Computer Science Education For Primary and Lower Secondary
Computer Science Education For Primary and Lower Secondary
We explore the feasibility of early introduction to automata theory through gamification. We designed a
puzzle game that players can answer correctly if they understand the fundamental concepts of automata
theory. In our investigation, 90 children played the game, and their actions were recorded in play logs.
An analysis of the play logs shows that approximately 60% of the children achieved correct-answer rates
of at least 70%, which suggests that primary and lower secondary school students can understand the
fundamental concepts of automata theory. Meanwhile, our analysis shows that most of them do not fully
understand automata theory, but some of them have a good understanding of the concept.
Categories and Subject Descriptors: K.3.2 [Computers and Education]: Computer and Information Science
Education—Computer science education
General Terms: Experimentation
Additional Key Words and Phrases: Automata theory, primary and lower secondary school students,
gamification
ACM Reference Format:
Daiki Isayama, Masaki Ishiyama, Raissa Relator, and Koichi Yamazaki. 2016. Computer science education
for primary and lower secondary school students: Teaching the concept of automata. ACM Trans. Comput.
Educ. 17, 1, Article 2 (September 2016), 28 pages.
DOI: http://dx.doi.org/10.1145/2940331
1. INTRODUCTION
1.1. Background and Motivation
As information technology develops, Computer Science Education (CSE) becomes in-
creasingly essential. Indeed, the computer has become such an essential tool in our
lives that it is important to develop “human resources” who are not only familiar with
computers and computer systems but are also able to create new computer technolo-
gies. Against this background, it has been discussed how CSE in K-12 schools should
be conducted [Brown et al. 2014; de France Académie des Sciences 2013; Hubwieser
et al. 2014]. These studies report that CSE in K-12 is in transition and that the cur-
riculum design of CSE in K-12 is still under development in many countries. Because
some general principles in the curriculum have been just announced, its applicability
will become clearer only gradually. In CSE, there is a tendency to focus on digital
literacy skills rather than computational thinking skills. Computational thinking is a
Authors’ addresses: D. Isayama, Faculty of Science and Technology, Gunma University, 1-5-1 Tenjin-cho,
Kiryu, Gunma, 376-8515 Japan; email: [email protected]; M. Ishiyama, R. Relator, and
K. Yamazaki, Graduate School of Science and Technology, Gunma University, 1-5-1 Tenjin-cho, Kiryu,
Gunma, 376-8515 Japan; emails: [email protected], [email protected]
u.ac.jp, [email protected].
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DOI: http://dx.doi.org/10.1145/2940331
ACM Transactions on Computing Education, Vol. 17, No. 1, Article 2, Publication date: September 2016.
2:2 D. Isayama et al.
fundamental skill for everyone that involves logical reasoning, problem-solving, system
design, an understanding of human behavior, and so on Wing [2006]. Actually, computa-
tional thinking has been defined in a number of ways (see NRC [2010] for details). CSE
is now turning to the development of students’ computational thinking. These studies
also address the problem of teacher training in computer science. They say that the
problem is critical and difficult, especially in primary and secondary schools. Several
countries have started teaching computer science at the primary and secondary school
levels. However, because most primary school teachers are generalists, teaching a new
subject like computer science increases their workload. Given these considerations,
it is important to develop learning materials for CSE specialized for primary school
students.
Although computer science is now just as important as the natural sciences and
mathematics, the early introduction of computer science (especially in primary and
lower secondary schools) is not as prevalent as the early introductions to other fields.
One reason for this is the difference in the lengths of these fields’ histories. Both
the natural sciences and mathematics have histories reaching back several centuries,
but the history of computer science goes back less than one century. Another possible
reason is that early introduction to CSE is considered difficult for primary and lower
secondary school (and even high school) children. Is that really true? We are interested
in the following points:
(1) How workable is CSE in primary and lower secondary schools (4th–6th grade)?
(2) Which topics in CSE are easy to practice?
(3) To what extent may children understand the concept of each topic in CSE?
