Designing the user interface: strategies for effective human-computer interaction
Designing the user interface: strategies for effective human-computer interaction
A field study of exploratory learning strategies
ACM Transactions on Computer-Human Interaction (TOCHI)
Diagnosing and correcting student's misconceptions in an educational computer algebra system
Proceedings of the 2001 international symposium on Symbolic and algebraic computation
Usability Engineering
Mind Bugs: The Origins of Procedural Misconceptions
Mind Bugs: The Origins of Procedural Misconceptions
DART: directed automated random testing
Proceedings of the 2005 ACM SIGPLAN conference on Programming language design and implementation
A survey of software learnability: metrics, methodologies and guidelines
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Generating photo manipulation tutorials by demonstration
ACM SIGGRAPH 2009 papers
Rhythm-based level generation for 2D platformers
Proceedings of the 4th International Conference on Foundations of Digital Games
A rule-based task generation system
IJCAI'81 Proceedings of the 7th international joint conference on Artificial intelligence - Volume 2
TACAS'08/ETAPS'08 Proceedings of the Theory and practice of software, 14th international conference on Tools and algorithms for the construction and analysis of systems
Pex: white box test generation for .NET
TAP'08 Proceedings of the 2nd international conference on Tests and proofs
Adventures in level design: generating missions and spaces for action adventure games
Proceedings of the 2010 Workshop on Procedural Content Generation in Games
Placing a value on aesthetics in online casual games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Practical, appropriate, empirically-validated guidelines for designing educational games
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Synthesizing geometry constructions
Proceedings of the 32nd ACM SIGPLAN conference on Programming language design and implementation
On the harmfulness of secondary game objectives
Proceedings of the 6th International Conference on Foundations of Digital Games
The cognitive tutor authoring tools (CTAT): preliminary evaluation of efficiency gains
ITS'06 Proceedings of the 8th international conference on Intelligent Tutoring Systems
The impact of tutorials on games of varying complexity
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
Discovery-based games for learning software
Proceedings of the SIGCHI Conference on Human Factors in Computing Systems
A case study of expressively constrainable level design automation tools for a puzzle game
Proceedings of the International Conference on the Foundations of Digital Games
Problem order implications for learning transfer
ITS'12 Proceedings of the 11th international conference on Intelligent Tutoring Systems
Synthesis from Examples: Interaction Models and Algorithms
SYNASC '12 Proceedings of the 2012 14th International Symposium on Symbolic and Numeric Algorithms for Scientific Computing
Automated feedback generation for introductory programming assignments
Proceedings of the 34th ACM SIGPLAN conference on Programming language design and implementation
A mixed-initiative tool for designing level progressions in games
Proceedings of the 26th annual ACM symposium on User interface software and technology
Automatically generating problems and solutions for natural deduction
IJCAI'13 Proceedings of the Twenty-Third international joint conference on Artificial Intelligence
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A key challenge in teaching a procedural skill is finding an effective progression of example problems that the learner can solve in order to internalize the procedure. In many learning domains, generation of such problems is typically done by hand and there are few tools to help automate this process. We reduce this effort by borrowing ideas from test input generation in software engineering. We show how we can use execution traces as a framework for abstracting the characteristics of a given procedure and defining a partial ordering that reflects the relative difficulty of two traces. We also show how we can use this framework to analyze the completeness of expert-designed progressions and fill in holes. Furthermore, we demonstrate how our framework can automatically synthesize new problems by generating large sets of problems for elementary and middle school mathematics and synthesizing hundreds of levels for a popular algebra-learning game. We present the results of a user study with this game confirming that our partial ordering can predict user evaluation of procedural difficulty better than baseline methods.