=Paper= {{Paper |id=Vol-2733/paper30 |storemode=property |title=Analysis of the Emotions Experienced by Learning Greedy Algorithms with Augmented Reality |pdfUrl=https://ceur-ws.org/Vol-2733/paper30.pdf |volume=Vol-2733 |authors=Maximiliano Paredes-Velasco,Mónica Gómez Rios,Angel Velázquez-Iturbide |dblpUrl=https://dblp.org/rec/conf/siie/Paredes-Velasco20 }} ==Analysis of the Emotions Experienced by Learning Greedy Algorithms with Augmented Reality== https://ceur-ws.org/Vol-2733/paper30.pdf
 Analysis of the Emotions Experienced by Learning
   Greedy Algorithms with Augmented Reality
    Maximiliano Paredes-Velasco                              Mónica Gómez Rios                                    Angel Velázquez-Iturbide
    Universidad Rey Juan Carlos                        Universidad Politécnica Salesiana                         Universidad Rey Juan Carlos
          Móstoles, Spain                                    Guayaquil, Ecuador                                        Móstoles, Spain
    maximiliano.paredes@urjc.es                             mgomezr@ups.edu.ec                                    angel.velazquez@urjc.es

    Abstract—Students have difficulties in understanding                     through teaching methodologies based on gamification
algorithm subjects, in particular how the source code of                     [21,22] and collaborative learning [23]. The objective of this
algorithms proceeds to solve problems. This article presents an              work is to conduct an exploratory study of the advancement
augmented reality tool intended to assist in learning greedy                 of knowledge and the emotions that students experience while
algorithms. Students use their smartphone’s camera to focus the              they study greedy algorithms using augmented reality
source code of Dijkstra’s algorithm as written on paper, and the             technologies. An experience was conducted in a classroom
tool shows how the algorithm works. An experience was                        where students used an augmented reality tool on their
conducted in the classroom to assess students’ emotions and                  smartphones, called RA-AVD (Realidad Aumentada –
knowledge level. The results show that positive emotions
                                                                             Algoritmo Voraz de Dijkstra, in English Augmented Reality
experienced by students were almost twice as intense as negative
                                                                             – Dijkstra’s Greedy Algorithm), along with paper notes
ones. Despite the complexity of the task (i.e. understanding
Dijkstra’s algorithm), the level of enjoyment of students was                provided by the teacher.
continuous during the experience. However, the anxiety
                                                                                                     II. METHODOLOGY
experienced by students was the double than at the beginning.
   Keywords— Emotions, learning, Augmented reality, Greedy
                                                                             A. Educational objective and context
Algorithm.                                                                       The objective of the experience is to assess the level of
                                                                             knowledge and the positive and negative emotions that
                       I. INTRODUCTION                                       students experience by using the RA-AVD tool in solving
    In algorithm design subjects of university computer                      optimization problem. The experience is conducted in the
science degrees, the development of algorithms that solve                    context of the Computer Science Degree at the Salesian
optimization problems is usually studied. In this educational                Polytechnic University of Ecuador, specifically in the area of
context, learning greedy algorithms is one of the most                       Data Structures. At some point in this subject, students have
complex topics for the student, not being able to translate into             to learn and develop greedy algorithms. In particular, they
source code the elements of their development (i.e., set of                  must understand Dijkstra’s algorithm [24], which solves a
candidates, selection function, feasibility function, objective              classic graph problem: determining the minimum length path
function) [1]. This difficulty may affect the emotional state of             from a source node to the rest of the nodes in the graph.
students and cause them to become discouraged during the                     Students participated voluntarily and they had no previous
learning process. Motivation and emotions in learning play a                 contact or knowledge about greedy algorithms, although they
fundamental role since they influence memory and logical                     knew how to program and have basic knowledge of the Java
reasoning and help improve attention [2]. Today,                             programming language.