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Computer Science Education for Primary and Lower Secondary School Students 2:3
2. TERMINOLOGY
A deterministic finite automaton is a five tuple (Q, , δ, q0 , F), where Q is a finite set
of states, is a finite set of symbols ( is called the alphabet), δ : Q × → Q is the
transition function, q0 is the start state, and F is a set of accept states. The automata
considered in this article are all deterministic, and transition functions are allowed to
be partial functions. An automaton can be represented graphically by a state transition
diagram, which is a directed graph with vertices and edges corresponding to the states
and transitions in the automaton, respectively (see Figure 1).
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Fig. 2. The four labels and the empty label used in the game.
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questions, we study how well the children actually understand the concept of automata.
See Section 6.2 for details.
The questions (automata and input sequences) used in our game are illustrated in
Appendices A and B.
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In recognition mode, a machine (i.e., automaton) A and a set S of recipes are given.
The set S may contain inactive recipes, and, in this mode, it is not indicated which recipe
is active or inactive. Since inactive recipes are unnecessary recipes (and explode with
the robot), they should be separated from active recipes. This separation corresponds
to the recognition question in automata theory. Thus, game players are expected to try
to distinguish between active and inactive recipes.
In what follows, we use the terms “sequence” and “recipe,” and “symbol” and “mate-
rial,” interchangeably.
3.3. Levels Design
From an educational point of view, the game is designed to start with an easy level and
progress to more difficult ones. We provided 12 levels that are divided into three stages:
The practice stage has five levels, the challenging stage has four levels, and the extra
stage has three levels. The practice stage is designed to familiarize children with the
concept of automata. The challenging stage is used to estimate how well children grasp
the concept after practice. The extra stage is provided for children who have passed
every practice and challenging level earlier than expected. As mentioned in Section 3.2,
each level has two modes: labeling and recognition. The labeling mode consists of
labeling questions, and the recognition mode consists of recognition questions. Every
labeling mode in level 1 ≤ i ≤ 12 has three labeling questions Lij 1 ≤ j ≤ 3.
The automata in the last few questions of the challenging stage and all of the ques-
tions of the extra stage—namely, Li3 6 ≤ i ≤ 12—come from the famous automata theory
textbook [Hopcroft and Ullman 2000]. Each recognition mode in level i (1 ≤ i ≤ 5) of
the practice stage has four recognition questions Rij , 1 ≤ j ≤ 4, and each recognition
mode in level i (6 ≤ i ≤ 12) of the challenging and extra stages has eight recognition
questions Rij , 1 ≤ j ≤ 8 (see Table I and Figure 5).
We give the children tips (we call it walkthrough; see Section 3.5) on how to solve the
labeling questions after the practice stage; namely, after the children are getting used
to the game.
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automata. The walkthroughs are easy for children to understand, reflect the concepts
of automata, and are useful for solving the labeling and recognition questions. It should
be emphasized that understanding the walkthroughs has important implications for
understanding the concepts of automata.
PM. If there exist a UAP P and a good recipe r such that the length of P equals
the length of r, then the labels of P can be determined by r. This walkthrough
can be used in solving labeling questions. We illustrate this tip with the labeling
question shown in Figure 6. For the third recipe, BBG, to be accepted, there must
be an accepting path with a length of three. Indeed, there is exactly one such path.
As stated in Section 2, we call such path a UAP. By using the UAP, the labels on
the path can be determined. We call this tip the path matching walkthrough or
simply PM.
LM. If there is a good recipe ending with material M, then there must exist a terminal
arrow with label M. This walkthrough can be used in solving labeling questions.
For example, let us consider the labeling question L92 illustrated in Figure 8. The
automaton in L92 has the unique terminal arrow, which has label 1. Furthermore,
the first recipe is a good recipe, and the last material of the recipe is “R.” Thus,
we can identify label 1 as “R.” We call this tip the label matching walkthrough or
simply LM.
