Narrative-Driven Learning: Teaching Finite State Machines Through
Storytelling
Bogdan Iudean
a
and Andreea Vescan
b
Computer Science Department, Faculty of Mathematics and Computer Science,
Babes¸-Bolyai University, Cluj-Napoca, Romania
{bogdan.iudean, andreea.vescan}@ubbcluj.ro
Keywords:
Finite State Machine, Storytelling, Teaching, Learning.
Abstract:
Teaching embedding systems demands a thorough understanding of computation models, with Finite State
Machines (FSM) serving as one of the frameworks for developing the intricate behaviors of these systems. This
study investigates the effectiveness of teaching Finite State Machines through storytelling using a controlled
experiment with two groups: a Control Group (CG) taught traditionally and a Storytelling Group (SG) taught
using a narrative-driven video. Data from pre-tests and post-tests and feedback questionnaires reveal that
while storytelling did not significantly improve post-test scores, it enhanced application skills in the SG group.
Storytelling helped students better connect FSM concepts to real-life scenarios like traffic lights and vending
machines, while CG responses remained more abstract. Additionally, SG participants rated the video highly
for attention and clarity, though some preferred more direct explanations. These findings suggest storytelling
supports conceptual understanding and engagement, offering a complementary approach to teaching FSMs.
1 INTRODUCTION
Finite State Machines (FSMs) are fundamental to un-
derstanding computational models in embedded sys-
tems, offering a structured approach for modeling sys-
tems with discrete states and well-defined transitions
based on inputs. FSMs, defined as “conceptual ma-
chines capable of existing in one of a finite number
of states at any given time” (Lee and Yannakakis,
1996), are extensively used across disciplines, from
engineering and computer science to control systems
and natural language processing (Karttunen, 2000).
The FSM concept has evolved as a core framework
for system modeling, simplifying the representation
of complex behaviors and operations that character-
ize many embedded systems (Radojevic and Salcic,
2011). Despite their significance, FSMs often present
learning challenges for students due to their abstract
nature and the requirement to think in discrete, se-
quential steps (Henry et al., 2022).
Storytelling as a Teaching Strategy for Complex
Concepts. Educational research increasingly empha-
sizes the power of storytelling in conveying complex,
technical concepts (Wu and Chen, 2020). Storytelling
a
https://orcid.org/0000-0001-6233-3570
b
https://orcid.org/0000-0002-9049-5726
leverages the human affinity for narratives to provide
context, create emotional connections, and improve
retention, making it especially effective in STEM ed-
ucation where abstract concepts can be challenging
to grasp (Collins et al., 2023; Angel-Fernandez and
Vincze, 2018). Through storytelling, complex com-
putational models can be presented in a more engag-
ing, memorable format. Studies (Heymann and Gre-
eff, 2018; Parham-Mocello et al., 2019; Resnyansky,
2020; Min et al., 2020) indicate that narrative-driven
instruction can enhance cognitive processing by al-
lowing learners to form mental models based on fa-
miliar narrative patterns, which in turn supports bet-
ter conceptual understanding. This approach is sup-
ported by theories of situated learning, which suggest
that knowledge is best understood when contextual-
ized in realistic scenarios (Segel and Heer, 2010).
Our study builds on these insights by exploring
the potential of storytelling, specifically through ani-
mated video, as a method to teach FSM concepts in
a graduate-level computational models course. The
video used in this study tells the imaginative story
of a prehistoric man, Buga, who attempts to tame
a mammoth using an FSM to understand its behav-
ior. By embedding FSM principles into a narrative
structure, we aimed to make FSM concepts more ap-
proachable and relatable for students. Story-based ap-
Iudean, B. and Vescan, A.
Narrative-Driven Learning: Teaching Finite State Machines Through Storytelling.
DOI: 10.5220/0013471600003932
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 17th International Conference on Computer Supported Education (CSEDU 2025) - Volume 2, pages 627-638
ISBN: 978-989-758-746-7; ISSN: 2184-5026
Proceedings Copyright © 2025 by SCITEPRESS Science and Technology Publications, Lda.
627
proaches have shown promise in promoting engage-
ment and improving learning outcomes in the previ-
ously mentioned STEM fields (Collins et al., 2023;
Angel-Fernandez and Vincze, 2018), suggesting that
they may similarly benefit students studying compu-
tational models for embedded systems.
The aim of the study is to evaluate the effec-
tiveness of using visual storytelling as a teaching
method within a take-home assignment activity for
using finite state machines (FSMs) in a university-
level course. One group of students was given access
to the educational video along the traditional learn-
ing materials, while another group received only tra-
ditional instructional material without the video. The
study seeks to determine whether the storytelling ap-
proach enhances students’ understanding, academic
performance, and engagement compared to conven-
tional teaching techniques.
The research investigation is formulated under the
following three research questions, with the findings
being articulated.
