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ANALYSIS OF IDEOGRAM AND NON-SPEECH AUDIO TECHNIQUES IN ALGORITHM ANIMATIONS by JOSEPH F. HOHENSTERN (Under the Direction of Eileen Kraemer) ABSTRACT Algorithm animation (AA) involves the process of cycling through and graphically generating a series of snapshots taken of an algorithm’s critical states over the course of its execution. Professionals in the computing community have a strong intuition that these forms of visualization act as powerful pedagogical tools to foster student comprehension and learning of an algorithm’s abstract notations. However, this popular belief has left researchers wondering about AA effectiveness due to its mixed performance in studies and underutilized in education. Since viewers rely heavily on visual stimuli when viewing an AA, the extra burden could hinder their performance in the comprehension of algorithms. It is the goal of this study to lessen the burden on the visual stimuli by using non-speech audio to reinforce and/or replace some graphical representations. Another technique we examine is the use of ideograms to make AAs more clear and concise. INDEX WORDS: algorithm animations, non-speech audio, ideograms

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ANALYSIS OF IDEOGRAM AND NON-SPEECH AUDIO TECHNIQUES IN

ALGORITHM ANIMATIONS

by

JOSEPH F. HOHENSTERN

(Under the Direction of Eileen Kraemer)

ABSTRACT

Algorithm animation (AA) involves the process of cycling through and graphically

generating a series of snapshots taken of an algorithm’s critical states over the course of its

execution. Professionals in the computing community have a strong intuition that these forms of

visualization act as powerful pedagogical tools to foster student comprehension and learning of

an algorithm’s abstract notations. However, this popular belief has left researchers wondering

about AA effectiveness due to its mixed performance in studies and underutilized in education.

Since viewers rely heavily on visual stimuli when viewing an AA, the extra burden could hinder

their performance in the comprehension of algorithms. It is the goal of this study to lessen the

burden on the visual stimuli by using non-speech audio to reinforce and/or replace some

graphical representations. Another technique we examine is the use of ideograms to make AAs

more clear and concise.

INDEX WORDS: algorithm animations, non-speech audio, ideograms

ANALYSIS OF IDEOGRAM AND NON-SPEECH AUDIO TECHNIQUES IN

ALGORITHM ANIMATIONS

by

JOSEPH F. HOHENSTERN

B.S., The University of Georgia, 2003

A Thesis Submitted to the Graduate Faculty of The University of Georgia in Partial Fulfillment

of the Requirements for the Degree

MASTER OF SCIENCE

ATHENS, GEORGIA

2009

© 2009

Joseph F. Hohenstern

All Rights Reserved

ANALYSIS OF IDEOGRAMS AND NON-SPEECH AUDIO TECHNIQUES IN

ALGORITHM ANIMATION

by

JOSEPH F. HOHENSTERN

Major Professor: Eileen Kraemer

Committee: Maria Hybinette Daniel Everett

Electronic Version Approved: Maureen Grasso Dean of the Graduate School The University of Georgia December 2009

iv

DEDICATION

To my parents, Dona and George.

v

ACKNOWLEDGEMENTS

First and foremost I would like to thank God for giving the power to inspire and pursue

my dreams. Sincere thanks to my family and friends who have given me courage and support. I

owe my deepest gratitude to my advisor, Dr. Eileen Kraemer, for her patience and guidance

throughout my research. I would like to thank my committee members, Dr. Marie Hybinette and

Dr. Daniel Everett, for their advice and expertise. I am indebted to Dr. Roger Hill and several of

the Workforce Education, Leadership, and Social Foundation professors for their support and the

opportunity to broaden my abilities. In addition, I would like to thank Dr. Beth Davis from

Georgia Institute of Technology and her Vision Lab members as well as The University of

Georgia’s VizEval group for their wisdom and advice. Thank you to all my friends of Athens

who made an impression and memories that will last a life time.

vi

TABLE OF CONTENTS

Page

ACKNOWLEDGEMENTS.............................................................................................................v

LIST OF TABLES....................................................................................................................... viii

LIST OF FIGURES ....................................................................................................................... ix

CHAPTER

1 INTRODUCTION .........................................................................................................1

2 LITERATURE REVIEW ..............................................................................................5

Empirical Studies ......................................................................................................6

Visual Design ............................................................................................................8

Auditory Design ......................................................................................................12

Working Memory ....................................................................................................16

3 METHODOLOGY ......................................................................................................19

Symbol Selection.....................................................................................................20

Sound Selection.......................................................................................................24

Experiment ..............................................................................................................28

4 DATA AND RESULTS ..............................................................................................35

Analysis of Variance ...............................................................................................35

Hierarchical Multiple Regression............................................................................44

5 CONCLUSION............................................................................................................52

Summary .................................................................................................................52

vii

Discussion ...............................................................................................................55

REFERENCES ..............................................................................................................................57

APPENDICES ...............................................................................................................................60

A PERFORMANCE HISTOGRAMS.............................................................................60

B PERFORMANCE BOXPLOTS ..................................................................................62

C STANDARD CORRELATION MATRIX..................................................................64

D HMRA TRADITIONAL CORRELATION MATRIX ...............................................66

E HMRA POSTTEST CORRELATION MATRIX .......................................................68

F ALGORITHM ANIMATION GUIDE SHEET...........................................................70

G PERFORMANCE TESTS ...........................................................................................73

H SYMBOL AND SOUND SELECTION SETS ...........................................................80

viii

LIST OF TABLES

Page

Table 3.1: 2 x 2 Factorial Design...................................................................................................32

Table 4.1: Pretest Performance Scores ..........................................................................................36

Table 4.2: Pretest Performance 2 x 2 ANOVA..............................................................................37

Table 4.3: Traditional Performance Scores ...................................................................................38

Table 4.4: Traditional Performance 2 x 2 ANOVA.......................................................................38

Table 4.5: Traditional to Pretest Ratio...........................................................................................39

Table 4.6: Traditional to Pretest Ratio 2 x 2 ANOVA ..................................................................40

Table 4.7: Posttest Performance Scores.........................................................................................41

Table 4.8: Posttest Performance 2 x 2 ANOVA............................................................................42

Table 4.9: Posttest to Pretest Ratio ................................................................................................42

Table 4.10: Posttest to Pretest Ratio 2 x 2 ANOVA......................................................................43

Table 4.11: Hierarchical Multiple Regression Design...................................................................45

Table 4.12: hMRA Traditional ANOVA.......................................................................................46

Table 4.13: hMRA Traditional Performance Summary ................................................................46

Table 4.14: hMRA Traditional Performance Coefficients ............................................................48

Table 4.15: hMRA Posttest ANOVA ............................................................................................49

Table 4.16 hMRA Posttest Performance Summary.......................................................................49

Table 4.17 hMRA Posttest Performance Coefficients...................................................................51

ix

LIST OF FIGURES

Page

Figure 2.1: Public Information Pictograms......................................................................................9

Figure 2.2: Peircean Triad for Swap Symbol.................................................................................11

Figure 3.1 : SSEA Interface............................................................................................................21

Figure 3.2: Symbol Selection Choice Set ......................................................................................22

Figure 3.3: Sound Selection Choice Set ........................................................................................26

Figure 3.4: Earcon Durations using Weber's Law .........................................................................28

Figure 4.1: Pretest Performance Scores .........................................................................................36

Figure 4.2: Traditional Performance Score....................................................................................38

Figure 4.3: Traditional to Pretest Ratio..........................................................................................39

Figure 4.4: Posttest Performance Scores .......................................................................................41

Figure 4.5: Posttest to Pretest Ratio...............................................................................................42

1

CHAPTER 1

INTRODUCTION

Algorithms are specific computational procedures for solving problems. They typically

accept inputs and generate output. Algorithms can be represented graphically in the form of

algorithm visualizations [12]. These visualizations serve several purposes, the first being analytic

and the second pedagogic. Visualizations used as analysis tools to depict a program’s execution

aid researchers and developers in debugging and performance tuning of the program’s code.

Visualizations used as pedagogical tools to abstract the program’s operations aid educators and

students in teaching and learning the program’s semantics. Over the course an algorithm’s

execution, the algorithm can go through several states. Visualizations generally capture only one

of those states and provide a limited view. However, an algorithm animation (AA) combines

succeeding states to give the viewer a clearer and more concise overview of the algorithm’s

functionality [21].

A strong belief and intuition exists among many researchers and educators in the

computing community that the dynamic nature of algorithm animations may offer a more

effective and efficient alternative to traditional textbook and lecture methods of presentation.

Though this belief that visualizations offer valuable resources for communicating information

about the state and behavior of a program is widespread, actual use of animations in classroom

and research settings is less common [13]. Kraemer, et al. offer some reasons for AA

underutilization, including the amount of effort that is required for an instructor to find, design,

2

or refine an AA system, the difficulty viewers experience in navigating and interacting with

multiple views, and questions about the actual benefits viewers receive [19].

Starting in the early 1990s, researchers began to explore the pedagogical values of AA.

Results of empirical studies testing the effectiveness of AA on viewer comprehension have been

mixed [16], which poses some interesting questions about how valuable AAs are as pedagogical

tools and in what situations they are beneficial. These questions set the basis for future studies

[13, 21, 22, 28, 33].

Before visualization developers and researchers design future AA systems that may offer

little or no benefit over traditional educational methods of presenting material, they must re-

examine current AA systems to detect any flaws that may hinder learning, so as not to repeat the

same mistakes. One common mistake in visualization design is that experts tend to develop

visualizations based on their own interpretation rather than a novice’s interpretation. Students do

not benefit from such an animation, because they do not understand the mapping from algorithm

to graphics and the underlying algorithm on which the animation is based [29].

In addition to issues of graphical element and layout, designers ought to consider a

viewer’s perception, attentional, and cognitive abilities. Only a handful of empirical studies have

been conducted that investigate the individual pedagogical impact that various common

components of popular AA systems have on a user’s comprehension [21, 28]. By knowing the

components of an AA system the user focuses on, how they are interpreted, and the thought

process behind them, researchers can begin setting guidelines for designers to apply in their

construction of an AA system that effectively enhances a user’s understanding of the algorithm

being portrayed.

3

This study is one in a series of collaborative projects from the University of Georgia’s

Computer Science VizEval and the Georgia Institute of Technology’s Psychology Vision labs

that explore, examine, and evaluate the effects of selected low-level AV attributes on viewer

comprehension and seek to establish guidelines for development of future visualizations as well

as a comprehensive, empirical method of evaluating their usefulness [14, 17, 26, 27]. One of our

initial tasks in setting up the empirical studies was to look for common features among current

AV systems and to list features that seem promising but might have been overlooked. A few of

the perceptual / attentional features we have investigated in past studies consist of various cueing

(flashing) techniques for comparison events to swapping techniques (growing/moving) used in

exchange events. In addition, we also inspected various types of interactive questioning

(predictive, responsive, feedback) which are classified as an attentional / cognitive feature [17,

26, 27].

The goal of this study is to shed some light on the usefulness of two attributes that have

not received much attention in current AA systems, the significance of symbols and sounds (non-

speech audio) to represent critical points of interest during the execution of an algorithm. What is

unique about this study and sets it apart from the others is that it represents the information both

visually and auditorily.

In the following sections, Chapter 2 provides an overview of the advances AA systems

have made over the past three decades, highlighting key empirical studies during that span,

exploring visual and auditory design, and describing the effects of multi-sensory stimuli on

viewer comprehension. Chapter 3 features the additions made to the animation toolkit and testing

environment, the selection process to determine identifiable symbols and sounds in AAs, and the

empirical study’s design and procedure. Chapter 4 presents the findings and analysis from

4

student assessment and performance tests. Chapter 5 concludes with a summary and thoughts

for future work.

5

CHAPTER 2

LITERATURE REVIEW

It was not until the early 1980s when Baecker unveiled his “Sorting Out Sorting” video

that the computing community took notice of the potential power that images depicting an

algorithm’s successive states during execution could reveal [3]. This video is seen by many in

the program visualization domain as the first successful algorithm animation (AA) to display an

algorithm’s dynamic nature and established the foundation for future research.

Throughout the 1980s, as technology for graphics AA systems became increasingly

sophisticated. Notable AA systems developed during this time include BALSA [5] and TANGO

[31]. BALSA was created so that educators could design and develop animations for lecture and

individual demonstration. BALSA provided for colored animations and offered support for

sound [5]. TANGO focused on providing more interaction, gave students an opportunity to

construct their own animations, and incorporated smoothness into its design [31]. Other popular

systems that followed included Zeus [5], which supported multi-viewing, and CAT [6], a web-

based animation framework. Starting from the early 1990s, the focus of AA systems

development shifted from technology and design to more of a pedagogical use and effectiveness

stance to answer the question, “Do algorithm animations improve viewer comprehension and in

what role?”

6

Empirical Studies

Several preliminary empirical studies were conducted based on the intuition that AA

systems are powerful mechanisms for concretizing abstract mathematical notions and algorithm

data manipulation, concepts many novice students find quite challenging. The initial findings

from several preliminary empirical studies on AA effectiveness as a pedagogical tool to promote

and enhance a student’s understanding of an algorithm have varied [8, 12, 16]. The studies

ranged from comparing numerous design elements [20, 28] to examining useful learning

strategies [29, 32, 33]. Though the animations were not found to hinder a student’s performance,

their effectiveness was often not significant over proven traditional methods, which can be seen

as a disappointment given their potential.