The contraposition of LM can be described as “If there is no terminal arrow with
a label M, then there is no active recipe ending with M.” The contraposition can
be used in solving recognition questions. For example, consider the recognition
question shown in Figure 9. The recipe in R83 ends with “B”, but all terminal
arrows have material “R” as their labels. Hence, we can determine that the
automaton cannot accept the recipe. We call this tip the contrapositive label
matching walkthrough or simply Contrapositive Label Matching CLM. It should
be mentioned that we sufficiently explained LM to the children but purposely did
not mention CLM.
DP. Since the automata in our game are deterministic, no state is allowed to have
two or more leaving arrows with the same label. Duplicate labeling is labeling in
which a material is assigned to two or more arrows leaving the same state. This
tip is sometimes useful for narrowing down possible labels. For example, consider
the labeling question shown in Figure 10. If a player clearly recognizes this tip, L83
can be solved straightforwardly: First, we identify label 0 and label 3 as “R” from
the first and second recipes, respectively, by applying PM; then the other labels are
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fixed by considering DP. Note that || = 4 and any state has four leaving arrows
in L83 . We call this tip the deterministic property walkthrough or simply DP.
It should be noted that PM and LM are useful for finalizing some labels at the early
stages. Table II shows which walkthroughs can be used with which questions. In Ta-
ble II, S is the number of states and A is the number of arrows.
We gave the children a leaflet in which walkthroughs are illustrated through exam-
ples with figures. With the leaflet, we explained the tips using a slide presentation
of about 10 minutes. More specifically, they are succinctly written in imperative form
(because of the typical style of walkthroughs) as follows:
(PM). Utilize the information on the lengths of recipes! “Length of recipe versus the
number of steps required to reach a goal.”
(LM). Focus attention on materials of arrows entering into the goal! “The last material
in a recipe = the material of an arrow entering into the goal.”
(DP). Master the techniques of blocking the preventer from reaching the goal! “Getting
stuck, Diverting roots, and Garbage box.”
4. IMPLEMENTATION
4.1. Labeling Questions
The labeling questions are implemented as follows. An unlabeled automaton in a level
and a set of recipes appear on the game screen when players start the first labeling
question in the level. Initially, each arrow in the unlabeled automaton has an empty
label (see Figure 11). If the empty labels are clicked once, they change to label “R.”
Each further click then changes the label again so that it rotates through “R”, “B”, “Y”,
and “G” in that order. When the first labeling question starts, players should make a
labeled automaton by changing each empty label into “R”, “B”, “Y”, or “G”. Remember,
the purpose of the labeling question is for the labeled automaton to recognize the set
of recipes. Players may check whether each recipe of the set is accepted or rejected by
the labeled automaton with the current labeling by clicking the check button for the
recipe. After completing the labeled automaton and checking its acceptance of each
recipe, players may submit their final answers by clicking the start button, at which
point the labeled automaton is checked for whether it recognizes the set of recipes. If
the labeled automaton recognizes the set of recipe, the “NEXT” button appears, which
then begins the next labeling question, and so on (see Figure 11).
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question PM LM DP S A
L61 1 1 1 1
L62 1 1 1 3
L63 1 1 2 4
L71 1 1 1 1
L72 2 3
L73 3 4
L81 1 1 2 2
L82 2 4
L83 1 1 2 8
L91 1 1 3 3
L92 1 1 3 4
L93 1 3 6
L10
1 1 1 2 2
L10
2 1 3 4
L10
3 1 1 1 3 5
L11
1 1 1 3 4
L11
2 1 1 4 6
L11
3 1 1 4 8
L12
1 1 1 4 5
L12
2 1 1 4 7
L12
3 1 4 8
Fig. 11. Screenshot of a labeling question: recipes and start and check buttons.
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Fig. 13. An example of log record in the play log for a labeling question.
Fig. 14. Labeling question that corresponds to the play log in Figure 13.
fourth recipes can be accepted; finally, the corrected labeling is submitted. Lines 33–43
indicate that the third question is cleared and that it took 63.91 seconds. From this
analysis, we can see that the player begins fixing labels on the UAP of the automaton
depicted in Figure 14. Therefore, we may conclude that the player understands the
concept of UAP.
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—For each player i and for each question j, check the following conditions:
(1) Is the total number of trials of player i exactly equal to 1?