neuroscience research helps us in understanding how the brain                B. Variables and measurement instruments
works and the influence and importance of emotions to
improve learning [3,4]. Along with this, if a student is not                     The variables measured were the emotions experienced by
predisposed to learn, or he/she experiences strong negative                  the students and the level of knowledge they acquired after the
emotions, it is unlikely that he/she will be able to achieve                 experience. The level of knowledge is measured by a
his/her full potential. Furthermore, learning is characterized as            knowledge test on the behavior of Dijkstra’s algorithm. The
a cognitive and motivational process [5], where emotions may                 test was formed by 5 multiple-choice questions where each
affect both the intrinsic and extrinsic motivation of the student            question was scored with maximum 2 points.
[6,7].                                                                           The instrument used to measure emotions was AEQ
    Not only emotions can influence learning outcomes. The                   (Achievement Emotions Questionnaire), which is a consistent
use of new technologies plays a relevant role in learning [8].               and validated scale in the educational context [25]. Taking
Specifically, augmented reality (AR) technology may                          into account the principles of neuroeducation [26], the
improve learning performance [9] and constitutes a                           emotional variables to be measured can be classified into two
technology option with great potential and effectiveness to                  types: 1) activation emotions, which are the emotions that
activate positive emotions in students [10]. Augmented reality               produce a higher degree of agitation (fear, anxiety, anger, etc.)
not only provides immersive experiences of visibility or                     and 2) deactivation emotions, which produce lower agitation
observation [11-13], but it may also contribute to student’s                 (depression, calm, boredom, etc.). In addition, these emotions
feeling of greater satisfaction [14], improved usability [15]                can be classified by the positive (pleasant sensation) or
and reduction of his/her cognitive load [16] in the use of                   negative impact (unpleasant or uncomfortable sensation) that
technological tools during the learning process. Augmented                   they produce on participants. Overall, up to four classes of
reality technologies have been applied to programming                        emotions could be identified.
learning at different educational levels, showing satisfactory                   The AEQ scale measures these emotions by offering a
results: from early ages [17,18], high school and university                 series of statements about the participant’s emotional state and
students [19] to professional adults [20], being applied mainly              students must assess the degree to which they describe their


       Copyright © 2020 for this paper by its authors. Use permitted under Creative Commons License Attribution 4.0 International (CC BY 4.0).
emotions and feelings. Each statement is rated in a Likert           Figure 1). In summary, the student can read code in the sheets
scale, which ranges from very little (value 1) to extremely          (a static description of the solution) and can watch an
(value 5). In Table I, the variables of emotions measured with       animation of the algorithm on the mobile (a dynamic
AEQ are detailed (the number in parentheses corresponds to           demonstration of the solution).
the total of items to be assessed for that emotion). Note that
the test only addresses three kinds of emotions and that it
consists of 75 items which measure 8 emotions.

 TABLE I.        MEASURED VARIABLES OF EMOTIONS AND THE NUMBER
                             OF ITEMS

                                       Activation
      Emotion
                           Activation               Deactivation
      Positive           Enjoyment (10)
                            Hope (6)
                           Pride (6)
      Negative             Anger (9)          Hopelessness (11)
                          Anxiety (11)          Boredom (11)
                       Embarrassment (11)                            Fig. 1. Extension of the source code with the visualization of the graph
    AEQ scale is organized so that students assess at the end              detected by means of augmented reality.
of the session their emotional state at three different times:
                                                                         The tool has a user interface that allows to control step by
    1) Before starting the learning task: the student assesses       step the execution of the algorithm, obtaining a display of its
how he/she feels right at the beginning of the experience.           execution trace, as in a debugger (see Figure 2). This trace
    2) During the task: the student assesses how he/she feels        screen shows the graph declared in the source code at the top
while doing the learning task.                                       and the trace table along with the step-by-step execution
    3) After the Task: the student rates how he/she feels after      controls below (see Figure 2).
completing the experience.                                               Figure 2 shows the trace in an intermediate state to
     Finally, the opinion of participants about the experience       calculate the minimum paths from node 0 to the other nodes.