Lawrence conducted studies on a mixture of AA systems components, from design

enhancements and student preferences to classroom use [21]. Even though students preferred

data with labels or certain algorithm representations, Lawrence found that these had little to no

impact on the performance as measured by posttest scores. However, the labeling of algorithm

steps resulted in statistically significant posttest scores. Another study that showed significant

results examined the effects of two learning styles. Students who took a more interactive

approach and constructed their own data input outperformed on posttest scores those who were

given an instructor set and passively observed the animation. This coincides with similar results

Hansen et al. [15] experienced, but contradicts the findings of Saraiya [28]. Lawrence reasons

that self-constructed input provides a more engaging learning environment for students to

explore, however Saraiya believes students will have a difficult time constructing good test cases

given their limited knowledge of the algorithm.

7

Another study to use an interactive animation to teach an algorithm was conducted by

Stasko et al. [29]. They wanted to see if supplementing textual descriptions with an interactive

animation would aid in procedural understanding. To their dismay, the animation group only

performed slightly better on a posttest and showed no improvement over the control group on

questions that tested procedural knowledge. Their explanation for the lack of performance

benefit to the animation group was that the animation represents an expert’s understanding of the

algorithm and not a novice’s. Therefore, a mapping of visual elements to the underlying

algorithm was not established.

Similar effects were seen in a more recent study conducted by Byrne et al. [8] using

interactive animations to predict an algorithm’s behavior. Two experiments were performed, the

first on a simple depth-first search algorithm using non-computer science major participants to

predict successive vertices and a second using a more sophisticated group of upper-level

computer science students on a complex binomial heap algorithm. For both studies one group

was shown the animation whereas another received static printed graphics. Byrne et al. recorded

error rate as the number of incorrect predictions and administered a posttest to measure

performance. They concluded the use of animation and/or prediction was beneficial on

challenging questions for a simple algorithm; however it provided no significant benefit for more

complex algorithms. Interestingly, several preliminary studies suggest that interactive predictive

questioning might hinder performance [17, 27]. Rhodes attributes the degraded performance to

the questions functioning as distracters that force the user to focus on low-level, procedural

actions rather than the high-level execution [27]. Kaldate conducted studies on users’ viewing

behavior while watching an animation and noticed that users frequently looked at the source

8

code and not the animation when prompted to answer predictive questions [17].

Visual Design

In visualization design, animators have the intricate task of crafting interfaces that are

both informative and engaging. According to Gurka and Citrin, the quality of an animation

should be guided by pedagogic experience [13]. In order to accomplish this, animators often

seek the advice of professionals in their fields of expertise to gain an understanding of the critical

concepts that an animation should highlight. In the case of algorithms, it would be the key

operations, states, and semantics. They would also need to possess a rich graphical vocabulary,

which according to Price [25] typically refers to the representation of an algorithm’s data

structures. The term “representational characteristics” is used frequently to describe an

algorithm’s data representation in an AA system [16]. A few of the more common

characteristics include color, control, captions, cues, and code. These features, when used

appropriately, have been shown to improve performance and aid in viewer comprehension [21,

28]. Another feature that has been effective in other visualization settings but not used as much

in AA systems is the use of ideograms [35].

Ideograms are graphical symbols that represent an idea or concept. Whereas some

ideograms convey their meaning through pictorial resemblance to a physical object in the form

of a pictogram, others are comprehensible only by familiarity with prior convention. For

instance a frequently used ideogram of a bar across a circle over a cigarette is generally seen as a

request not to smoke in a particular area. Some of the earliest forms of ideograms included

prehistoric drawings and paintings lining cave walls to various forms of writings including

cuneiform, hieroglyphics, and Chinese. Today, ideograms are commonly used as pictograms on

9

signs seen in public areas useful to travelers by conveying information through a common

“visual language” [35].

In the 1920s Otto Neurath, an Austrian educator and philosopher, with Gerd Arntz, an

artist and illustrator, designed Isotype (International System of Typographic Picture Education),

a system of pictograms to communicate quantitative information regarding social consequences

in a simple, non-verbal way [36]. This system was very influential in the development of both

the graphic design and informational graphic fields. The graphical symbols were popularized

during the 1972 Summer Olympics in Munich when Otl Aicher employed Neurath’s stick figure,

Helvetica Man, on signage at various event venues. A standard set of pictograms for public

information has been defined since then and a few of the symbols can be seen in Figure 2.1.

Ideograms use in AA systems typically takes the form of pictographs that represent the

data using diagrams. Less common are ideograms that represent the underlying actions, events,

and concepts associated with an algorithm. By drawing attention to the steps leading up to an

event as well as the transition from one state to another, the symbols will act as a bridge in

combining the various data representations to form a clear, concise mental model to aid in the

comprehension of the algorithm. Studies in other areas have shown that graphic symbols

provide for a more attractive, intuitive, and compact interface [24].

Figure 2.1: Public Information Pictograms

10

In addition, ideograms offer potential benefits over other forms of visual representations.

They are recognized more quickly and more accurately than text [24]. For instance, an “i” in a

circle accompanying text quickly indicates an informational message or an exclamation mark

represents a warning. These two symbols immediately inform the user of the purpose of the

messages without the user having to read the messages themselves. Graphical attributes (color,

shape, …) used for other representations can also apply to ideograms and be very useful for

quickly classifying objects and elements. Another advantage, due to their simplicity in design

and instruction, is that less of a cognitive effort is required for users to process these ideograms

and thus they can easily be identified and remembered [24]. This explains the success of using

the “Helvetica Man” symbols for public information.

It has also been thought that graphic representations have a tendency to be more natural,

for visual skills in humans emerge before language and the human mind has a powerful image

memory [10]. Therefore, ideograms would make a great fit into AA systems by making

substitutions for labels, pseudocode, or brief explanations. By using visualizations, we try to

form more concrete models from abstract elements, so adding ideograms to the visualization

offers the power to minimize some of the abstract thinking. Ideograms tend to be more

aesthetically pleasing than other forms of graphics and can provide for a more entertaining and

engaging interface as well as attract the viewer to various points of interest. Rather than

providing just a pictorial representation of the data, ideograms offer an idea or concept.

A few of the issues regarding ideograms involve their creation and interpretation.

Designers have a greater selection of tools and techniques now to design graphics versus the

standard shapes we have been accustomed to seeing in previous AAs. When creating an

ideogram, not only does the design need to be considered, but also functionality and usability.

11

Functionality determines the purpose of the ideogram, whereas usability is helpful in knowing its

place within the animation. The ideogram should be kept simple yet provide enough detail in the

context to aid the user in comprehending the algorithm. Too much attention to detail in the

graphic might hinder learning performance by putting more strain on the visual stimuli.

However, not enough detail will increase ambiguity and have the user misinterpret the symbol’s

meaning.

Studies of meaning evolved from semiotics, a field that seeks to understand how a sign is

interpreted and processed [37]. Signs can take on various forms, but for our purpose it will

represent a visual image or ideogram. Charles Peirce, the founder of modern semiotics, derived

a model that can be useful in making comparisons between the design intentions and perceived

meanings. Peirce’s triadic model consists of the representamen, the object, and the interpretant.

According to Peirce, the representamen, “stands to somebody for something in some respect.” In

other words, the representamen is the ideogram the designer develops to represent an idea,

concept, or object. Whereas the interpretant is the image or model created in the mind of the

viewer. Figure 2.2 illustrates how the Peircean triad can be applied to an ideogram used in an

AA. [10]

Representmen

Object Swap Bars

Interpretant ”This symbol will swap two bars”

Figure 2.2: Peircean Triad for Swap Symbol

12

Even the most well crafted symbol will have to be learned, since identical ideograms can

have different functions depending on the context in which they are presented. For instance, in

everyday use the symbol “X” could denote no longer counts, is wrong, is forbidden, or is

cancelled. In mathematics the ideogram is used to represent an unknown number or the

multiplication operator. However in some beliefs, the diagonal cross is used as a symbol for

Christ [37]. A tutorial and/or training session is helpful in familiarizing users with an AA and

its various graphical representations.

Another factor to consider when incorporating ideograms into an animation is the load it

has on human cognition. Studies have shown the number of different symbols a person can

differentiate is more restricted than text [24]. This limit is analogous to the cognitive load theory

which states that most people can only retain a certain set of information in their short term

memory. Generally, the set is seen as 7±2 “chunks” of data [33]. Thus, ideograms ought to be

used sparingly with other forms of visual representation in order to reduce the load on the

cognitive system and increase the amount of information shown for a more efficient and

effective learning environment.

Auditory Design

As displays become more visually intensive, the visual channel becomes increasingly

overtaxed. In order to lessen this burden, interface designers have developed applications that

utilize other modalities, such as auditory, for processing the information. With technological

advances in digital sound production, designers can easily generate and alter the audio to meet

their needs. As a result there has been interest among researchers in computing regarding the

utilization and effectiveness of sound in various software visualizations.

13

The use of software visualization through sound is commonly known as program

auralization [5]. It is denoted as the process of forming mental images of the behavior, structure,

and function of computer programs by listening to acoustical representations of their execution.

This form of representation provides another medium for users to gain insight into the

information being presented [5].

Pioneer work in program auralization focused on developing tools that could debug code

or act as performance aides during the execution of the programs. Francioni, Albright, and

Jackson were some of the first researchers to apply this technique to distributed memory parallel

programs [11]. Their visualization was designed to play a unique note when a key event was

generated while the parallel program ran. The events they were interested in were processor

communication, processor load, and processor event flows. The design confirmed the usefulness

of auralization and sparked interest among other researchers in computing.

Even in our day-to-day tasks, non-speech audio plays a significant role. Various non-

speech audios from beeps to alarms inform us of events that generally are not in our direct visual

field, from receiving a phone call to letting us know when the clothes are dry. Gamers also

benefit and tend to have higher scores when sound accompanies the graphics. However, while

some noises can be informative others can impede and act as distracters. Researchers seek to

design and develop applications that explore the benefits of using auditory interfaces and to

identify and eliminate those that hinder performance [7].

Some of the issues researchers face is what sounds to use [7] and what information is best

presented in the different sounds [5]. Early non-speech audio used for data representation and

audio cues were categorized as being earcons which are musical notes created by specifying

pitch, loudness, and duration [4]. These types of sounds capture the information but bear little

14

relation to the graphic counterparts and tend to be abstract. Buxton et al. [7] proposed auditory

icons, sounds that mimic everyday noises from a piece of paper crumpling to represent a file

being deleted or an audience clapping to indicate the approval of an action.

A few of the advantages of using auditory icons, according to Buxton et al. [7], is the

richness of everyday sounds, the ease of comprehension, and their ability to help create a virtual

world. We are surrounded by sound and each has the potential to convey a great deal of

information. Since several visualization interfaces contain graphical representations of real

world objects, making auditory icons to reinforce them is a relatively easy task. This extra

redundancy can help users learn and remember the system which aids in their interpretation and

understanding. Also by creating a virtual environment similar to the real world, the user’s

feeling of direct engagement is increased [7].

The SonicFinder, an extension to the Finder application used to organize, manipulate,

create, and delete files on the early Macintoshes, is considered the first interface to utilize

auditory icons [7]. It was developed by William Gaver, a professor of Design at Goldsmiths

University, for Apple Computers. He advocated that audio information be used redundantly with

visual information so each mode’s strengths can be exploited and mutually reinforced.

SonicFinder provided useful feedback about basic events and properties. A variety of actions

from selecting, scrolling, resizing windows, and dropping files into the trashcan would make

sounds. The file’s type and size would even affect the sound associated with it [7]. Even though

the interface was fairly simple, SonicFinder showed that sounds can be incorporated in an

intuitive and informative way.

More complex systems, SoundShark a virtual physics laboratory and ARKola a bottling

plant simulation, were developed to demonstrate auditory icons used in large scale, multi-

15

processing, collaborative systems [7]. SoundShark was useful in providing information about

user interaction, ongoing processes, as well as other users’ events. On the other hand ARKola

provided an environment in which there were simultaneous sounds. Gaver and Smith explored

various ways for each sound to be heard and identified [7]. They concluded that having

continuous and repetitive sound used as background information allowed users to concentrate on

their own tasks, while still being able to coordinate with others.

Brown and Hershberger’s research focused on algorithm visualization and is seen as the

first to apply program auralization on algorithm animations. They had positive preliminary

experiences using audio for reinforcing visual views, conveying patterns, replacing visual views,

and signaling exceptional conditions [5]. Taking the same approach as Gaver and perhaps its

most obvious use, Brown and Hershberger first used sound to reinforce what is being displayed

visually. For a hashing animation, they associated a pitch to each table, so when an element was

inserted into the table, it produced a tone corresponding to the pitch. And for a sorting

animation, when elements were compared or moved a tone was produced in which the pitch

corresponding to the element’s value.