If yes, then set matrix entry = 1, else 0.
(2) Did the player get the correct answer at least once in every trial?
If yes, then set matrix entry = 1, else 0.
(3) Let T j = the set of total times of all players for answering question j, and T j∗ =
median(T j ).
Is the total time of player i < T j∗ ? If yes, then set matrix entry = 1, else 0.
Using these conditions, we could generate the feature matrix in Figure 15. Then, from
this feature matrix, we could compute the score si for each player i as the sum of the
entries of row i (see Figure 15). To distinguish between players who performed better
than the rest, we performed k-means clustering, where k (the number of clusters) is set
to 2. We then have the following algorithm for 2-means clustering.
The algorithm outputs two clusters: One with high-scoring players and the other
with the (relatively) low-scoring players. We interpreted these as players who were
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good at answering the specific task (labeling or recognition) and those who were not.
We denoted their clusters as follows:
CL1. Good in labeling
CL2. Not good in labeling
CR1. Good in recognition
CR2. Not good in recognition
Last, to integrate every cluster for the two tasks, we defined the final three clusters
as follows:
Cluster 1 = CL1 ∩ CR1. Good in both labeling and recognition tasks
Cluster 2 = ¬(Cluster 1 ∪ Cluster 3). Good in either labeling or recognition, but not
so good in the other
Cluster 3 = CL2 ∩ CR2. Not so good in both labeling and recognition tasks
5.2. Clustering Results
By performing 2-means clustering, we clustered 90 children into three groups: 37 high
performers in Cluster 1, 18 average performers in Cluster 2, and 35 low performers
in Cluster 3. For all labeling questions L61 , . . . , L93 in the challenging stage, the rate
of correct answers was 70% or more for all clusters. For all recognition questions
R61 , . . . , R98 in the challenging stage (except Cluster 3) most correct answer rates were
70% or more.
By combining the labeling and recognition data, approximately 60% of the children
had correct answer rates of 70% or more. Somewhat unexpectedly, there is no great dis-
tinction between the performances of children in the 4th and 6th grades. As mentioned
in Section 1.3, our game is designed so that understanding the fundamental concept
of automata is essential to clear the levels. On this basis, the results suggest that it
is feasible to introduce the fundamental concept of automata to primary and lower
secondary school students through gamification. In this sense, our answer to (C1) is
YES; that is, we may say that it is feasible to teach children the concept of automata.
One question remains, however: Is it possible to make children understand the concept
of automata more deeply? In this light, question (C1) will be controversial. We discuss
it in Section 8.
6. ANALYSIS BASED ON PLAY LOGS
In this section, to consider our question (C2), we first analyze play logs of the labeling
questions and then play logs of the recognition questions.
6.1. Analysis of Labeling Questions
As stated in Section 3.5, understanding the walkthroughs we provide children (PM,
LM, and DP) is very important in order to form the concept of automata. In analyzing
labeling questions, we simply equate those children who use the walkthroughs well
enough to solve questions with those who have a good understanding of the concept
of automata. That is, in order to answer question (C2), we analyze how well children
understand the walkthroughs. To do so, we use their play logs.
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Fig. 16. Unlabeled automaton in L93 that has the Fig. 17. Unlabeled automaton in L10 3 that has the
UAP corresponding to the first recipe. UAP corresponding to the first recipe.
