Analysis of the emotions experienced by learning greedy algorithms with augmented reality

Maximiliano Paredes-Velasco, Mónica Gómez Rios, Angel Velázquez-Iturbide

Research output: Contribution to journalConference articlepeer-review

Abstract

Students have difficulties in understanding algorithm subjects, in particular how the source code of algorithms proceeds to solve problems. This article presents an augmented reality tool intended to assist in learning greedy algorithms. Students use their smartphone's camera to focus the source code of Dijkstra's algorithm as written on paper, and the tool shows how the algorithm works. An experience was conducted in the classroom to assess students' emotions and knowledge level. The results show that positive emotions experienced by students were almost twice as intense as negative ones. Despite the complexity of the task (i.e. understanding Dijkstra's algorithm), the level of enjoyment of students was continuous during the experience. However, the anxiety experienced by students was the double than at the beginning.

Original languageEnglish
JournalCEUR Workshop Proceedings
Volume2733
StatePublished - 2020
Event22nd International Symposium on Computers in Education, SIIE 2020 - Virtual, Online
Duration: 9 Nov 202013 Nov 2020

Bibliographical note

Funding Information:
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.

Publisher Copyright:
© 2020 CEUR-WS. All rights reserved.

Copyright:
Copyright 2020 Elsevier B.V., All rights reserved.

Keywords

  • Augmented reality
  • Emotions
  • Greedy Algorithm
  • Learning

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