As a result of reinforcing elements with audio in various AAs, it became apparent to

Brown and Hershberger that sorting animations produce auditory signatures. Similar to how

graphics form visual patterns, auditory signatures are distinct patterns users detect by hearing

relationships in the data. According to Francioni, humans have remarkable abilities to detect and

remember patterns in sound and could explain why most people remember melody of a song

much sooner than they learn the words [11]. Brown and Hershberger concluded that since sound

intrinsically depends on the passage of time to be perceived, it is very effective for displaying

dynamic phenomena, such as running algorithms.

16

While some visual views benefit from having audio reinforcing them, there are others

that could be replaced in order to allow the user to focus their full visual attention elsewhere.

Brown and Hershberger demonstrated this using a parallel quicksort algorithm by producing a

tone whose pitch rose with the number of active threads. Instead of having printed text or a bar

chart indicting the number of threads, the user could focus on the algorithm animation. This

places less of a burden on the visual stimuli and creates a more efficient learning environment for

the user [5].

Another effective technique used in other visualizations and experienced similar success

in algorithm animations was having the audio signal exceptional conditions. Brown and

Hershberger note this is useful since there are long periods of using AA when the user is

passively watching the algorithm and the visual input channel can easily be turned off by looking

away, looking at the wrong part of a display, or being lulled into complacency by the normal

case [5]. On the other hand, the audio input channel is harder to turn off. Brown and

Hershberger extended the hashing algorithm for reinforcing views to include auditory icons that

resembled a car crashing when a new element collides with old elements in all tables. They

chose the car crash to underline the idea of a collision.

Brown and Hershberger’s experimentation with sound in AA has proven to be very

successful and practical. However, more studies ought to be conducted to determine the

effectiveness of audio in the comprehension and learning of an AA.

Working Memory

The comprehension of program visualization relies largely on the visual stimuli to form

mental images, however as we introduce other modalities our mental models might be become

distorted due to cognitive limitations. By knowing how we process multiple stimuli, we can

17

design more efficient and effective visualizations. Cognitive psychology provides several

theories on how our brains receive, interpret, and store input. A few of the more prominent

theories are highlighted below.

The first such model was proposed in 1968 by Atkinson and Shiffrin to include sensory

memory, short-term memory, and long-term memory [1]. The information enters through a

variety of sensory channels, however according to Atkinson and Shiffrin we attend only to

certain information that arrives in short-term memory (working memory) and the information not

immediately attended to is held in a brief buffer memory known as sensor memory, with one

sensory memory system associated with each sense. While the information is in working

memory, it can be used for processing however this memory has a limited capacity and the

information fades when it is no longer attended to. In order to hold information in working

memory, the information is often encoded verbally through rehearsal [1].

Alan Baddeley and Graham Hitch in 1974 proposed an alternative model to working

memory, which became the most popular view [2]. Their model is comprised of four main

components. The first is the central executive which controls the flow of information to the

phonological loop (verbal domain), visuo-spatial sketchpad (visual spatial domain), and episodic

buffer. The phonological loop deals with sound while the visuo-spatial sketchpad handles visual

and spatial information. The fourth component, the episodic buffer, links information across

domains to form integrated units of visual, spatial, and verbal information. Their findings are

derived from dual-task studies in which the performance of two simultaneous tasks requiring the

use of separate domains is nearly as efficient as performing the tasks individually. However,

when the simultaneous tasks require the same domain then the performance is less efficient as

opposed to doing the same tasks separately [2].

18

Alan Baddely and Graham Hitch’s model can be mapped closely to Paivo’s dual code

theory. The theory states that both visual (non-verbal) and verbal information are processed and

represented along different channels [23]. Since the information does not compete for the same

resource, it has the potential to improve learning. For instance, users would have an easier time

comprehending an algorithm animation that provided narration of key events over the same

animation that offered a textual description of key events since the user does not have to attend

to two images [23].

Another theory is the Multiple Resource Theory proposed by Christopher Wickens,

which extends the previous models to include several different pools of resources that can be

tapped simultaneously [34]. Wicken’s model differentiates each of the input stimuli as its own

information processing source. However, in the previous models, non-audio sounds were

considered as non-verbal and processed in a similar fashion to visual information. In all the

theories, cognitive resources are limited and performance is hindered when the individual

performs two or more tasks that require a single resource [34].

19

CHAPTER 3

METHODOLOGY

This study is one in a series of several collaborative projects between the University of

Georgia’s Computer Science VizEval group and the Georgia Institute of Technology’s

Psychology Vision lab that explore, examine, and evaluate the effects of selected low-level AV

attributes on viewer comprehension and seek to establish guidelines for development of future

visualizations and a comprehensive, empirical method of evaluating their usefulness [17, 26, 27].

One of our initial tasks in setting up the empirical studies was to look for common features

among current AV systems and to select features that seem promising but might have been

overlooked. A few of the perceptual / attentional features we have investigated in past studies

include cueing (flashing) techniques for comparison events and swapping techniques

(growing/moving) used in exchange events. In addition, we have evaluated various types of

interactive questioning (predictive, responsive, feedback) which are classified as an attentional /

cognitive feature [17, 26, 27]. The goal of this study is to evaluate the usefulness of symbols and

sounds representing critical points of interest throughout the execution of an algorithm

animation.

To facilitate comparisons between this study and studies conducted in our lab, the System

to Study the Effectiveness of Animations (SSEA) was used as the testing environment for

evaluating a viewer’s comprehension of an algorithm as it executed and visualized [19, 26].

SSEA creates an engaging atmosphere in which the viewer does not passively watch the

20

animation but interacts with it by selecting input, replaying steps, and answering questions. The

Support Kit for Animation, SKA, functions as the data structure library and animation engine

[14]. It allows the animation designers to easily create visual and auditory features used in an

animation by specifying them in a project file.

Symbol Selection

A major criterion in designing an algorithm animation is the selection of the graphical

components. These visuals assist the viewer in forming more concrete models of the underlying

algorithm’s semantics. The designers have the intricate task of creating symbols that are simple

yet provide enough detail in the context to aid the user in comprehending the algorithm. Too

much attention to detail in the graphic might hinder learning performance by putting more strain

on the visual stimuli. However, not enough detail will increase its ambiguity and have the user

misinterpret the symbol’s meaning.

The graphics used in the experiment are types of symbols known as ideograms. Their

purpose is to draw the attention of the viewer to key events and states as the animation steps

through the algorithm. An alternative to labels and captions, the ideograms reduce the

complexity of the interface and provide for faster recognition. However, in order for them to be

successful, ideograms must resemble their underlying functionality. To have a better

understanding of which symbols offered a more precise representation, an ideogram intuitiveness

test was created.

For the symbol selection study we chose ideograms to represent and highlight six critical

components of a sorting algorithm. Three of the components emphasize event conditions and the

other three inform the viewer about state conditions. The three event conditions consist of when

adjacent bars are 1) compared, 2) swapped, or 3) stay in their current positions. The three state

21

conditions correspond to 1) the data variable values at i and j, 2) the text size, and 3) formatting

for each of the bars’ value. The visuals of the variables’ states prior to and after an event, along

with the visual for the event itself form a transition the viewer can observe in order to have a

greater sense of the algorithm’s abstract concepts.

The ideogram intuitiveness test consisted of presenting each condition in an isolated

animation to ten Psychology undergraduates from the Georgia Institute of Technology. The

subjects were given two tasks. In the first task, participants were asked, to choose the most and

least effective symbol from a set of eight symbols according to their ease of identification and

resemblance to their underlying functionality. The second task consisted of ranking the same set

of eight symbols for each condition on the same criteria as in the first task. The purpose of the

first test is to get the viewers initial response based on its perceptual performance whereas the

second required more time and considers the viewer’s cognitive effort. In addition to the

Figure 3.1: SSEA Interface

22

quantitative results, a set of qualitative responses were collected for a viewer’s selection on each

component.

SSEA provided the interface (see Figure 3.1) while SKA generated the animations. SKA

was enhanced by giving the animation designer more freedom to create visuals using a popular

graphics editing program of their choice and then importing them into the animation. The set of

ideograms the users observed and ranked are found in Appendix H. Each question in the symbol

selection study was directed to a certain condition and included a set of prospective ideograms.

After clicking the ‘Play’ button below a symbol, the user would watch a brief animation

containing the selected symbol in the same context as it would appear in the main study. Once

the user had previewed all the symbols for a question, he then chose the most and least efficient

symbol as well as rank ordered the set based on their ease of identification and resemblance to

their underlying functionality. In addition to scoring the symbols, the users provided reasons for

their choices and any alternatives. Figure 3.2 shows the symbols chosen as the most effective

based on the scores and comments.

The ideogram in Figure 3.2 (A) was selected as the best choice to symbolize a ‘Swap’

event and occurs when two bars in the sorting animation are to switch positions. Right before

the bars change locations, the ideogram appears between them to inform the user a switch is to

occur and it remains until both bars have swapped positions. A few reasons why the symbol in

Figure 3.2 (A) is a good choice is that 1) it uses two distinct arrows 2) the arrows point in

Figure 3.2: Symbol Selection Choice Set

23

opposite directions 3) the arrows are vertically aligned. By having two distinct arrows, the users

can assume there is more than one item involved and in the case of the sorting animation it is the

two bars. Also, pointing the arrows in opposite directions as well as having them vertically

aligned denotes that where one item begins the other one ends as in the case of when items swap

locations.

The next symbol (B) in Figure 3.2 corresponds to the ‘Stay’ condition or ‘Do Not Swap’

event and occurs when two bars in the sorting animation do not swap but stay in their current

positions. The ideogram appears after a comparison is made between the two bars and informs

the viewer the bars will not be switching locations. By referencing Appendix H, one can see that

Figure 3.2 (B) ideogram was not one of the choices during the selection process. The reason is

that the ideogram was designed after reading several comments of more effective alternatives

that better represented its functionality. The ideogram uses the standard red circle with a slash to

signify ‘Do Not’ or ‘No’ over a symbol resembling the ‘Swap’ condition, Figure 3.2 (A). The

set of symbols in Appendix H 2 is more suited for a ‘Not Greater Than’ or ‘Caution’ event.

The comparison alluded to in the previous paragraph is a ‘Greater Than’ comparison and

represented by Figure 3.2 (C). The ideogram uses the common notation in mathematics and

computer science when checking if one value is larger than another with a subtle question mark

added. The reason for the question mark is for the viewer to ask himself, “Is the bar on the left

greater than the bar on the right?” If the question mark was not present, the viewer might be

presented with the situation in which the left bar is less than the right bar, however the symbol

would imply the opposite, the left bar is greater than the right. Instead, the question mark

informs the viewer there is a decision to be made. An alternative to the ideogram would be

showing the ‘Greater Than’ symbol when the bar on the left is greater and showing the ‘Less

24

Than’ symbol when the bar on the left if less than. However, we are adding more to the visual

complexity by introducing another symbol and possibly a third if the two bars are equal.

Another reason for using one comparison is so viewers can follow and understand the same logic

as the underlying algorithm.

The last three symbols correspond to an algorithm’s state. The ideogram in Figure 3.2

(D) is known as a pointer or placeholder and informs the viewer of an algorithm’s progress.

Often a label is associated with it to denote a variable or data value; however it was suggested to

embed the label in the symbol for a more clear and concise look. In order to achieve this effect,

the number of characters for the label must be kept to a minimum. Similarly the numeral

symbols to display a bar’s value must be a certain size and format for the user to easily

comprehend. The Figure 3.2 (E) symbol depicts a numeral with a point size of 18 where as

Figure 3.2 (F) symbol’s format consist of an Arial font with a bold style.

Sound Selection

As seen in the previous chapter, sound has the potential of containing a great deal of

information and provides a perfect fit in algorithm visualizations. Brown and Hershberger’s

experimentation with sound in AA has proven to be very successful and practical however more

studies need to be conducted to determine the effectiveness of audio in the comprehension and

learning of an AA [5]. As with the case for symbols, in order to have a better understanding of

which sounds offered a more precise representation, an intuitiveness test for non-speech audio

was designed.

The non-speech audio intuitiveness test had the same format as the symbol study where

each set of sounds represented a critical component of a sorting algorithm. Half of the

components were created using auditory icons (everyday sounds) and the other half with earcons

25

(musical notes). Our goal is to exploit the benefits of each audio type in forming a more

engaging and effective learning environment. Auditory icons were used after two adjacent bars

were compared to signify if they were to swap or stay in their current positions. In addition, they

informed the viewer when the variables i and j had changed values. Each earcon represented a

bar’s value whereas two consecutive earcons denoted a ‘Greater Than’ comparison.

The same pool of subjects in the previous study from the Georgia Institute of Technology

participated in the non-speech audio intuitiveness test. Similarly they were asked to choose the

most and least effective sounds from a set of eight according to the sounds’ ease of identification

and resemblance to their underlying functionality as well as rank order the set for each condition.

In addition to the scores, we took into consideration the feedback regarding the participants’

choices and any alternatives.

Sound support was added to SKA to give the animation designer the ability to generate

MIDI tones or import WAV, AU, and AIFF audio clips into the visualization. Appendix H

describes the set of non-speech audio the users heard and scored. SSEA contained eight

questions and each one included a set of prospective non-speech audio clips based on a particular

condition. After clicking the ‘Play’ button below a symbol resembling a speaker and sound

waves to designate audio, the user would watch a brief animation containing the selected sound

clip in the same context as it would appear in the main study. In the previous study the

participants saw various graphics accompanying the bars, whereas in this study the audio

replaced the symbols. Figure 3.3 provides a description of the sounds chosen as the most

efficient based on the scores and comments.