6.1.1. Analysis of PM. First, we explain how to analyze the play log for PM automati-
cally. Again, consider the log records shown in Figure 13. As shown in Section 4.3, by
analyzing the log manually, we see that the player of the log recognizes the automa-
ton’s UAP, depicted in Figure 14. The following procedure details how to approach the
analysis automatically. The log records can be simplistically described as
0 3 2 1 4 1 4
RB RB R RBYGRBY RBYG c Ac1 c2 c3 G RBYGRBY c3 c4 c A,
where c A means that the current automaton has been submitted by the player’s clicking
the start button, and ci represents that the ith recipe has been checked for acceptance
by the current automaton by the player’s clicking the check button. When we delete
information regarding button clicks and material from the simplified description, we
are left with the label ID sequence “0321414”. Then, by picking up the rightmost label
IDs (the letters with over-dot) from sequence 0̇3̇2̇141̇4̇, we have the label ID order
“03214”, which represents the order in which the labels were finalized. Hence, we refer
to this as the finalized order. In contrast, by picking up the leftmost label IDs from
sequence 0̇3̇2̇1̇4̇14, we have label ID order “03214”, which represents the order in which
the labels were set out. Thus, we call this the set out order. As we have just seen, a
finalized order may coincide with a set out order. Note that the number of labels in the
automaton equal the length of the finalized order and set out order. Also notice that
the UAP corresponding to the first recipe “BB” in the automaton shown in Figure 14
has 0 and 3 as their label IDs. Since the first two label IDs in the order “03214” are
0 and 3, we may conclude that the player recognizes the usefulness of the UAPs. By
implementing this procedure into a script code, we can do this analysis automatically.
To see how well the children recognize the PM, we analyzed the play logs of labeling
questions L93 and L10 3 (see Figures 16 and 17), which have easily detectable UAPs
corresponding to their first recipes (i.e., (label 0, label 1) for L93 and (label 0, label 2), up
to symmetry, for L10 3 ). Note that labels 2, 3, and 4 are transitions from the same state to
the same accept state. We found that 61.0% of the children (50/82) recognized the UAP
for L93 and 83.3% of the children (50/60) recognized it for L10 3 . We also analyzed the play
logs of L11
3 . L11
3 has two accepting paths (i.e., (label 0, label 1) and (label 2, label 3)) and
two good recipes (“RR” and “BB”). Since there is a one-to-one correspondence between
those recipes and the accepting paths, the PM walkthrough is applicable to L11 3 , even
if it is hard to notice (see Figure 18). For L11 3 , 62.2% of the children (28/45) recognized
the PM.
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computed from the play log because any duplicate labeling is recorded in the log when
a check button is clicked or when an automaton with duplicate labeling is submitted
by the player clicking the start button. If a player was not aware of how to use DP, she
would make a duplicate labeling, which can be detected and recorded automatically.
We analyzed L83 (shown in Figure 10) as follows. First, label 0 was determined to
be “R” by applying the PM walkthrough. Then, labels 2, 6, and 7 were determined to
be “G”, “B”, and “Y” by applying the DP walkthrough. Labels 1, 3, 4, and 5 could be
determined similarly. Hence, we first counted how many children applied PM to the
UAP (i.e., label 0 and label 3); next, we counted how many of them made duplicate
labels; we found that 83 children tried to solve L83 , 47 children applied PM, and 27
made duplicate labels in L83 . This indicates that, in L83 , at most 24% (i.e., 20/83) of the
children could use DP properly.
We also analyzed L10 10
3 , which is shown in Figure 17. To solve L3 , DP is implicitly used.
One possible approach is to apply PM essentially (i.e., we stretch PM) to determine
labels 0 and 2 from the first recipe; labels 1, 3, and 4 can be finalized by considering DP.
By consideration of the second recipe, note that labels 3 and 4 are not “B”. Therefore, we
counted the number of children who first fixed the labels on the UAP correctly but then
made a duplicate label in L10 10
3 . Sixty children tried to solve L3 and 50 of them applied
PM properly; 19 of them, however, made duplicate labels in L10 8
3 . The analysis of L3 and
10
L3 tells us that about 70% of the children were not aware of the usefulness of DP.
6.2.1. Analysis of the Children’s Realization. Recall first that, for each level i (6 ≤ i ≤ 12),
the recognition questions Rij (1 ≤ j ≤ 8) have a common automaton Ai (see Section 4.2).