RQ1: Are there measurable differences in learn-
ing outcomes between students who engaged with
the storytelling video content and those who fol-
lowed traditional instructions? Answer: The dif-
ference, did not reveal a better performance for
the storytelling group, however, qualitative results
showed better results regarding the application
skills.
RQ2: Does storytelling video content improve stu-
dents’ understanding of FSMs compared to con-
ventional instructional approaches? Answer: The
storytelling group answers reveal a deeper under-
standing of FSM concepts; we based our answer
on results of the qualitative analysis.
RQ3: How does the storytelling video content ap-
proach impact student engagement and percep-
tion of learning FSMs? Answer: The storytelling
group revealed more enthusiasm towards the sub-
ject; we based our answer on the results of the
qualitative analysis.
The research methodology consisted of a con-
trolled experiment using two student groups, one
taught FSMs through a storytelling video and the
other through traditional instruction. Using both qual-
itative and quantitative analysis, data on student per-
formance and engagement were collected through as-
sessments, questionnaires, and observational feed-
back.
This study’s findings will contribute to a growing
body of research on innovative instructional strategies
in computational and engineering education. By in-
vestigating storytelling’s impact on FSM comprehen-
sion, this research may inform future approaches for
teaching complex systems and computational models,
ultimately enhancing educational practices in techni-
cal disciplines.
The contributions of this research are:
A Novel Pedagogical Approach for Teaching
FSM Concepts. This study introduces a pro-
totype multimedia storytelling-based method for
teaching abstract technical concepts in an engag-
ing way.
Evaluation Through Multi-Stage Question-
naires and Hands-on Tasks. The effectiveness
of the storytelling approach was evaluated using
a mix of qualitative and quantitative analysis that
used pre-tests and post-tests.
The rest of the paper is organized as follows: Sec-
tion 2 covers FSM education, the use of storytelling,
and instructional design with media. Section 3 details
the research methodology with instructional informa-
tion and corresponding teaching artifacts. In Section
4, the results are presented with quantitative and qual-
itative analysis. Section 5 discusses the results of
our study, highlighting key findings, while Section 6
explores the broader implications, recommendations
for educators, and future research directions. Finally,
Section 7 raises the threats to validity, and Section 8
concludes the study.
2 RELATED WORK
Next, related work is reviewed regarding FSM educa-
tion, storytelling, and media-based design, emphasiz-
ing storytelling’s role in contextualizing concepts and
media’s ability to simplify complex topics visually.
2.1 FSM Education and Learning
Strategies
FSMs are commonly used in engineering and com-
putational sciences to model systems with distinct
states and transitions. However, traditional teaching
methods (Joseph et al., 2013) often rely on abstract,
mathematical instruction, which can be difficult for
students to grasp and lacks engagement (Dekeyser
and Aljendi, 2015). Innovative approaches, such
as interactive platforms and augmented reality, have
shown promise in making FSM learning more prac-
tical and engaging (Nadeem et al., 2022; Dengel,
2018). Building on these strategies, our study intro-
duces a narrative-based video where a prehistoric man
models a mammoth’s behavior using FSM concepts to
CSEDU 2025 - 17th International Conference on Computer Supported Education
628
help students connect theory with real-world applica-
tions.
2.2 Use of Storytelling in Education
Storytelling (Barchas-Lichtenstein et al., ; Landrum
et al., 2019) is a powerful tool in STEM educa-
tion, helping students understand complex ideas by
embedding abstract concepts in relatable narratives
(Barchas-Lichtenstein et al., 2023). This approach
fosters emotional connection, which enhances en-
gagement and retention, particularly for abstract com-
putational topics (Groshans et al., 2019). Research
shows that storytelling bridges cognitive gaps by
contextualizing information, making STEM subjects
more accessible (Mou, 2024). Digital storytelling
further enriches learning by combining audio-visual
elements with narrative structures (Dochshanov and
Tramonti, 2022). Our study builds on this research
by using structured storytelling elements (Durak,
2018)—such as narrative, setting, and plot—to cre-
ate an engaging framework specifically for teaching
FSMs.
2.3 Media and Animation in
Instructional Design
The use of media and animation in education has be-
come popular, especially for technical subjects where
visual aids enhance understanding. Animations help
simplify complex topics like FSM states and transi-
tions (Dengel, 2018) by breaking them into digestible
visual segments (Berreth et al., 2020; Hill and Grin-
nell, 2014). Media-rich content creates dynamic, in-
teractive learning environments that foster engage-
ment and support long-term retention (Bravo et al.,
2021). Our study adopts this approach by using vivid
animations, characters, and a visual narrative, along
with an on-screen instructor who narrates and uses
gestures to reinforce FSM concepts.
