tended to draw, but document no differences on the impact of the tools on learning. Stützle and Sajaniemi [21] experimentally evaluated a set of visual metaphors designed to be evocative and intended to facilitate the learning of common patterns of variable use in programs; they found that learners recalled the visual metaphors and the corresponding concepts better using the in 429 429 ICSE 2015, Florence, Italy Joint SE Education and Training the evocative metaphors condition than in a control condition that used a set of neutral images instead. Emotional design relates to these efforts in that, as implemented in studies to date, it is partially based on metaphorical , anthropomorphic illustrations. ...
Conference Paper
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A small number of recent studies have suggested that learning is enhanced when the illustrations in instructional materials are designed to appeal to the learners' emotions through the use of color and the personification of key elements. We sought to replicate this emotional design effect in the context of introductory object-oriented programming (OOP). In this preliminary study, a group of freshmen studied a text on objects which was illustrated using anthropomorphic graphics while a control group had access to abstract graphics. We found no significant difference in the groups' scores on a comprehension post-test, but the experimental group spent substantially less time on the task than the control group. Among those participants who had no prior programming experience, the materials inspired by emotional design were perceived as less intelligible and appealing and led to lower self-reported concentration levels. Although this result does not match the pattern of results from earlier studies, it shows that the choice of illustrations in learning materials matters and calls for more research that addresses the limitations of this preliminary study.
... Metaphor is the creative expression of a point of view (Boostrom, 1998). Metaphors stimulate the thought system and encourage students to use their existing knowledge and improve their competences (Stützle and Sajaniemi, 2005:90). Lakoff and Johnson (1980) opine that metaphors are reflected in the perceptions and thoughts of a person. ...
Article
The purpose of the research was to reveal elementary 8th grade students' opinions concerning democracy with the aid of metaphors. The students were asked to produce metaphors about the concept of democracy. 140 students from 3 public schools in Ankara (Turkey) participated in the research. 55% of the students were females and 45% were males. The students who participated in the research were asked to produce a metaphor about the concept of democracy and to explain these metaphors. To realize the purpose of the study, forms were distributed to the students asking them to complete the sentence, "Democracy is like… because…" and 56 students out of 140 produced 32 valid metaphors. Phenomenology was used for the purposes of the present research. Data obtained from the participants were interpreted via content analysis. The produced metaphors were divided into 4 categories: "Democracy as the symbol of equality", "Democracy which exists with rules", "Democracy which teaches living together" and "Democracy as a dream". The findings were discussed in the light of the related literature.
... These two sections are included for readers unfamiliar with one or both of these concepts; other readers could skip them. More elaborate presentation of roles of variables1718192021 and RoboLab [6,9] could be found in the cited sources. In the Section 4 main results of the conducted case-study are presented. ...
Article
This paper describes a case study of using narratives to motivate non-technology inclined children, 11-15 years old, to learn programming, using LEGO Mindstorms robots and RoboLab graphical programming language. Case study was done during 2004/2005 and 2005/2006 school years, following two different school teams participating in FIRST LEGO League competitions. Using narrative concept and a concept of roles of variables, it was possible to explain several searching and sorting algorithms to children, including an algorithm of finding minimal/maximal value from the set of input values. Results are encouraging and could be generalized to other programming languages but RoboLab.
... The results also identify ideas for further elaboration of the individual metaphors. Furthermore, the study suggests that the evaluation of animated metaphors may require special measures (Stutzle & Sajaniemi, 2005). v) We interpret the rules governing an interactive system as the rules specifying a game. ...
Chapter
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To sum up our studies, let's consider some propositions of this chapter. The sign nature of HCI and visualization allows applying the semiotics analysis to them. The basic idea of similarities between application domain entities with visual objects is required when visual language is designed. It is possible to speak about some idea of metaphoric representation. A metaphor is a framework of visual language which provides both depicting by an author of the visual text (that is a designer of the interactive [visualization] system) and user interpretation of the visual text. The main approaches to Computer Metaphor Theory are based on the cognitive approach to metaphors linked with G. Lakoff and his coauthors. In frameworks of these approaches the
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