As stated in Section 3.1, there are two possible ways to solve the recognition questions
Rij in a level i. One is to just trace the states one-by-one according to the recipe, but this
takes time if the recipe is long. The other is to figure out the features of the automaton
Ai , which does not take long if children understand the features of Ai . For example,
consider the recognition questions R6j in level 6 for 1 ≤ j ≤ 8. The feature of automaton
Ai is that Ai cannot accept recipes containing material “G” (see Figure 7). As mentioned
in Section 4.2, children had time to think about this feature before trying to solve each
question. By measuring the time between when the door button was clicked and either
the OK (accept) or NG (reject) button was clicked, we can know how long it took a player
to answer. If the time is relatively short, we may conclude that the child understood
the feature—that is, what recipes the automaton generates.
We analyzed the play logs of recognition questions with the following assumption:
Once children have realized the feature of Ai when solving Rik for some 1 ≤ k ≤ 7,
they should be able to correctly and quickly answer the remaining questions Rij for all
k < j as well. For a player and recognition questions Rij (1 ≤ j ≤ 8) in a level i, we
defined realization point k as the smallest k such that the player solved all recognition
questions Rij for k ≤ j correctly and quickly (i.e., in 5 seconds). In recognition questions,
every recipe was designed so that its length was about 10 materials (average= 10.9).
We expected it would take 0.5 seconds for children to trace single material in each
question. Therefore, we can say that 5 seconds is quick for arriving at an answer. On
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Table III. Counting Results for the Number of Children Whose Realization Point Was k
Level i 6 7 8 9
point k 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
count 5 6 5 1 6 11 8 4 0 8 7 5 3 14 1 2 1 0 2 0 8 1 0 0 1 1 3 3
Level i 10 11 12
point k 1 2 3 4 5 6 7 1 2 3 4 5 6 7 1 2 3 4 5 6 7
count 0 2 0 1 1 5 6 0 0 0 0 0 0 0 0 0 0 0 0 1 3
the basis of this assumption, we counted those children whose realization point was k
for each 1 ≤ k ≤ 7 and each level 6 ≤ i ≤ 12. The results are summarized in Table III.
Realization points with a large k would not be so reliable because all questions can
be solved with 21 probability, even if a player chose answers at random.
As can be seen from the automata Ai for 6 ≤ i ≤ 12, the recognition questions Rij —
especially R6j , R8j , R9j , and R12
j —can be solved very quickly if the player understands
the features of automata A , A8 , A9 , and A12 , respectively (see Appendix B). Indeed,
6
the sets accepted by the automata share a common feature: We can decide whether or
not a recipe is accepted by just looking at the last few materials in the recipe. Table III
indicates that some children realized the features of A6 and A8 at an early stage, but
most did not realize the features of A9 and A12 at an early stage because the features
of A9 and A12 are hard to figure out. Indeed, as mentioned in Section 3.3, automata A9
and A12 come from exercises in Hopcroft and Ullman [1979, 2000]. From these results,
we conclude that, even with relatively easy recognition questions in the challenging
stage, 80% or more of the children failed to figure out the automata features at early
stages.
6.2.2. Analysis of CLM. Recognition questions were used to analyze CLM. As stated in
Section 3.5, we purposefully did not mention CLM to the children because we wanted
to know how many of them would recognize CLM from LM without our giving any
explicit explanation of CLM. To determine this, we analyzed recognition questions R83 ,
R86 , R94 , and R96 . It can be reasonably assumed that the recognition questions can be
solved correctly and quickly (i.e., within 5 seconds) if the player understands CLM
well. Hence, we may regard a player who fails to answer one of the questions correctly
and quickly as a child who does not fully understand CLM. Our analysis found that
none of the children participating in the study understands CLM fully.
7. QUESTIONNAIRE RESULTS
To find answers to question (C3), children were debriefed after playing the game.
Children played the game with the goal of completing as many of the 112 questions as
possible within 60 minutes. As a result, they solved 74 (labeling + recognition) questions
on average in 60 minutes. We note that most of the children solved almost all the
questions in the practice and challenging stages, and played the game without a break.