was collected by asking some of them their opinion in a short        Notice that some nodes present a label formed by brackets in
interview.                                                           the form of [A,B]N, where A is the distance of the path from
                                                                     the source node to the node, B is the predecessor node from
C. Phases                                                            that path and N is the resolution stage number. The algorithm
    In the first phase, students attended at a laboratory and they   solves the problem in stages, in such a way that at each stage
received on printed sheets the markers to present the                it analyzes possible new paths between the source node and
information with augmented reality. These sheets contained           each remaining node, recording a new path if it is shorter than
the Java source code for Dijkstra's algorithm.                       the current path. Therefore, these labels are dynamically
                                                                     generated as tracing progresses, and they are replaced every
    Subsequently, students downloaded the application to
                                                                     time the algorithm finds a shorter path. In this case, the path
their mobile devices and a brief explanation was given about
                                                                     that partially expresses the bracket label is discarded (by
the task to be carried out (for 10 minutes), which consisted of
                                                                     displaying a horizontal line that crosses it out) and a new label
reading and interpreting the source code that appeared on the
                                                                     is shown by the node, representing the new path.
sheets provided.
                                                                        An example may assist in better understanding this
    While reading the Java code on paper, students could use
                                                                     notation. In Figure 2 we can see that node 3 has the label [8,1]4
the mobile to focus parts of the code and receive assistance
                                                                     with a crossing line, which means:
from the application. This phase lasted 30 minutes.
                                                                             Number 8: length of the path from source node to
    Once this phase was finished, the students proceeded to
                                                                              node 3 (labeled node).
carry out the evaluation of acquired knowledge and they
measured the emotions experienced before, during and after                   Number 1: node predecessor to node 3 in the path
the learning task, using 15 minutes for this. The whole                       from the source node.
experience was organized in a single session.
                                                                             The subscript 4: step or stage in the solution
                       III. APP DESIGN                                        construction process.
    RA-AVD is a tool created for learning Dijkstra’s                         Strikethrough label (crossing line): it means that the
algorithm. The use of the tool is based on the following idea.                path denoted by that label is discarded. Node 3 has
The student uses the teacher's notes where the Java code that                 two labels since, at that time, the algorithm had found
implements Dijkstra’s algorithm is shown (for the tool to                     two alternative paths (namely, [3,2]2 and [8,1]4). The
recognize it, it has to be a specific source code). When the                  path with a longer distance from the source to node 3
student has doubts about how the code solves the problem,                     was discarded. In this case, the label [8,1]4, with
he/she uses the tool, focusing on the source code with his/her                distance 8, was discarded since the other path was
mobile. At that point, the tool shows the source code that the                shorter, with length 3.
student is viewing on paper, augmenting it with comments and
explanations in order to understand how it works. If the
student focuses the source code where the graph is declared,
RA-AVD tool draws the graph on the mobile’s screen (see
                                                                    "Fixed-Origin Length". Subsequently, the algorithm selects
                                                                    the smallest of these paths (4, 2 and 8), in this case the smallest
                                                                    path is 2, and its corresponding node (node 2), so it is marked
                                                                    as a fixed node for the next stage (step 2). That would be the
                                                                    end of the stage, hence a new stage would start until the
                                                                    minimal path to all nodes is reached.
                                                                        At the top of the trace table, the "Optimal route" and
                                                                    "Length" fields show, at each stage, the optimal path and its
                                                                    length respectively for the selected, fixed node. Initially, all
                                                                    nodes are painted in one color and as they are processed in
                                                                    the construction stages their color changes to show which part
                                                                    of the graph is being processed.
                                                                                                IV. RESULTS
                                                                        This section presents the statistical analysis of the data
                                                                    obtained during the experience, in which 18 students aged 19
                                                                    to 22 participated. Eleven students (61.1%) were men and 7
                                                                    (38.9%) were women. The analysis was performed with the
                                                                    IBM SPSS tool and the Pandas Matplotlib library in Phyton.x.