26

The auditory icon in Figure 3.3 (A) was created to represent a ‘Swap’ event after users

chose the sound in Appendix H 7E and suggested the pitch needed to end where it had begun.

For instance, the pitch in Appendix H 7E went from high to low whereas the one in Figure 3.3

(A) goes from high to low and back to high. Several users associated the change in pitch with a

change in position or movement. While others commented it reminded them of a noise they

heard in a video game and associated it with a character or object moving across the screen. The

auditory icon in Figure 3.3 (D) received a similar response however the participants were content

with the pitch going from low to high since the pointers move in a more linear motion than when

the bars swap. This is analogous to Gaver’s work of exploiting our skills built up over a life-

time of everyday listening and using cues so the visualization will be quick to learn and not

easily forgotten [7].

The next sound (B) in Figure 3.3 corresponds to the ‘Stay’ condition or ‘Do Not Swap’

event. It informs the viewer that the bars being compared will not be switching positions. The

auditory icon resembles a buzzer noise similar to when a game show contestant answers

incorrectly. The users associated the sound as a form of negation and it helped reinforce the

notion that the bars were to remain in their locations. A few of the other sound clips left the

impression of a pleasant or positive feeling and could be used to allow something to progress

forward rather than preventing or prohibiting an action.

Figure 3.3: Sound Selection Choice Set

27

The third set of sounds consisted of earcons denoting the ‘Greater Than’ comparison.

Earcons were associated with the bars in the animation and their pitch varied based on the bar’s

height or value. This is a similar technique used by Brown and Hershberger in sorting

animations to reinforce visual views [5]. The comparison is made when two consecutive earcons

are played following one another. The earcons in the set varied in the order in which high and

low pitch ones played as well as their volume and duration. The animation consisted of two bars

where the left bar’s height was clearly taller than the right bar’s and earcons represented each

bar. The first earcon heard corresponded to the left bar and the second earcon corresponded to

the right bar. Several participants associated the taller bar on the left with a higher pitch and the

shorter right bar with a lower pitch. This is similar to how notes on a musical scale are arranged.

The further up the note is on the scale the higher its pitch. However not everyone makes this

comparison for others in the study thought the lower the tone the larger the object. For instance,

when comparing a bicycle horn to a truck horn. The bicycle horn creates a very high pitch sound

and creates the image of something tiny whereas the truck horn creates a very low pitch sound

and creates the image of something huge. Another example is the comparison of a mouse’s

squeak to a lion’s roar. A mouse makes a much higher pitch than the lion however a mouse’s

size is only a fraction of a lion’s.

The discrepancy between an earcon’s pitch and a bar’s height was also seen in questions

5 and 6 of the sound selection study. Question 5 had the participants choose the sound that

represented the shortest bar whereas question 6 had the participants choose the sound that

represented the tallest bar. The results and responses were similar to the ‘Greater Than’

comparison. So instead of associating a bar’s height with an earcon’s pitch, a separate study was

conducted that represented a bar’s height with an earcon’s duration.

28

The new study was designed as a discrimination threshold experiment that required the

listener to go through several hundred trials and select one of two pre-determined earcons they

sensed was the longest. Using the preferred duration in the sound selection study of 300

milliseconds as the initial earcon’s duration, the study determined 100 milliseconds as the just

noticeable difference, JND, or smallest detectable difference between the initial duration of

earcons that can be detected at a 95% confidence level. The durations between the remaining

earcons were calculated (Figure 3.4) using Weber’s Law which states that the JND is a constant

ratio of the original stimulus [38].

Experiment

The preliminary studies proved to be a valuable resource in determining which sounds

and symbols would be effective in the design of the empirical study. In order to see each

attribute’s contribution in a sorting visualization, four animations were created using the

insertion sort algorithm as the underlying mechanism to arrange the bars. The four animations

Bar Identification

87654321

Ear

con

Dur

atio

n (m

s)

3000

2500

2000

1500

1000

500

0300

400535

710

950

1265

1685

2245

Figure 3.4: Earcon Durations using Weber's Law

k = 4/3

29

varied in the absence or presence of the two attributes. By designing animations that isolate each

feature as well as use them in conjunction with one another, we can gain a better understanding

of their usefulness in the comprehension of the overall algorithm and create guidelines for the

design of future visualizations.

The effectiveness of an animation is based on the participant’s performance rate, the

number of correct responses for a given set of questions. These questions covered the first four

levels of Bloom’s Taxonomy [20] and encompassed a wide range of concepts. The levels consist

of Knowledge, Comprehension, Application, and Analysis. In recent years, the classification

system terminology has changed from noun to verb form but the premise remains the same [20].

Knowledge level questions are associated with being able to recall or remember the information.

Comprehension level questions involve explaining ideas or concepts derived from the

information. Application level questions entail using the information previously learned in a

new way. Analysis level questions require breaking down the information into parts to make

generalizations and inferences. The taxonomy provides a system of analyzing participants based

on their level of expertise.

In order to gauge a participants’ performance three sets of questions were presented, a

pretest given before viewing the animation, a traditional test given during the animation, and a

posttest given after viewing the animation. The pretest consisted of 8 multiple choice questions

to determine the participant’s prior knowledge of the material being presented and served as an

initial marker for calculating the performance increase. A more extensive set of 24 multiple

choice questions was given while the participant viewed the sorting animation commonly

referred to as traditional questions. These questions determined the visualization’s usefulness as

an aid in learning the algorithm. A popular use of the visualization in this manner would be a lab

30

project or take home assignment. The last set, the post-test, consisted of 14 multiple choice

questions to determine how effective the visualization was in learning the algorithm. Each set of

questions can be found in Appendix G.

The research hypotheses being proposed:

1. A significant difference will exist in posttest performance scores between animations

containing non-speech audio and no audio.

2. A significant difference will exist in posttest performances scores between animations

containing symbols and no symbols.

3. An interaction will exist between animations featuring auditory and visual cues on

post-test performance scores.

The insertion sort algorithm was chosen because it is very natural and close to how

people sort items in real life by sorting one item at a time. It starts with the second item in an

array and moves it towards the beginning until a smaller item is found. This process is repeated

until the end of the array is reached and once the last item has been put in its place, the array is

sorted. This may seem intuitive but understanding how it works can be a bit difficult for

someone who has never programmed before and has little or no prior experience with computer

algorithms. Therefore, the participants consisted of 48 Psychology undergraduates from the

Georgia Institute of Technology. Everyone signed up on a volunteer basis through Experimetrix,

a web-based experiment scheduling and tracking system, and was awarded course credit for their

participation.

The study was administered in the Georgia Institute of Technology’s Psychology Vision

lab under the direction of Dr. Eileen Kraemer and Dr. Elizabeth Davis. Prior to the start of the

study, the participants were asked to sign in, offer consent, and perform a handful of assessment

31

and acuity tests. Everyone received a guide sheet (see Appendix F) that provided an overview of

the study as well as step-by-step instructions for each task. They had the option to leave at any

time during the study and their scores would be voided. In addition, a researcher was readily

available to answer any questions regarding the study if it did not jeopardize the validity of the

results.

An assortment of assessment and acuity tests were used to provide feedback regarding an

individual’s skill set and learning style. A brief description of each test is presented below:

• Ishihara Color Test - Consists of a number of colored plates, known as Ishihara plates,

containing a circle of dots in various colors and sizes that forms a clear number to those with

normal vision, otherwise invisible or difficult to see for those with a color deficiency.

• Audio Acuity Test - Administered with the Earscan 3, a programmable audiometer that

produces various tones ranging in intensity and frequency to evaluate hearing loss.

• Surface Development Test – Composed of flat polygon shapes and three-dimensional objects

of the cutouts when folded along specified lines. A participant’s visual-spatial ability is

determined by successfully matching corresponding edges between the two items.

• Landolt C Test – Computerized eye-chart shown at a specified distance displaying characters

of various sizes to evaluate vision acuteness.

• Index of Learning Styles – 44 two-choice questions developed by Richard M. Felder and

Barbara A. Soloman used to evaluate a student’s learning preference on four dimensions:

Active-Reflective, Sensing-Intuitive, Visual-Verbal, and Sequential-Global [9].

The series of assessment tests took approximately 30 minutes to complete. The participants

were then randomly assigned to one of four groups where each group differed based on the

animation presented (see Table 3.1). The first group had very limited resources and did not see

32

any visual or hear any auditory cues (see Table 3.1 A). The participants only saw the bars as

well as variables i and j disappear and reappear in various positions until the array was sorted.

The next group followed a more traditional visualization that relied heavily on the visual

modality in which symbols were used to highlight key events or reinforce other components.

Other minor changes included keeping the bars and variables i and j visible as they moved

locations (see Table 3.1 B). The third group consisted of those that heard auditory cues in place

of the symbol cues. It is our intuition that the sound will produce patterns and ease the cognitive

load placed on the visual stimuli by replacing graphics (see Table 3.1 C). Our fourth and final

group was provided the most resources in which they saw visual symbols and heard auditory

cues. The advantages of using multiple modalities in visualizations are that the weakness of one

can be offset by the strengths of another (see Table 3.1 D).

In order to become familiar with the SSEA interface and what was to be expected, a brief

training session was setup prior to the main study for the participants to perform. They were

asked to preview an animation that searched for a data set’s maximum value and to answer a

series of questions regarding it. The goal of the session was not necessarily to see if they

understood the animation but to make them comfortable using SSEA and its controls as well as

the order of the procedures involved. They were encouraged to ask any questions or present any

Visual Factor

Non-

Symbols Symbols

Non-Audio

A N=12

B N=12 Auditory

Factor Audio C N=12

D N=12

Table 3.1: 2 x 2 Factorial Design

33

uncertainties they had during this time to allow for a smoother process throughout the main

study.

The main study consisted of 3 sets of multiple choice questions and 2 animations. The 3

set of questions were described earlier and includes the pre-test taken before watching the first

animation, a traditional test taken during the second animation, and a post-test following the

second animation. Two animations were utilized in order for everyone to have the same amount

of exposure while providing ample amount of time to learn the algorithm. The difference

between the animations was the level of control.

In previous studies, there were too many variables that contributed to a participant’s

performance. One factor was the students were allowed to change the data set so it provided

another perspective on how efficiently the algorithm performed. A student who was unaware or

overlooked this feature would be at a great disadvantage when asked to answer a question

regarding the algorithm’s performance. Another factor is the ability to rewind an animation.

This feature allowed the participant to spend as much time replaying and watching the animation

as needed when no time constraint was enforced. Participants who spent more time previewing

the animation would more likely perform higher and not necessarily due to the variables being

observed. In addition, the more factors presented the more difficult it would be to conclude

what features of the animation attributed to the student’s performance.

In our study there was no control in the first animation of the study. The objective of the

first animation was for the participant to take a passive role learning the algorithm by watching it

fully without any interruptions. Before the first animation began, the students were allowed to

preview the traditional set of questions but not attempt to answer them in order to know what to

look for in the animations. When the participant had completed the first animation, he or she

34

proceeded to the second animation. The data set for the second animation was identical to the

first so the participant would already be comfortable with the animation; however he or she now

had the option of pausing it to answer the traditional questions. This was critical since the full

animation lasted only 5 minutes and it provided enough time for the participant to understand the

question without missing any part of the animation.

Once the traditional questions were submitted and the second animation played on

through, the participant was given the posttest. The posttest was useful in determining how

effectively the animation contributed to the participant’s comprehension and understanding of

the underlying algorithm. During the posttest, the participant was not able to watch the

animation but relied on how much of the information presented in it he could recall or infer.

After being satisfied with their post-test responses, the participants concluded the 1 hr ~ 1.5 hr

long studies by offering feedback regarding their overall experience with SSEA and the

animation. In addition, they highlighted features they felt contributed to their performance and

made suggestions to those that might have hindered it.

35

CHAPTER 4

DATA AND RESULTS

The following section describes the various techniques and procedures used to analyze

the data collected from student assessment and performance tests. The data are analyzed and

evaluated for effects that are statistically significant. An assortment of factors from a

participant’s learning style to high level skills were considered and explored to provide

guidelines for designing effective visualizations. The goal of this particular study is to shed

some light on the usefulness of two attributes, symbols and sounds, to represent critical

components of an algorithm animation.

Analysis of Variance

Analysis of variance (ANOVA) models were generated using a 2 x 2 factorial design

with random assignment to study the effect of the presence and/or absence of sounds and

symbols on participant comprehension of the insertion sort animation. Forty-eight participants

were randomly assigned to the four conditions (12 per group). The set of dependent variables for

the ANOVA models included: pretest performance scores, traditional-test performance scores,

posttest performance scores, traditional to pretest score ratio, and posttest to pretest score ratio.

In addition to the ANOVA models, hierarchical multiple regression analysis (hMRA) was used

to explore the relationship between a handful of independent variables and a dependent variable.

The independent variables consisted of a participant’s learning preferences, spatial-visual ability,

36

prior knowledge, and the experimental test conditions; whereas the dependent variables were the

traditional performance scores and posttest performance scores.