Most of the electronic questionnaire used either a 4- (disagree, somewhat disagree,
somewhat agree, agree) or 3-point (disagree, neither agree nor disagree, agree) Likert
scale format. Questionnaire analysis shows that 98% (88/90) of the children said the
game was “enjoyable” or “rather enjoyable,” and 68% (61/90) and 38% (34/90) took
pleasure in the labeling and recognition questions, respectively. In the questionnaire,
exactly 50% (45/90) of the children said that the level of difficulty was “easy” or “rather
easy.” The questionnaire also asked how the characteristic of an automaton (such as the
number of states, arrows, and recipes, the length of recipe, and the presence or absence
of a bad recipe) affected the difficulty of the questions. Contrary to our expectation,
there was no particular correlation between automata features and question difficulty
based on our questionnaire analysis.
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Interestingly, despite our analysis (shown in Section 6.2), 37% (33/90) of the children
responded that they understood the features of automata in most recognition questions;
most of those children are in Cluster 1.
8. CONCLUSION
The purpose of this research is to clarify the following questions:
(C1). Is it feasible to teach children in primary and lower secondary schools the concept
of automata?
(C2). To what extent may children understand the concept of automata?
(C3). How many children engage in automata theory as implemented in puzzle games?
Early automata education is a feasible and meaningful approach to familiarizing
children with the concept of automata. Indeed, as shown in Section 5, approximately
60% of the children had correct answer rates of 70% or higher. Thus, many of the
children understood automata concepts well enough to complete the game stages. In
particular, to complete the game stages, they needed to understand “input sequence,”
“accept,” “reject,” “transition,” “state transition diagram,” and “accepting path,” which
are all fundamental automata concepts. For instance, the labeling question L310 (see
Appendix A) has both good and bad recipes. To obtain the correct answer, it is necessary
to be aware of the distinction between “accept” and “reject” and also to understand the
DP.
On the other hand, it would be difficult to make most children better understand
the concept. Although our analysis shows that some children in our study (not many)
are capable of better understanding the concept, most of them do not fully understand.
Indeed, not surprisingly, 80% or more failed to figure out the features of the automata in
the recognition questions. Understanding these features is difficult even for university
students, and 60 minutes is not sufficient for children to understand the concept well.
Conversely, it is surprising that nearly 20% of the children involved in the study
demonstrated an aptitude for deep understanding of the concept.
Because of our logic puzzle approach, most children were interested in the game.
Indeed, as stated in Section 7, 98% of the children said that the game was “enjoyable”
or “rather enjoyable” in the questionnaires. Most children continued to play the game
without rest during their break time. One possible reason for their enjoyment is that we
provided animation: When checking whether any given recipe was accepted or rejected,
a robot passed through an arrow according to that recipe. Almost half of the children
(44/90) specified the animation as an attractive point of the game. We conclude, then,
that early introduction to the fundamental concepts of automata theory is feasible
through puzzle-based and gamification methods.
In the early introduction of automata theory to children around the 4th–6th grades,
it is good if they experience automata theory through play without being aware that
they are studying. It is also nice if they unconsciously learn how to design automata or
discover automata features. We think that, through playing our game, the fundamen-
tal automata concepts are imprinted onto their subconscious minds. Our game also
includes the fun of finding solutions on their own, and these solutions are helpful for
designing and discovering the features of automata. The fun, however, easily turns into
stress if we set the game level difficulty too high or gave them hints (i.e., walkthroughs)
too late. In finding the appropriate level for teaching automata theory to these chil-
dren, the fundamental automata concepts “single accept state” and “deterministic” can
be naturally generalized to the more complex concepts of “multiple accept states” and
“nondeterminism,” respectively. The more complex concepts would be difficult to teach
to children, and it might be better to avoid doing so. In particular, it would be very
difficult to introduce children to the concept of nondeterminism because the concept is
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Computer Science Education for Primary and Lower Secondary School Students 2:21
essentially based on the concepts of universal and existential quantifiers, which are not
easy to understand, even for university students. In this sense, the restriction of deter-
minism in our game is very essential. From another perspective, taking, for example
automaton A9 depicted in Appendix B, it would be difficult for them to find out what
kind of recipes are accepted by the automaton (i.e., the features of the automaton), but
it is not difficult to understand it. For example, most would understand that the middle
state in A9 means that the last material read is “blue dew” and the material before
that material is “red leaf ” (or empty) whenever the robot stands on the middle state.