                                                                    A. Acquired knowledge
                                                                        Table II shows the level of knowledge acquired by the
                                                                    students after the experience. Students had neither previous
                                                                    contact nor knowledge about greedy algorithms at the
                                                                    beginning of the experience. However, at the end of
                                                                    experience they obtained an average score close to 7 out of 10
                                                                    (specifically 6.95). Table II displays the mean scores per
                                                                    question (maximum 2 points per question) and the total mean.
                                                                    It should be noted that half of the students in the group
                                                                    (50.5%) obtained a score higher than 8, the maximum score
                                                                    being 10 and the lowest 3. Furthermore, we can see that in
Fig. 2. Running the algorithm step-by-step in RA-AVD                three of the five questions students scored more than 1.7 out
                                                                    of 2 points. Therefore, that the level of knowledge is quite
    The trace table has the following columns (see Figure 2):       satisfactory.
        Step: number of the stage of construction of the           TABLE II.        KNOWLEDGE EVALUATION QUESTIONNAIRE AND SCORES
         solution.                                                                          OBTAINED BY QUESTIONS

        Fixed node: the candidate node selected by the              Number              Statement of the task or question
         selection function at each stage (of all the candidate                 Select the distance of two adjacent nodes when they
                                                                        1                                                             1.72
                                                                                are equal
         nodes, the one with the shortest path length from the                  Indicate the sequence of edges that Dijkstra would
         source node is selected).                                      2                                                             1.78
                                                                                calculate from the origin to node X
                                                                        3       Find the shortest path from vertex X to vertex Y      0.56
        Adjacent nodes: the nodes adjacent to the selected                     Identify which is the predecessor node of node X in
         node.                                                          4                                                             1.89
                                                                                the graph.
                                                                                Starting from the origin node, what would be the
        Fixed-origin length: for each adjacent node, it                5
                                                                                predecessor node Not selected for node X in step N.
                                                                                                                                      1.00
         indicates its distance from the source node.                Total                                                            6.95
        Pending lengths: the lengths of the paths from the         B. Positive activation emotions
         source node that have not been selected so far. It is
                                                                        Figure 3 shows the mean of the positive emotions
         made up of values from the column "Fixed Origin
                                                                    (enjoyment, hope and pride) valued by the students at three
         Length" that have not been selected.
                                                                    different times: before, during and after the experience of use
        Minimum length: the shortest length of the lengths of      of the tool. Not all emotions were measured at all times. For
         the adjacent nodes of the fixed node and the pending       example, measuring proud about accomplishment in the task
         lengths.                                                   does not make sense before having done it, or there is no point
                                                                    in measuring the students’ level of hope about what they will
    Let's see an example to better understand the meaning of        learn once they had learnt it. Therefore, in Figure 3 not all the
these columns (note that the source node is 0). Step 0 indicates    positive variables appear at all times.
the initial state. In step 1, the algorithm marks the origin node
0 as a fixed node (in the first step the origin node itself is          We can see that the average enjoyment remains roughly
chosen as the fixed node), and determines the adjacent nodes,       the same throughout the experience (between 3.72 and 3.70).
which are nodes 1, 2 and 4, writing them down in the                We also found out that hope decreased in students while they
"Adjacent Nodes" column. Next, the algorithm determines the         did the task from 4.13 to 3.96 (i.e. 4.12%), and that pride felt
distance from these nodes to the origin, whose lengths are 4,       once students finished the task decreased from 3.86 down to
2 and 8 respectively, and write them down in the column             3.67 (4.92%).