A pretest was administered prior to viewing the animations and it tested a participant’s

competency regarding the insertion sort algorithm. This was useful in establishing an initial

point in order to gauge a participant’s performance throughout the study. Even though none of

the participants were Computer Science majors most were able to correctly answer half of the

questions in the pretest (see Table 4.1). The participants to receive the lowest scores were those

in the Audio Non-Symbol’s group, whereas those in the Audio Symbol’s group averaged 25

percent higher and received the highest scores. Thus, the Audio Non-Symbol group had a

greater window for improvement. As seen in Figure 4.1 the discrepancy in pretest scores

between both of the Non-Audio groups is much smaller with less then a 5 percent difference.

The data for pretest performance was analyzed using a 2 x 2 ANOVA (see Table 4.2).

There was a main effect of performance scores between the Symbol and Non-Symbol groups,

F(1, 44) = 7.348, p < .05. This significance indicates that participants in the Symbol groups on

Visual Factor

SymbolsNon-SymbolsPr

e-Te

st M

ean

Scor

e (%

)

70.0

60.0

50.0

40.0

30.0

Auditory Factor

Non-Audio

Audio

Table 4.1: Pretest Performance Scores

Visual Factor

Non-

Symbols Symbols

Non-Audio

53.13 s=26.18

58.33 s=14.40 55.73

Auditory Factor

Audio 37.50 s=15.99

62.50 s=18.46 50.00

45.31 60.42 52.86

s=20.98

Figure 4.1: Pretest Performance Scores

37

average have a stronger foundation in sorting and algorithms than the Non-Symbol groups.

Their prior knowledge could prove to be advantageous since they might be able to form

connections between the visualization and algorithm more quickly. There was no main effect

between the two Audio groups, F(1, 44) = 1.057, p > .05. Participants in these two groups began

the study with basically the same amount of familiarity in the subject material. Finally, there

was no interaction between the Audio and Visual groups, F(1, 44) = 3.154, p > .05. Each group

contained a wide range of pretest performance scores.

Even though there were four distinct animations, one for each group, each group’s

traditional test was comprised of the same set of 24 questions (see Appendix G). This set

contained questions pertaining to insertion sort and the animation that were more specific than

the questions in the pretest. They ranged from detecting basic perceptual changes to analyzing

the performance of the algorithm on other data sets. The participant could use the visualization

as a resource tool similar to the way she might if she were taking an open book exam or

performing a lab activity. The animation provides a way for the viewer to interact with the

material as well as learn it at her own pace.

Dependent Variable: Pre-Test Mean Score (%)

4306.641a 3 1435.547 3.853 .016134143.880 1 134143.880 360.047 .000

2737.630 1 2737.630 7.348 .010393.880 1 393.880 1.057 .309

1175.130 1 1175.130 3.154 .08316393.229 44 372.573

154843.750 4820699.870 47

SourceCorrected ModelInterceptVISUALAUDITORYVISUAL * AUDITORYErrorTotalCorrected Total

Type III Sumof Squares df Mean Square F Sig.

R Squared = .208 (Adjusted R Squared = .154)a.

Table 4.2: Pretest Performance 2 x 2 ANOVA

38

Table 4.3 shows the performance score for each of the groups. All of the groups had an

improvement in performance compared to the pretest results. Similar to Stasko’s study [29], the

visualization is useful in homework or lab setting. Users can perform better on assignments

when they have the visualization available while answering questions. The average score for all

the participants was over 60 percent with the Non-Audio Symbol Group having the best

performance right above 75 percent. Interestingly, the Audio Symbol Group did not have a

higher performance score. The Audio Symbol Group was not above the average of all the

participants and 13 percent below the Non Audio Symbol Group. It seemed the audio might

have distracted the viewer rather then facilitating comprehension.

Table 4.4: Traditional Performance 2 x 2 ANOVA

Dependent Variable: Traditional Mean Score (%)

2816.840a 3 938.947 3.226 .031188543.113 1 188543.113 647.777 .000

1772.280 1 1772.280 6.089 .018522.280 1 522.280 1.794 .187522.280 1 522.280 1.794 .187

12806.713 44 291.062204166.667 4815623.553 47

SourceCorrected ModelInterceptVISUALAUDITORYVISUAL * AUDITORYErrorTotalCorrected Total

Type III Sumof Squares df Mean Square F Sig.

R Squared = .180 (Adjusted R Squared = .124)a.

Table 4.3: Traditional Performance Scores

Visual Factor

Non-

Symbols Symbols

Non-Audio

56.60 s=21.86

75.34 s=10.12 65.97

Auditory Factor

Audio 56.60 s=15.64

62.15 s=18.42 59.37

56.60 68.75 62.67

s=18.23

Visual Factor

SymbolsNon-Symbols

Trad

. Tes

t Mea

n S

core

(%)

80.0

70.0

60.0

50.0

Auditory Factor

Non-Audio

Audio

Figure 4.2: Traditional Performance Scores

39

The data for traditional test performance was analyzed using a 2 x 2 ANOVA (see Table

4.4). There was a main effect of performance scores between the Symbol and Non-Symbol

groups, F(1, 44) = 6.089, p < .05. This significance indicates that the visuals in the Audio

Symbol and Non-Audio Symbol animations influenced the increase of performance score. The

symbols functioned as links from the animation to the algorithm and aided in its comprehension.

There was no main effect between the two Audio and Non-Audio groups, F(1, 44) = 1.794, p >

.05. Participants in these two groups performed the same with or without audio in the

animations. Finally, there was no interaction between the Audio and Visual groups, F(1, 44) =

1.794, p > .05. That is the auditory and visual factors had no influence on one another.

The visualization’s effectiveness for homework and lab assignments is seen as a ratio

between a participant’s traditional test performance and his pretest performance. Table 4.5

shows the average ratios amongst all the groups. With them all being above one is indicative

that the visualization had an effect on learning. Even though the Audio Non-Symbol group’s

traditional performance score was below the performance score of the entire pool of participants,

they averaged the highest increase in performance. It was alluded to earlier that since their

Visual Factor

Non-

Symbols Symbols

Non-Audio

1.43 s=1.05

1.39 s=0.46 1.41

Auditory Factor

Audio 1.71 s=0.68

1.02 s=0.26 1.37

1.57 1.20 1.39

s=0.70

Visual Factors

SymbolsNon-Symbols

Trad

ition

al to

Pre

-Tes

t Per

form

ance

Rat

io

1.8

1.6

1.4

1.2

1.0

.8

Auditory Factors

Non-Audio

Audio

Table 4.5: Traditional to Pretest Ratio

Figure 4.3: Traditional to Pretest Ratio

40

pretest scores were the lowest on average, it would provide them with a greater window for

improvement. The Audio Symbol group received the lowest ratio between their traditional and

pretest performance scores partly because their window was a lot smaller. In addition, the Audio

Non-Symbol group’s animation did not feature any visual cues but rather only audio cues were

present and might provide some proof that audio would be more effective in replacing visuals

then reinforcing them in this context.

The data for traditional to pretest ratio were analyzed using a 2 x 2 ANOVA (see Table

4.6). There was no main effect of performance increase between the Symbol and Non-Symbol

groups, F(1, 44) = 3.523, p > .05. A significance level being of greater than 5 percent indicates

the difference in performance can not be attributed to the use of symbols in the animations. The

relatively small significance value offers some promise that symbols do have a role in algorithm

animations. However more studies would need to be conducted in order to determine which

symbols make a difference and how to use them effectively. There was also no main effect

between the Audio and Non-Audio groups, F(1, 44) = .044, p > .05. The Audio and Non-Audio

groups performed the same on the traditional test and had similar performance increases from the

pretest. Using audio to replace various visual components did not have much of an impact on a

Dependent Variable: Traditional and Pre-Test Mean Ratio

2.864a 3 .955 2.080 .11792.447 1 92.447 201.485 .0001.616 1 1.616 3.523 .067.020 1 .020 .044 .835

1.227 1 1.227 2.674 .10920.188 44 .459

115.499 4823.052 47

SourceCorrected ModelInterceptVISUALAUDITORYVISUAL * AUDITORYErrorTotalCorrected Total

Type III Sumof Squares df Mean Square F Sig.

R Squared = .124 (Adjusted R Squared = .065)a.

Table 4.6: Traditional to Pretest Ratio 2 x 2 ANOVA

41

participant’s understanding of the algorithm. Finally, there was no interaction between the

Audio and Symbol groups, F(1, 44) = 2.674, p > .05. That is, the auditory and visual factors had

no influence on one another.

As seen in Table 4.7, all the groups recorded higher results than those on previous tests.

This indicates the visualization had an effective on learning. The overall pretest performance

score was 52.85 percent and the overall traditional performance score was 62.67 percent,

whereas the overall posttest performance score was 74.12 percent. In addition, with the increase

in performance came an increase in the range of scores as represented by the standard deviation

at 21.38 percent. This illustrates that those who were able to make a connection between the

animation and algorithm benefited greatly and was able to recall the information for the posttest.

However, those who could not make a connection had a much harder time answering the

questions.

Visual Factor

Non-

Symbols Symbols

Non-Audio

70.83 s=25.02

83.33 s=14.07 77.08

Auditory Factor

Audio 69.05 s=12.68

73.21 s=28.91 71.13

69.94 78.27 74.12

s=21.38

Visual Factor

SymbolsNon-Symbols

Post

-Tes

t Mea

n Sc

ore

(%)

90.0

80.0

70.0

60.0

Auditory Factor

Non-Audio

Audio

Table 4.7: Posttest Performance Scores

Figure 4.4: Posttest Performance Scores

42

Although participants who observed the animation with symbols tended to score higher

than participants who observed the animation without symbols, F(1, 44) = 1.831, p > .05. There

was no main effect between Symbol and Non-Symbol groups on posttest performance. No main

effect was observed for auditory cues, participants who heard sound in the animation scored

lower than participants who observed the animation without sound, F(1, 44) = .934, p > .05.

Finally, no interaction was observed between visual and auditory stimuli, with a greater

performance associated with participants who observed graphical animations without sound

compared to those with sound, F(1, 16) = .458, p > .05.

Visual Factor

Non-

Symbols Symbols

Non-Audio

1.98 s=1.73

1.55 s=0.59 1.76

Auditory Factor

Audio 2.17 s=1.20

1.23 s=0.57 1.70

2.07 1.39 1.73

s=1.16

Visual Factor

SymbolsNon-Symbols

Pos

t-Tes

t to

Pre

-Tes

t Per

form

ance

Rat

io

2.4

2.2

2.0

1.8

1.6

1.4

1.2

1.0

Auditory Factor

Non-Audio

Audio

Table 4.9: Posttest to Pretest Ratio

Figure 4.5: Posttest to Pretest Ratio

Dependent Variable: Post-Test Mean Score (%)

1466.837a 3 488.946 1.074 .370263609.694 1 263609.694 579.203 .000

833.333 1 833.333 1.831 .183425.170 1 425.170 .934 .339208.333 1 208.333 .458 .502

20025.510 44 455.125285102.041 48

21492.347 47

SourceCorrected ModelInterceptVISUALAUDITORYVISUAL * AUDITORYErrorTotalCorrected Total

Type III Sumof Squares df Mean Square F Sig.

R Squared = .068 (Adjusted R Squared = .005)a.

Table 4.8: Posttest Performance 2 x 2 ANOVA

43

The animation’s effectiveness as an alternative resource to more traditional text and

charts for understanding the insertion sort algorithm is seen as a ratio between a participant’s

posttest performance and her pretest performance. Table 4.9 shows the average ratios amongst

all the groups. The ratios for posttest performance followed a similar trend to the ratios seen in

the traditional performance. Figure 4.5 shows how the ratios would appear visually and it is

analogous to Figure 4.3. The slopes in Figure 4.5 appear steeper than those in Figure 4.3 since

both Non-Symbol groups had a much greater increase in performance on their posttest than did

the Symbol groups. The Non-Symbol group’s window for improvement was smaller than before

but still quite large compared to the other groups.

Another similarity between both of the ratio analyses is the standard deviation amongst

all the groups. Each of the Symbol group’s standard deviation is half or less than its Non-

Symbol counterparts. The smaller the standard deviation the closer the scores are to the mean to

form a tighter distribution of data. One explanation for poorer scores is the user’s

misinterpretation of certain components and therefore no connection between the animation and

algorithm was formed.

Table 4.10: Posttest to Pretest Ratio 2 x 2 ANOVA

Dependent Variable: Post-Test and Pre-Test Mean Ratio

6.490a 3 2.163 1.693 .182143.737 1 143.737 112.493 .000

5.658 1 5.658 4.428 .041.056 1 .056 .044 .835.775 1 .775 .607 .440

56.221 44 1.278206.448 48

62.710 47

SourceCorrected ModelInterceptVISUALAUDITORYVISUAL * AUDITORYErrorTotalCorrected Total

Type III Sumof Squares df Mean Square F Sig.

R Squared = .103 (Adjusted R Squared = .042)a.

44

The data for postest to pretest ratio was analyzed using a 2 x 2 ANOVA (see Table 4.10).