As a practical example, first, we let them play the puzzle game without giving tips on
how to solve it. Then, at the right moment, which depends on the situation, we give
them tips or explanations. We then let them play the puzzle game again.
When putting the early introduction to CSE into practice, metaphor becomes one
of the most powerful and useful techniques (see, e.g., Bell et al. [1998]; Forišek and
Steinová [2012] for a discussion of metaphor). The design of a metaphor goes hand-in-
hand with game design. Metaphor affects the design of a puzzle game, in particular, the
terminology metaphor plays a fundamental role in its design. We did not necessarily
create the design in the following order; actually, we went back and forth between
designing the game mission and puzzle game using a draft terminology metaphor.
Which concepts/terminologies can be translated into easy words? We avoided using
complicated terminology (such as one describing an abstract notion or technical terms)
for children without the prerequisite knowledge. Thus, we needed to translate termi-
nologies into easier words that naturally appear in the game we are designing. In our
case, for instance, “alphabet” and “transition function” are translated into “materials”
and “arrows with labels,” respectively. We refer to this translation as a terminology
metaphor. Using the terminology metaphor, we realized that it was not easy to trans-
late “transition function” perfectly. Thus, it is not reasonable to require the children to
fully understand what the transition function is.
Which learning tasks can be described using easy words? Game missions should be
derived from the learning tasks. A good terminology metaphor makes the design of
the game missions easy because the learning tasks are described using the terminolo-
gies. Given the implications mentioned earlier, the construction of an automaton from
scratch would be a difficult learning task for children. However, it would be possible
for them to make an incomplete automaton into a complete one. Indeed, the learning
task “Complete an unlabeled automaton U to be a labeled automaton A by defining
the transit function properly so that A recognizes S” can be translated into the game
mission “Make an incomplete machine U into a complete machine A by giving the
correct labels to the arrows so that A produces only good items.”
How can we make learning tasks into puzzle games? In puzzle game-based learning,
game missions naturally correspond to puzzles. In the design of puzzle games, it would
be good to design a game that has some characteristics of the many other popular puzzle
games. The labeling questions can be classified into the same category as crossword
puzzles, arithmetical restorations (or skeletons), minesweepers, sudokus, and jigsaw
puzzles. In this category, the goal of the puzzles is to uncover concealed information such
as numbers, letters, and pieces, and some uncovered information helps to uncover other
concealed information. We refer to this characteristic as the one-after-another property.
This design approach seems applicable to game designs in other CS topics that can
be modeled as graph labeling problems. Graph labeling has many applications, such as
coding theory, logic circuit design, and communication networks (see, e.g., Kuchipudi
et al. [2014]). Thus, as future research, it would be interesting to apply the design
approach to game designs for other CS topics. For instance, logic circuit design would
be a good topic. For example, it would be difficult for children to design logic circuits
ACM Transactions on Computing Education, Vol. 17, No. 1, Article 2, Publication date: September 2016.
2:22 D. Isayama et al.
from scratch. But we could instead provide incomplete circuits whose shapes (i.e.,
graphs) are predetermined but the AND/OR/NOT gates (i.e., labels) are unassigned.
The terminologies “AND/OR/NOT gates” would be rather unfamiliar to the children;
hence, a terminology metaphor would be needed. It would then be easy to embody
the incomplete circuit problem into a puzzle game with the one-after-another property.
Additionally, logic circuits can be thought of as recognizers on sets of sequences of {0, 1}.
Thus, we could also design recognition questions.
APPENDIX
A. LABELING QUESTIONS
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Computer Science Education for Primary and Lower Secondary School Students 2:23
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2:24 D. Isayama et al.
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Computer Science Education for Primary and Lower Secondary School Students 2:25
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2:26 D. Isayama et al.
B. RECOGNITION QUESTIONS
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Computer Science Education for Primary and Lower Secondary School Students 2:27
ACKNOWLEDGMENTS
We thank the anonymous referees for their valuable comments and constructive suggestions which led to
improvements in this article.
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