                                                                   Fig. 4. Negative activation emotions
Fig. 3. Positive activation emotions
                                                                       It was also observed that students felt worried and
    The fact that enjoyment remained constant can be               anguished about having to deal with too many study materials
interpreted as a favorable symptom, since the learning task        and about having little time, since the items of the AEQ
entailed concepts that were new and difficult to understand for    questionnaire related to this aspect of anxiety received the
students, and despite this fact they did not stop enjoying         highest ratings (items 86, 96, 111 and 132 in Table III). This
during learning. The authors wonder whether the use of AR          may have partly increased anxiety during the experience,
may have been the reason of keeping constant the levels of         reaching a high value at the end of the experience compared
enjoyment. In relation to this feeling of enjoyment, it should     to the beginning (Figure 4). Note that at the end, anxiety was
be noted that item 110 of the AEQ questionnaire (“I study          the negative emotion that was experienced with the greatest
more than necessary because I enjoy it a lot”) obtained the        intensity. Therefore, this finding constitutes an important
lowest score with an average of 2.89, which indicates that the     aspect that should be taken into account in the design and
student is not interested in studying more than strictly           construction of educational tools in order to reduce this feeling
necessary. Note that we numbered the items same way as the         for the student.
AEQ questionnaire. Rather, it seems that they were interested          Besides, we may observe in Figure 4 that the emotional
in acquiring new knowledge that seems significant to them,         level of embarrassment decreased throughout the experience,
judging by the evaluation of question 139 (“I enjoy acquiring      which probably means that the student started feeling more
new knowledge”), which obtained the highest score (4.33 out        confident as he/she moved forward in the learning activity.
of 5).
    Regarding the decrease in pride, it should be noted that the             TABLE III.      ANXIETY ITEMS AND THEIR RATINGS
highest score of the questions of the AEQ questionnaire to           Number
                                                                                               Description                    Time
measure this emotion is item 135 (“When I excel in my work          item AEQ
I feel proud”), which had an average of 4.00 out of 5. Thus,                    I get so nervous that I don't even want to
                                                                        82                                                              1,83
                                                                                                                               BEFORE
students value the work they do and feel proud of it. It is                     start studying.
                                                                        85      When I have to study I start to feel dizzy.             1,78
possible that they did not value the task they had to do                        When I look at the books that I have yet to
(analyzing Dijkstra’s algorithm) as an interesting task and this        86                                                              2,44
                                                                                read, I feel distressed.
could have caused that pride decreased at the end of the                        I worry about being able to deal with all
                                                                        96                                                              2,44
experience.                                                                     my work.
                                                                                While studying, I want to distract myself
C. Negative activation emotions                                        102                                                              2,94
                                                                                to reduce my anxiety.
                                                                                                                               DURING




    In relation to these emotions we could observe that the                     When time is running out my heart begins
                                                                       111                                                              2,83
                                                                                to race.
average anger decreased during learning and increased when
                                                                       118      I get tense and nervous while studying.                 1,78
the task was finished by 7.65% (see Figure 4). On the other                     This subject scares me because I can't
hand, the level of anxiety increased notably from the                  125                                                              1,83
                                                                                quite understand it.
beginning of the experience, being 15.83% higher during the                     Worrying about not completing the course
                                                                       132                                                              2,56
experience and 28.5% at the end of it (Figure 4).                               makes me sweat.
                                                                                I am concerned that I did not understand
                                                                                                                               AFTER




                                                                       141                                                              3,56
                                                                                the subject correctly.
                                                                                When I can't keep up with my studies, it
                                                                       147                                                              3,17
                                                                                scares me.

                                                                   D. Negative deactivation emotions
                                                                       The results show that the hopelessness of students
                                                                   decreased while the experience with the AR tool was carried
                                                                   out. However, it increased again to the levels of the beginning
                                                                   when the task was finished (Figure 5). The authors cannot
                                                                   explain well the reason for this effect, although they believe
that it could be related to the fact that the use of the AR tool       The decrease in these negative emotions during the
gave them hope of learning while they were using it.               experience could be related to the use of the tool, while the
                                                                   increase detected once the task was finished could be related
                                                                   to the fact that they had to take a knowledge assessment test
                                                                   at the end of the task. This could make them anxious, angry,
                                                                   or hopeless.