There was a main effect of performance increase between the Symbol and Non-Symbol groups,

F(1, 44) = 4.428, p < .05. The significance level of less than 5 percent indicates that the increase

in performance can be attributed to the use of symbols in the animations. Recall in the

traditional to pretest ratio analysis (see Table 4.6) the significance level between Symbol and

Non-Symbol groups was small but still above 5 percent. One explanation for this effect is that

participants had an easier time recalling an algorithm’s key events by envisioning the symbol and

what it represented. There was no main effect between the Audio and Non-Audio groups, F(1,

44) = .044, p > .05 and the significance level was identical to that seen in the traditional to

pretest ratio analysis for the same groups. Several participants found it rather difficult to recall

the information demonstrated in the animation when audio was used to reinforce or replace

critical components of an algorithm. Finally, there was no interaction between the Audio and

Symbol groups, F(1, 44) = .607, p > .05. The group that performed the worst was the Audio

Non-Symbol whose pretest scores were the lowest and because audio’s adverse affect on a

participant’s performance. The Non-Audio Symbol group even outperformed the Audio Symbol

group.

Hierarchical Multiple Regression

The general linear models discussed previously examined whether two variables, visual

and auditory components, had an effect on a viewer’s comprehension of a sorting algorithm in

visualization. Next, hierarchical multiple regression (hMRA) models were generated to explore

the relationship between a handful of independent or predictor variables and a dependent or

criterion variable. The predictor variables consisted of a participant’s learning style

questionnaire scores, surface development score, pretest score, and the experimental conditions.

45

One hMRA used the traditional score as the criterion variable and the other used the posttest

score.

A hierarchical regression was performed over a basic regression in order to test the

effects of certain predictors independent of the influence of others. Table 4.11 specifies the

order each variable was introduced into the traditional hMRA. Each number represents a block

of variables that were considered collectively along with the significance of the previous

predictors. The first block includes the categorical scales based on a participant’s learning

preference. This will help determine the type of learner upon which the visualization had the

most influence. The next block features the surface development scores to establish if

participants with better visual-spatial ability would benefit from the visualization. The third

block controls for the pretest performance indicating prior knowledge as a potential influential

factor to a participant’s traditional or posttest performance. The final block accounts for the two

experimental conditions, auditory and visual.

The hMRA produced an ANOVA for each of the predictor blocks (see Table 4.12) when

traditional test scores were used as the criterion. This table is an indicator of how well the model

fits. The p-values are listed under the Sig. column and signify the probability the independent

variables and dependent variable relationship being observed occurred by pure chance. There

was not a significant effect in Model 1 since (p > .05). Therefore a participant with a particular

Table 4.11: Hierarchical Multiple Regression Design

Sequential Global Score, VisualVerbal Score, Active ReflectiveScore, Sensing Inuititive ScoreSurface Development ScorePre-Test Mean Score (%)Auditory Experimental Condition,Visual Experimental Condition

Model1

234

Variables Entered

46

learning style did not benefit over one with another type of style. However, Model 2 does

indicate a main effect (p < .05). A person who illustrated higher visual-spatial intelligence on the

surface development test more likely performed better on the traditional test than those with

lower surface development scores. Model 3 also indicates a main effect when pretest scores

were considered (p < .05). A participant’s prior knowledge on the material influenced the

interpretation of the visualization and his choices on the traditional test. When all the predictors

are accounted for in Model 4, there is still a main effect; however the significance level increased

when the experimental conditions were tested. The auditory and visual factors are not the most

influential variables in a participant’s traditional test performance.

Table 4.12: hMRA Traditional ANOVA

2212.531 4 553.133 1.774 .15213411.022 43 311.88415623.553 47

5611.413 5 1122.3 4.708 .00210012.140 42 238.38415623.553 47

6535.271 6 1089.2 4.914 .0019088.282 41 221.665

15623.553 476975.949 8 871.994 3.933 .0028647.604 39 221.733

15623.553 47

RegressionResidualTotalRegressionResidualTotalRegressionResidualTotalRegressionResidualTotal

Model1

2

3

4

Sum ofSquares df

MeanSquare F Sig.

Table 4.13: hMRA Traditional Performance Summary

.376 .142 .062 17.660245 .142 1.774 4 43 .152

.599 .359 .283 15.439698 .218 14.258 1 42 .000

.647 .418 .333 14.888432 .059 4.168 1 41 .048

.668 .447 .333 14.890716 .028 .994 2 39 .379

Model1234

RR

SquareAdjustedR Square

Std. Error ofthe Estimate

R SquareChange

FChange df1 df2

Sig. FChange

Change Statistics

47

In Table 4.13 we are interested in the R2 variable, the third column from the left. This

shows us the percent of variability in the dependent variable that can be accounted for by all the

predictors together. For instance, in Model 1 the R2 value is .142. This indicates that 14.2% of a

participant’s traditional score can be accounted for based on his learning style. The next model

contains a R2 value of .359, so 35.9% of a participant’s traditional score can be accounted for

based on his learning style and surface development score. The predictive power added to the

model can be calculated by taking the difference of R2 and the previous block’s percent of

variability. The block with the greatest predictive power is the surface development at 21.7%.

The experimental conditions block containing the visual and auditory factors had the least effect

at 2.9%.

The coefficients table (Table 4.14) contains betas (B) or weights to multiply each

participant’s score on the independent variables in order to obtain the person’s predicted score on

the dependent variable. Since several of the independent variables were not statistically

significant, the coefficients will not produce meaningful results. The only factor that was

statistically significant throughout the entire hMRA was a participant’s surface development

score. Interestingly, the pretest score was statistically significant in the third block but became

insignificant in the fourth block when the experimental conditions were introduced.

The constant coefficient (B) for each block represents a participant’s traditional score if

all the other predictor variables were zero. In the first block, relatively little weight is given to

each of the learning styles but it does indicate the type of learner that may benefit according to its

coefficient association with the dependent variable. The Visual Verbal and Active Reflective

predictors are negatively associated with a participant’s traditional test score. This indicates that

the animation provided a clearer model of the algorithm for the viewer with a visual active

48

learning preference but not significantly. More weight was given to the surface development

score and pretest scores due to their significance level. Interestingly, the auditory experimental

condition is negatively associated in the fourth block. Participants in the Audio groups

performed more poorly on the traditional test then the Non-Audio groups.

Table 4.14: hMRA Traditional Performance Coefficients

97.861 20.125 4.863 .000-.551 .459 -.177 -1.201 .236 -.117 -.180 -.170

-5.664 3.345 -.254 -1.693 .098 -.135 -.250 -.2391.057 .649 .255 1.628 .111 .257 .241 .230.486 .583 .132 .834 .409 .160 .126 .118

75.857 18.535 4.093 .000-.603 .401 -.194 -1.503 .140 -.117 -.226 -.186

-4.628 2.937 -.207 -1.576 .123 -.135 -.236 -.195.917 .569 .221 1.612 .115 .257 .241 .199.718 .513 .195 1.400 .169 .160 .211 .173

1.016 .269 .473 3.776 .000 .466 .503 .466

59.099 19.668 3.005 .005-.458 .394 -.147 -1.162 .252 -.117 -.179 -.138

-3.468 2.889 -.155 -1.200 .237 -.135 -.184 -.143.698 .559 .168 1.249 .219 .257 .191 .149.590 .499 .160 1.182 .244 .160 .182 .141

.836 .274 .389 3.051 .004 .466 .430 .363

.235 .115 .271 2.042 .048 .479 .304 .243

64.704 21.288 3.040 .004-.373 .399 -.120 -.935 .356 -.117 -.148 -.111

-3.801 2.914 -.170 -1.304 .200 -.135 -.204 -.155.301 .647 .073 .465 .645 .257 .074 .055.805 .522 .218 1.541 .131 .160 .240 .184

.809 .275 .377 2.938 .006 .466 .426 .350

.186 .121 .215 1.534 .133 .479 .239 .183

5.440 5.520 .151 .985 .330 .337 .156 .117

-5.272 4.580 -.146 -1.151 .257 -.183 -.181 -.137

(Constant)Visual Verbal ScoreActive Reflective ScoreSensing Inuititive ScoreSequential Global Score(Constant)Visual Verbal ScoreActive Reflective ScoreSensing Inuititive ScoreSequential Global ScoreSurface DevelopmentScore(Constant)Visual Verbal ScoreActive Reflective ScoreSensing Inuititive ScoreSequential Global ScoreSurface DevelopmentScorePre-Test Mean Score(%)(Constant)Visual Verbal ScoreActive Reflective ScoreSensing Inuititive ScoreSequential Global ScoreSurface DevelopmentScorePre-Test Mean Score(%)Visual ExperimentalConditionAuditory ExperimentalCondition

Model1

2

3

4

BStd.Error

UnstandardizedCoefficients

Beta

StandardizedCoefficients

t Sig.Zero-order Partial Part

Correlations

49

The second hMRA consisted of the same design as the first hMRA (Table 4.11) but with

the posttest performance as the criterion. According to Table 4.15, each block of independent

variables had less significance in a participant’s posttest performance than on his traditional test

performance. However, Models 2, 3, and 4 still produced a significant main effect.

Each block’s percent of variability, R2, in Table 4.16 indicates that the same set of

predictors to evaluate a participant’s traditional test performance had less of an impact on

influencing a participant’s posttest performance. We observe that the predictive power for the

surface development block is slightly greater than it was in the first hMRA, signifying more

weight associated with this predicator. Also, we see that the pretest variable’s predictive power

is a mere .5% compared to 5.9% in the traditional hMRA. Participants generally performed

Table 4.16: hMRA Posttest Performance Summary

.265 .070 -.016 21.558817 .070 .810 4 43 .525

.547 .299 .216 18.939604 .229 13.716 1 42 .001

.552 .304 .203 19.095469 .005 .317 1 41 .576

.557 .311 .169 19.488640 .006 .181 2 39 .835

Model1234

RR

SquareAdjustedR Square

Std. Error ofthe Estimate

R SquareChange

FChange df1 df2

Sig. FChange

Change Statistics

Table 4.15: hMRA Posttest ANOVA

1506.695 4 376.674 .810 .52519985.652 43 464.78321492.347 47

6426.586 5 1285.317 3.58 .00915065.761 42 358.70921492.347 47

6542.232 6 1090.372 2.99 .01614950.115 41 364.63721492.347 47

6679.871 8 834.984 2.20 .04914812.476 39 379.80721492.347 47

RegressionResidualTotalRegressionResidualTotalRegressionResidualTotalRegressionResidualTotal

Model1

2

3

4

Sum ofSquares df

MeanSquare F Sig.

50

better on the traditional test when they had a greater understanding of the material prior to the

animation; however those with little to no prior knowledge were able to extract this information

from the visualization and scored similarly in the posttest.

The coefficients table (Table 4.17) illustrates a few of the same observations seen in the

previous tables. Since the learning style’s predictors had less significance in a participant’s

posttest performance, their weights were less. One subtle difference for Model 1 in both of the

hMRA’s is the Sequential Global coefficient association to the dependent variable. In the first

hMRA, the Sequential Global coefficient had a positive association with traditional performance

score suggesting the participants who had a general overview of how the algorithm performed

benefited over those who were focused on learning the algorithm’s individual steps. Whereas in

the second hMRA, the Sequential Global coefficient had a negative association with the posttest

performance score suggesting the participants benefited more when they were able recall the

critical steps of an algorithm and form links between them. The remainder of the models showed

the surface development score as the only statistically significant predicator; whereas both of the

experimental conditions soared.

51

Table 4.17: hMRA Posttest Performance Coefficients

99.343 24.568 4.044 .000-.024 .560 -.007 -.043 .966 .007 -.007 -.006

-4.534 4.083 -.173 -1.110 .273 -.127 -.167 -.1631.242 .793 .255 1.566 .125 .186 .232 .230

-.327 .711 -.076 -.459 .648 -.007 -.070 -.068

72.869 22.736 3.205 .003-.087 .492 -.024 -.177 .861 .007 -.027 -.023

-3.287 3.603 -.125 -.912 .367 -.127 -.139 -.1181.073 .698 .221 1.537 .132 .186 .231 .199

-.047 .629 -.011 -.075 .941 -.007 -.012 -.010

1.222 .330 .485 3.703 .001 .499 .496 .478

66.940 25.225 2.654 .011-.035 .505 -.010 -.070 .944 .007 -.011 -.009

-2.877 3.705 -.110 -.776 .442 -.127 -.120 -.101.996 .717 .205 1.389 .172 .186 .212 .181

-.093 .640 -.021 -.145 .886 -.007 -.023 -.019

1.159 .352 .460 3.297 .002 .499 .458 .429

.083 .148 .082 .563 .576 .279 .088 .073

72.179 27.861 2.591 .013.000 .522 .000 .000 1.000 .007 .000 .000

-2.943 3.814 -.112 -.772 .445 -.127 -.123 -.103.851 .847 .175 1.004 .321 .186 .159 .134

.024 .683 .006 .035 .972 -.007 .006 .005

1.152 .361 .457 3.195 .003 .499 .456 .425

.064 .159 .063 .403 .689 .279 .064 .054

1.401 7.225 .033 .194 .847 .197 .031 .026

-3.556 5.994 -.084 -.593 .556 -.141 -.095 -.079

(Constant)Visual Verbal ScoreActive Reflective ScoreSensing Inuititive ScoreSequential Global Score

(Constant)Visual Verbal ScoreActive Reflective ScoreSensing Inuititive ScoreSequential Global Score

Surface DevelopmentScore(Constant)Visual Verbal ScoreActive Reflective ScoreSensing Inuititive ScoreSequential Global Score

Surface DevelopmentScorePre-Test Mean Score(%)(Constant)Visual Verbal ScoreActive Reflective ScoreSensing Inuititive ScoreSequential Global Score

Surface DevelopmentScorePre-Test Mean Score(%)Visual ExperimentalConditionAuditory ExperimentalCondition

Model1

2

3

4

BStd.Error

UnstandardizedCoefficients

Beta

StandardizedCoefficients

t Sig. Zero-order Partial Part

Correlations

52

CHAPTER 5

CONCLUSION

The work conducted in this study sought to use sounds and visuals from our everyday

experiences and incorporate them into an algorithm animation. The goal is to provide the viewer

an engaging environment capable of fostering learning. We often rely on symbols and sounds

when our attention is focused elsewhere or need to reduce the load on our cognitive system. As

visualizations become more complex, designers have the intricate task of selecting which

components offer a more practical design by selecting those features with the most to offer but

without jeopardizing the benefits provided by other features. Symbols and sounds have had a

huge impact in other fields of visualization but haven’t received much attention in AA systems.

Summary

The main advantages of using symbols over other forms of visuals are their ease of

recognition and identification through a universal visual language. They produce attractive

compact pieces of information. However, when a symbol is poorly designed it is often

misinterpreted and leaves the viewer confused. A symbol intuitiveness test was conducted to

determine which visuals represented various AA components more clearly. The results of this

test were then used in the design of the main study.

Sound also has its advantages when used in visualizations effectively. Brown and

Hershberger had positive preliminary experiences using audio for reinforcing visual views,

conveying patterns, replacing visual views, and signaling exceptional conditions [5]. The most

53

common use of audio is to reinforce what is on the screen so the viewer can create a more vivid

model when both the visual and auditory channels are stimulated. This technique was

incorporated into the Audio Symbol group’s animation by representing all the graphical elements

with a unique sound. In addition, sound can create distinct patterns in the relationship of data

that might go undetected when the same data is displayed visually. The third technique tried and

tested was using sound to replace graphical components in order to lessen the burden placed on

the visual channel. The Audio Non-Symbol group participated in the use of sound in this

manner. Finally, we explored sound’s potential for alerting the observer of an algorithm’s

critical steps. In a similar procedure to visual selection, a sound intuitiveness test was conducted

to determine which sounds represented various AA components more precisely.

Several analyses of variance (ANOVA) models were generated using a 2 x 2 factorial

design to study the effects for the presence or absence of sounds and/or symbols had in the

comprehension of the insertion sort animation. The set of dependent variables for the ANOVA

models included: pretest performance scores, traditional test performance scores, posttest

performance scores, traditional to pretest score ratio, and posttest to pretest score ratio. In

addition to the ANOVA models, hierarchical multiple regression analysis (hMRA) was used to

explore the relationship between a handful of independent variables and a dependent variable.

The independent variables consisted of a participant’s learning preferences, spatial-visual ability,

prior knowledge, and the experimental test conditions; whereas the dependent variables were the

traditional performance scores and posttest performance scores.

A hierarchical regression was performed over a basic regression in order to test the

effects of certain predictors independent of the influence of others. Variables were assigned to

blocks where they were considered collectively along with the significance of the previous

54

predictors. The first block included the categorical scales based on a participant’s learning

preference. This helped in determining the type of learner the visualization had the most

influence on. The next block featured the surface development scores to establish if participants

with better visual-spatial ability benefited from the visualization. The third block controlled for

the pretest performance indicating prior knowledge as a potential influential factor to a

participant’s traditional or posttest performance. The final block accounted for the two

experimental conditions, auditory and visual.

General linear models comparing performance scores in the pretest and traditional tests

revealed a significant difference between the Symbol and Non-Symbol groups. Participants in

the Symbol groups were able to use their prior knowledge on the subject matter or general

intelligence to form connections among various graphical components and the underlying

algorithm more quickly and easily. Note however, all the groups demonstrated improvement

from one test to another. This indicates that observing the animation was useful in learning

about the insertion sort algorithm. However, when the performance score increased so did the

distribution of scores. The wider the range the more discrepancy there is about the

visualization’s design interpretation. Some participants made the connection between the

animation and algorithm while others struggled. In most cases the Non-Audio groups

outperformed the Audio groups on both the traditional test and posttest which indicates the audio

experimental condition had little to no benefit on performance. The Symbol groups

outperformed the Non-Symbols groups but the difference was not statistically significant on the

posttest.

The regression model was used to evaluate a participant’s traditional or posttest score

when his learning preference, visual-spatial ability, prior knowledge, and experimental

55

conditions were considered as predictor variables. The pretest score and surface development

score were considered statistically significant when a participant’s traditional performance was

used as the criterion. The surface development score carried the most weight in both regression

models. The audio experimental condition had a negative association with both criterions.

Discussion

Based on increase posttest performance scores, the study reemphasized the belief that AA

systems offer an alternative to traditional teaching styles. However, performance scores were

mediocre and leave room for improvement. According to our study, the presence or absence of

visual and/or auditory cues had little or no bearing on a participant’s performance. The result of

the study might be explained by a few reasons 1) poor participation, 2) confounding questions,

and 3) annoying audio.

Participation in the study was voluntary and we noticed a range of effort among the

partakers. Participants who signed up early on in the research performed better and spent a

greater amount of time viewing and answering the questions than those who signed up towards

the end. The end of the research coincided with the end of the semester. Several participants

were eager to receive extra credit and did not give their full attention in the study since there was

no direct correspondence to a participant’s performance and the amount of extra credit received.

In addition, each experimental group contained only 12 participants. One or two low scores in a

group had quite an effect on the analysis of the entire data set. For future studies, a minimum of

24 participants in each group is recommended and would bring the total number of participants

to 96.

Another possibility is the phrasing of the performance questions. Several participants

commented the choice of words for numerous questions left them confused about its

56

interpretation. The terminology used in each of the questions was assumed to be common

knowledge. When asked, researchers provided clarification for questions that left students

baffled about their interpretation. Several participants were reluctant to ask and merely took a

guess at the answer. A comparison of performance scores should not be the only criteria when

evaluating the effectiveness of an AA system and if it is then more thought ought to be given to

each of the questions.

The final reason is the choice and timing of audio. A handful of the participants who

heard sound commented it was pointless and bothersome. Therefore more attention ought to be

given to audio selection. Those who found sound pointless were not able to make a connection

between the animation and the algorithm. The participants did not comprehend that the sound

was there to signify a key event. Too much audio also became annoying so when to use sound

and on what events ought to be explored in future studies.

57

REFERENCES

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learning computer algorithms. Computers & Education vol. 33, pp. 253-278, 1999. [9] R. M. Felder and L. K. Silverman. Learning and Teaching Styles in Engineering

Education. Journal of Engineering Education, vol. 78, pp. 674-681, 1988. [10] J. Ferreira, J. Noble, and R. Biddle. A case for iconic icons. In: Proceedings of the

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Proceedings of the Sixth Distributed Memory Computing Conference, Portland, OR, April, 1991.

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of IEEE Symposium on Visual Languages, Los Alamitos, CA, pp. 182-189, 1996.

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[15] S. Hansen, N. H. Narayanan, and M. Hegarty. Designing educationally effective algorithm visualizations. Journal of Visual Languages and Computing, vol. 13, pp. 291- 317, 2002.

[16] C. D. Hundhausen, S. A. Douglas, and J. T. Stasko. A Meta-Study of Algorithm Visualization Effectiveness. Journal of Visual Languages and Computing, vol. 13, pp. 259-290, 2002.

[17] S. Kaldate. Analysis of Viewing Behavior of Program Visualization and Interaction with Individual Differences. Unpublished MS Thesis, The University of Georgia, Athens, GA, 2007

[18] Khuri, S. Designing Effective Algorithm Visualizations. In Proceedings of First Program

Visualization Workshop, Porvoo, Finland, 2001. [19] E. T. Kraemer, B. Reed, P. Rhodes, and A. Taylor. SSEA: A System for Studying the

Effectiveness of Animations. In: Proceedings of Fourth Program Visualization Workshop (PVW2006), University of Florence, Italy, 2006.

[20] D. R. Krathwohl, L.W. Anderson, (2001) A taxonomy for learning, teaching, and

assessing: A revision of bloom’s taxonomy of educational objectives. (Eds.) Addison Wesley Longman, Inc.

[21] A. L. Lawrence, A. N. Badre, and J. T. Stasko. Empirically Evaluating the use of

Animations to Teach Algorithms. In: Proceedings of IEEE Symposium on Visual Languages pp. 48-54, 1994.

[22] T. L. Naps, G. Rosling , V. Almstrum, W. Dann, R. Fleischer, C. Hundhausen, A. Korhonen, L. Malmi, M. McNally, S. Rodger, and V. J. Angel, Iturbide. Exploring the role of visualization and engagement in computer science education. In Working group reports from ITiCSE on Innovation and technology in computer science education, Aarhus, Denmark: ACM Press, 2002.

[23] A. Paivio, (2007). Mind and its evolution: A dual coding theoretical approach. New Jersey : Lawrence Erlbaum Associates [24] J. Preece, Y. Rogers, H. Sharp, D. Benyon, S. Holland. & T. Carey. (1994), Human-

Computer Interaction, Addison-Wesley. [25] Price, B., R. Baecker and I. Small. "An Introduction to Software Visualization." In

Software Visualization: Programming as a Multimedia Experience, 3-27. Cambridge, MA: The MIT Press, 1998.

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[26] B. Reed. Investigating Characteristics of Effective Program Visualizations: A Testing

Environment and the Effect of Cueing and Swapping Techniques in Algorithm Animations. Unpublished MS Thesis, University of Georgia, Athens, GA, 2006

[27] P. Rhodes. Software Visualization: Using Perceptual, Attentional, and Cognitive Concepts to Quantify Quality and Improve Effectiveness. Phd Dissertation, University of Georgia, Athens, GA, 2006

[28] P. Saraiya, C. A. Shaffer, D. S. McCrickard, and C. North. Effective Features of

Algorithm Visualizations. In: Proceedings of 2004 ACM Technical Symposium on Computer Science Education (SIGCSE), Norfolk, VA, 2004.

[29] J. Stasko, A. Badre, and C. Lewis. (1993). Do algorithm animations assist learning? An

empirical study and analysis. Proceedings of the IN¹ERCHI 193 Conference on Human Factors in Computing Systems, pp. 61-66. Amsterdam, Netherlands, April.

[30] J. Stasko. POLKA animation designer's package. Technical Report, Georgia Institute of Technology, Atlanta, GA, 1995.

[31] J. T. Stasko. TANGO: A framework and system for algorithm animation. IEEE

Computer, vol. 23, pp. 27-39, 1990. [32] J. T. Stasko. Using Student-Built Animations As Learning Aids. In: Proceedings of the

ACM Technical Symposium on Computer Science Education, pp. 25-29, 1997.

[33] M. E. Tudoreanu. Designing Effective Program Visualization Tools for Reducing User's Cognitive Effort. In: Proceedings of ACM Symposium on Software Visualization SOFTVIS ’03, San Diego, CA, 2003.

[34] C. D. Wickens. (2002) Multiple resources and performance prediction. Theorical Issues

in Ergonomics Science vol 3(2) pp. 159-177 [35] WIKIPEDIA: The Free Encyclopedia, Definition of “Ideogram” [Online]. Available at

<http://en.wikipedia.org/wiki/Ideogram> [36] WIKIPEDIA: The Free Encyclopedia, Definition of “Isotype” [Online]. Available at

<http://en.wikipedia.org/wiki/Isotype_(picture_language)> [37] WIKIPEDIA: The Free Encyclopedia, Definition of “Semiotics” [Online]. Available at

<http://en.wikipedia.org/wiki/Semiotics> [38] WIKIPEDIA: The Free Encyclopedia, Definition of “Weber-Fechner Law” [Online].