                                                                   F. Students’ opinion
                                                                       It was observed that students preferred to work
                                                                   collaboratively during the task. They spontaneously came
                                                                   together in pairs and in some cases even in groups of three
                                                                   students. Some of the students pointed out the lack of any
                                                                   collaborative interaction support in the tool. On the other
                                                                   hand, one of the problems that was observed is that some
                                                                   students did not have a smartphone with minimal
                                                                   characteristics and this caused that the camera focus was not
                                                                   optimal, causing the student to be bringing the mobile closer
                                                                   to the paper several times until the tool detected the source
                                                                   code. The students commented that they were surprised to
                                                                   learn a new subject matter through the tool and even more so
Fig. 5. Negative deactivated emotions
                                                                   because some did not know the augmented reality technology
    Regarding boredom, it was detected that it decreased           and it caused them great interest and curiosity, since they had
while using the tool (Figure 5). This is an important aspect       not commonly used it in the classroom. In general, they
since boredom leads to reduced intrinsic motivation and            indicated that they were satisfied with the tool and that it had
cognitive withdrawal from the task [27]. The authors think         been useful in the experience.
that the use of augmented reality could have awaken the level
                                                                              V. CONCLUSIONS AND FUTURE WORK
of attention and interest of the student and therefore could
have reduced boredom, perhaps increasing student’s                     This article has presented a classroom experience to learn
motivation.                                                        greedy algorithms using an augmented reality tool called RA-
                                                                   AVD. In this experience, both the emotions and feelings of the
E. Comparison of positive and negative emotions                    students and the level of knowledge acquired have been
    Figure 6 shows the emotional levels grouped by positive        evaluated. The knowledge evaluation was satisfactory. The
activation (enjoyment, hope and pride), negative activation        students managed to obtain an average of almost 7 (6.95) out
(anger, anxiety and embarrassment) and negative                    of 10, which means that most of the students managed to
deactivation emotions (hopelessness and boredom). It should        understand the operation and behavior of the algorithm under
                                                                   study (Dijkstra’s algorithm). Note that the students had no
be noted that the positive activated emotions experienced by
                                                                   previous knowledge nor contact with greedy algorithms, thus
the students as a whole are almost twice as intense as the
                                                                   the learning curve was high.
negative ones. The authors wonder if it could be that the use
of AR in learning algorithms has something to do with this             In relation to emotions experienced by using the tool, the
fact of experiencing positive emotions more intensely than         experience revealed that the students experienced positive
negative ones. Which raises an interesting line of future          emotions (enjoyment, hope and pride) much more intensely
research. Regarding negative emotions (both activation and         than negative ones (such as anxiety or anger), being almost
deactivation), it could be seen that they decreased slightly       twice as intense. In addition, boredom and embarrassment
while students were using the tool in the task (Figure 6,          decreased notably during the use of the tool, keeping the
“During” section of the diagram). However, at the end all          feeling of enjoyment roughly constant during its use.
these emotions increased.                                          However, the student's level of anxiety increased from the
                                                                   beginning while using the tool, being almost the double at the
                                                                   end of the experience. This last aspect is especially relevant
                                                                   and it should be taken into account in the design and
                                                                   construction of future educational tools.
                                                                       As future projects, we plan to analyze in greater depth the
                                                                   results obtained by carrying out a correlation analysis between
                                                                   emotions and learning. Furthermore, we intend to replicate the
                                                                   experience with a control group and compare traditional
                                                                   learning with the use of augmented reality.
                                                                                       ACKNOWLEDGEMENTS
                                                                      This work has been supported by research grants iProg (ref.
                                                                   TIN2015-66731-C2-1-R)        and      e-Madrid-CM        (ref.
                                                                   P2018/TCS-4307) with FSE and FEDER funds. The support
                                                                   of the GIIAR group of the Salesian Polytechnic University is
                                                                   appreciated.
Fig. 6. General average of emotions according to time
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