Available at http://en.wikipedia.org/wiki/Weber-Fechner_law

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APPENDIX A

PERFORMANCE HISTOGRAMS

61

62

APPENDIX B

PERFORMANCE BOXPLOTS

63

Posttest

12121212N =

Experimental Group

BothSymbolAudioNeither

Post

-Tes

t Mea

n S

core

(%)

100.0

80.0

60.0

40.0

20.0

0.0

12121212N =

Experimental Group

BothSymbolAudioNeither

Pre-

Test

Mea

n S

core

(%)

100.0

80.0

60.0

40.0

20.0

0.0

3

Pretest

12121212N =

Experimental Group

BothSymbolAudioNeither

Trad

ition

al M

ean

Sco

re (%

)

100.0

80.0

60.0

40.0

20.0

0.0

Traditional

64

APPENDIX C

STANDARD CORRELATION MATRIX

65

66

APPENDIX D

HMRA TRADITIONAL CORRELATION MATRIX

67

68

APPENDIX E

HMRA POSTTEST CORRELATION MATRIX

69

70

APPENDIX F

ALGORITHM ANIMATION GUIDE SHEET

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Algorithm Animation Guide Sheet

Before you begin – • Please read and sign consent forms. Keep one and hand the other to the researcher. • At anytime during the experiment feel free to ask the researcher questions for

clarification. • Please turn off any mobile or cell phone devices since they will cause interference during

the experiment. • Do not write your name on any sheet of paper. • A scratch sheet will be attached to each set of questions for you to use as an aide when

answering them. Inform the researcher if more sheets are required. Overview – You will view two identical sorting algorithm animations and answer a variety of questions pertaining to them. The first animation is designed so you can preview it in its entirety without any interruptions. Where as in the second animation you will be asked to answer several questions regarding it and given the ability to pause it while answering them. Before watching the sorting animations in order to customize yourself with the animation environment you will watch two demo animations that find the maximum value in a set of numbers. Below is a list of tasks you are asked to complete:

1. ___ Read and sign consent forms. 2. ___ Participate in a variety of screening tests. 3. ___ Answer demo animation test 1. 4. ___ Scan demo animation test 2. 5. ___ Preview demo animation 1. 6. ___ Preview demo animation 2 and answer animation test 2. 7. ___ Answer demo animation test 3. 8. ___ Answer main animation test 1. 9. ___ Scan main animation test 3. 10. ___ Preview main animation 1. 11. ___ Preview main animation 2 and answer animation test 2. 12. ___ Answer main animation test 3. 13. ___ Fill out feedback form. 14. ___ Submit all paperwork to the researcher.

Screening Tests – See researcher for further instructions. Demo Animation – Tasks 3 ~ 7 are for you to familiarize yourself with the algorithm animation environment. Several of the steps you will be asked to perform in the demo you will also be expected to do in the main experiment. Perform the following steps in the order shown and ask for clarification if needed:

1. Answer “Demo Test 1 Questions” 2. Look over but DO NOT answer “Demo Test 2 Questions” 3. Give un-answered “Demo Test 2 Questions” to researcher

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1. Double click “Demo1_Animation” icon 2. Click “Begin Animation” at the top to start watching animation 3. Inform researcher when animation has completed 4. Double click “Demo2_Animation” icon 5. Click Pause when answering “Demo Test 2 Questions” and click Play to resume

animation 6. Inform researcher when animation has completed 7. Answer “Demo Test 3” Questions

Main Animation – Now that you are familiar with the algorithm animation environment, you will go through similar tasks to learn a particular sorting algorithm. Perform the following steps in the order shown and ask for clarification if needed:

1. Answer “Main Test 1 Questions” 2. Look over but DO NOT answer “Main Test 2 Questions” 3. Give un-answered “Main Test 2 Questions” to researcher 4. Double click “Main1_Animation” icon 5. Click “Begin Animation” at the top to start watching animation 6. Inform researcher when animation has completed 7. Double click “Main2_Animation” icon 8. Click Pause when answering “Main Test 2 Questions” and click Play to resume animation9. Inform researcher when animation has completed 10. Answer “Main Test 3” Questions

Feedback – Please take a minute to fill out the feedback form to give us your overall impression and thoughts of the experiment.

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APPENDIX G

PERFORMANCE TESTS

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Insertion Sort Pre-test Questions 1. Which best describes how insertion sort works? a. It portions the array into 2 sub-arrays and sorts the sub-arrays independently.

b. It merges sub-arrays so the resulting array is correctly sorted. c. A comparison sort in which the sorted array is built one entry at a time. d. A comparison sort in which a element is compared to every element in the array. 2. In insertion sort an element is selected for processing. This element is ________. a. the largest element of the array b. the smallest element of the array c. the first element of the unsorted portion d. the first element of the sorted portion 3. Given the sequence 2 4 8 3 7 1 5 6. If 3 is chosen as the selected element for an iteration, which of the following could be the new order after the first swap? a. 2 3 4 8 7 1 5 6 b. 1 2 4 8 3 7 5 6 c. 2 4 3 8 7 1 5 6 d. 2 3 8 4 7 1 5 6 4. When is the number of operations (compares / swaps) the greatest in insertion sort? a. When the array is already in ascending order. b. When the array is already in descending order. c. When the array is sorted except for the n-1st element. d. There is no predictor for the greatest number of operations. 5. When is the number of operations (compares / swaps) the least in insertion sort?

a. When the array is already in ascending order. b. When the array is initially in descending order. c. When the array is sorted except for the n-1st element. d. There is no predictor for the least number of operations. 6. The insertion sort algorithm can best be described as: a. selective b. recursive c. iterative d. abstract 7. During one iteration of the insertion sort, _________. a. the selected element is compared to only a fraction of the sorted portion b. the selected element is compared to all other numbers in the entire array c. the selected element is compared to all numbers in the sorted portion d. the selected element is compared to all numbers in the unsorted portion 8. The outcome for a single iteration in insertion sort is: a. to place the selected element into its final position in the array b. to place the selected element into its correct position in the sorted portion c. to move the smallest element in the unsorted portion to the sorted portion d. to move the largest element in the unsorted portion to the sorted portion

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Insertion Sort Traditional Questions 1. An array initially contains the values: 8 2 1 3 5 7 4, which number will be the first selected value for comparison?

a. 8 b. 2

c. 1 d. 4

2. Variables i and j label various elements of the array as the algorithm runs, what is the purpose of i?

a. To identify the largest element of the array. b. To identify the first value of the unsorted portion. c. To identify the first value of the sorted portion. d. To separate the elements of the array into two sub-arrays.

3. Variables i and j label various elements of the array as the algorithm runs, what is thepurpose of j?

a. To identify the first value of the unsorted portion. b. To identify the first value of the sorted portion. c. To identify the value being inserted into the sorted portion. d. To identify the value being inserted into the unsorted portion.

4. When choosing a new selected value, it takes on the value at _______? a. i b. i - 1 c. j d. j – 1

5. After the selected value is chosen, what values is it compared to? a. values in the non-sorted portion b. values in the sorted portion c. values in both the non-sorted portion and sorted portion d. no values

6. The value at j – 1 is compared to the value at _______? a. i b. i - 1 c. j d. j + 1

7. If the value j – 1 is greater than the selected value, what situation would occur next? a. the selected value swaps with the value at j – 1 b. a new selected value is chosen c. ‘i’ is incremented d. the selected value swaps with the value at j

8. What causes the j variable to decrement? a. when the value at j-1 is greater than the value at j b. when the value at j-1 is less than the value at j c. when choosing a new selected value d. j never decrements

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9. The selected value swaps __________. a. when the selected value’s left neighbor is greater than the selected value b. when the selected value’s right neighbor is less than the selected value c. when the selected value’s left neighbor is less than the selected value d. when the selected value’s right neighbor is greater than the selected value 10. When the selected value swaps, it swaps with the value at _______? a. i b. i - 1 c. j d. j - 1 11. When does variable i swap with variable j? a. when j is greater than i b. when j is less than i c. when j is equal to i d. never 12. After a swap occurs, the selected value is equal to the value at __________. a. i b. j+1 c. j-1 d. i-1 13. Once the selected value is swapped, when will it be swapped again? a. when the selected value’s left neighbor is greater than the selected value b. when the selected value’s right neighbor is less than the selected value c. when the selected value’s left neighbor is less than the selected value

d. when the selected value’s right neighbor is greater than the selected value 14. In what case would the most comparisons occur?

a. when every element is sorted except for the first element b. the initial array is in ascending order c. the initial array is in descending order

d. when every element is sorted except for the last element 15. In what case would the number of swaps and the number of comparisons be equal?

a. when every element is initially sorted except for the first element b. the initial array is in ascending order c. the initial array is in descending order

d. there is no predictor for the number of swaps and the number of comparisons to beequal.

16. In what case would the number of swaps exceed the number of comparisons?

a. the number of swaps will never exceed the number of comparisons b. when the initial array is in ascending order c. when the initial array is in descending order

d. when the largest element starts off in the first position of the initial array. 17. In what case would the most comparisons occur?

a. when every element is sorted except for the first element b. the initial array is in ascending order c. the initial array is in descending order

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d. when every element is sorted except for the last element 18. How many swaps and comparisons would occur when the initial array 0…n-1 is sorted? a. 0 comparisons; 0 swaps b. n-1 comparisons; 0 swaps c. n comparisons; 0 swaps d. n-1 comparisons; n-1 swaps 19. How many times will i increment in the array 0…n-1? a. 0 b. n - 2 c. n - 1 d. n 20. Which case does NOT occur within insertion sort? a. i increments b. j increments c. i increments AND j decrements d. i decrements AND j increments 21. The insertion sort algorithm finishes _________.

a. after the n-1st element has been placed into its correct position in the sorted portion. b. when all values in the sorted portion are greater than all values in the non-sorted portion.

c. when the selected value does not swap with its neighbor. d. when the selected value swaps with its neighbor. 22. The lower portion (left of the selected value) contains elements that are __________. a. in ascending order b. in random order c. in descending order d. less than the selected value 23. The upper portion (right of the selected value) contains elements that are __________. a. in ascending order b. in random order c. in descending order d. greater than the selected value 24. All the elements to the left of the selected value are __________. a. in ascending order b. in random order c. in descending order d. less than the selected value

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Insertion Sort Post-test Questions 1. Which best describes the correct order of events for the insertion sort you just viewed if one swap is required? I. Don’t swap the selected value with its neighbor II. Compare the selected value with its neighbor III. Choose the selected value IV. Swap the selected value with its neighbor

a. I, II, III, IV b. III, II, I, IV c. III, II, IV, I d. II, I, IV, II

2. Which element is chosen as the selected value? a. a random element b. the first element in the sorted portion c. the first element in the non-sorted portion d. the first element in the array 3. When is the selected value swapped? a. when the selected value’s left neighbor is greater than the selected value b. when the selected value’s right neighbor is less than the selected value c. when the selected value’s left neighbor is less than the selected value d. when the selected value’s right neighbor is greater than the selected value 4. The selected value is swapped with ______________. a. the first element in the non-sorted portion b. a random element c. it’s left neighbor d. it’s right neighbor 5. Which two objects are being compared?

a. first element in the sorted portion and the first element in the non-sorted portion b. selected value and it’s left neighbor c. selected value and the first element in the non-sorted portion d. last element in sorted portion and the first element in the non-sorted portion 6. Swaps can occur between ______________. a. selected value and the first element in the non-sorted portion b. last element in sorted portion and the first element in the non-sorted portion

c. first element in sorted portion and the first element in the non-sorted portion d. selected value and it’s left neighbor 7. Assume that the array to be sorted initially contained the following values: 4 6 7 1 5 3. Which of the following represents the contents of the new array after one swap of insertion sort? a. 1 4 6 7 5 3 b. 4 5 1 7 3 5 c. 4 6 7 1 3 5 d. 4 6 1 7 5 3

79

8. If you took a snapshot of the array at anytime using insertion sort. Which of the following representations would never occur given the array 5 8 3 2 1 4 9? a. 5 3 8 2 1 4 9 b. 3 2 5 8 1 4 9 c. 1 2 3 5 4 8 9 d. 1 5 8 3 2 4 9 9. Which best describes how insertion sort works? a. It portions the array into 2 sub-arrays and sorts the sub-arrays independently.

b. It merges sub-arrays so the resulting array is correctly sorted. c. A comparison sort in which the sorted array is built one entry at a time. d. A comparison sort in which a value is compared to every element in the array. 10. How is the selected value used? a. To identify the largest element of the array. b. To identify the value being placed into the sorted portion. c. To identify the first value of the sorted portion. d. To separate the elements of the array into two sub-arrays. 11. When is the number of operations (compares / swaps) for insertion sort of an array of 0…n-1 elements the greatest? a. When the array is already in ascending order. b. When the array is initially in descending order. c. When the array is already sorted except for the n-1st element. d. There is no predictor for the greatest number of operations. 12. When is the number of operations (compares / swaps) for insertion sort of an array of 0…n-1 elements the least?

a. When the array is already in ascending order. b. When the array is initially in descending order. c. When the array is already sorted except for the n-1st element. d. There is no predictor for the least number of operations. 13. The insertion sort algorithm can best be described as: a. selective b. recursive c. iterative d. abstract 14. The outcome for a single iteration in insertion sort is: a. to place the selected value into its final position in the array b. to place the selected value into its correct position in the sorted portion c. to move the smallest value in the unsorted portion to the sorted portion d. to move the largest value in the unsorted portion to the sorted portion

80

APPENDIX H

SYMBOL AND SOUND SELECTION SETS

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Symbol Selection Set

1) Swap – represents that two bars are to switch positions

2) Stay – represents that two bars are to remain in their current positions

3) Comparison – Is the left bar greater than the right bar?

4) Pointers – represents changes in the placeholder variables i and j

5) Text Size – represents the idle size of text in the animation

6) Text Format – represents the font and style of text in the animation

82

Sound Selection Set

7) Swap – represents that two bars are to switch positions

8) Stay – represents that two bars are to remain in their current positions

9) Comparison – Is the left bar greater than the right bar?

10) Pointers – represents changes in the placeholder variables i and j

11) Bar Value – represents with the shortest bar

12) Bar Value – represents the tallest bar