3 METHODOLOGY
This section details the research methodology used
to evaluate the effectiveness of storytelling-driven
video in teaching Finite State Machine concept. The
methodology includes defining the research question,
describing the teaching materials and content, and ex-
plaining the data collection process through question-
naires. A controlled experiments is employed using
two groups of students: CG (Control Group) and SG
(Storytelling Group). A mixed method research is
used to analyze the collected data, both quantitative
and qualitative analysis.
3.1 Course and Participants
The study involved two groups of graduate students
enrolled in the “Computational Models for Embed-
ded Systems” course at [University Anonymous for
review]. In total, 33 students participated into the
study, students being divided into two groups: Group
CG (control group, 16 students) and Group S (sto-
rytelling group, 17 students). The two groups were
formed randomly; all students first enrolled in the ac-
tivity and the researchers assigned to each group the
enrolled students in a random way. CG group re-
ceived traditional instruction in FSM design, while
SG group engaged with a storytelling-driven video
teaching FSM concepts through a prehistoric story-
line. More information on the activity is provided in
Section 3.4, outlining the teaching method within a
take-home assignment activity. All participants gave
informed consent prior to participation, and the study
complied with ethical guidelines for research by [Uni-
versity Anonymous for review].
3.2 Objectives and Research Questions
The primary objective of this study is to assess
whether storytelling in video form could improve
comprehension of FSM concepts among graduate stu-
dents compared to traditional instructional methods.
We aim to answer the following research questions:
RQ1: Are there measurable differences in
learning outcomes between students who en-
gaged with the storytelling video content and
those who followed traditional instructions?
RQ2: Does storytelling video content im-
prove students’ understanding of FSMs
compared to conventional instructional ap-
proaches?
RQ3: How does the storytelling video ap-
proach impact student engagement and per-
ception of learning FSMs?
3.3 Teaching Materials and Content
The primary teaching material for Group SG was a
10-minute animated video titled “Buga and the Mam-
moth: A Finite State Machine Story”, designed to in-
troduce FSM concepts through a storyline of a prehis-
toric character, Buga, who attempts to tame a mam-
moth by modeling its behavior with FSMs. The video
Narrative-Driven Learning: Teaching Finite State Machines Through Storytelling
629
used animations to visually represent the FSM states
and transitions, aiming to simplify abstract concepts
by contextualizing them in a relatable scenario. CG
group, in contrast, was provided with conventional
written materials and diagrams describing FSM the-
ory and application.
3.3.1 Overview of Video Content and Storyline
The instructional video, titled “Buga and the Mam-
moth: A Finite State Machine Story“, uses a
narrative-based approach to introduce FSM concepts
in an engaging way. The story follows Buga, a prehis-
toric character, as he tames a mammoth by modeling
its behavior using FSM principles. The mammoth’s
behavioral states (Idle, Berserk, Happy, Tamed) and
transitions triggered by Buga’s inputs (e.g., “giving a
flower” or “shouting commands”) illustrate key FSM
elements, such as states, transitions, inputs, and out-
puts. A figshare package is provided at this link
(Iudean and Vescan, 2025), containing the slide pre-
sentation and the video used in the study, along with
the questionnaires of the study.
Rationale for the Storytelling Approach. The use
of storytelling in STEM education, particularly for
complex topics such as FSMs, is supported by re-
search on narrative-based learning, which shows that
stories can simplify abstract concepts by framing
them in relatable and memorable scenarios (Barchas-
Lichtenstein et al., 2023). In this case, the pre-
historic storyline allows students to grasp the FSM
concepts without needing prior technical knowl-
edge, as they can intuitively follow Buga’s logical
steps to understand each state transition. This ap-
proach leverages the natural human affinity for sto-
ries, which improves engagement and cognitive pro-
cessing (Groshans et al., 2019). Additionally, by mak-
ing Buga’s journey a discovery process, the video po-
sitions FSM concepts as tools for problem-solving, an
approach that aligns with constructivist learning theo-
ries, where knowledge is built through experience and
context.
3.3.2 FSM Concepts Illustrated in the Story
The video employs specific FSM components to con-
struct a coherent and instructive storyline that builds
students’ understanding incrementally:
States and Transitions: The mammoth’s behavior
is modeled through distinct states, including “Idle”,
“Berserk”, “Happy”, and “Tamed”, each triggered by
Buga’s actions. For instance, poking the mammoth
with a stick causes a transition from Idle to Berserk,
while offering a flower moves it to a Happy state.
These transitions illustrate how FSMs respond pre-
dictably to specific inputs, a foundational concept in
FSM theory. This cause-effect relationship aids in re-
ducing cognitive load, as it allows learners to focus on
one clear state transition at a time, thereby reinforc-
ing the concept of FSMs as a series of state-specific
responses to inputs (Mou, 2024). Figure 1 depicts the
beginning of the narrative, when the mammoth is in
an Idle state and the protagonist aims to find a clear
path to make it transition towards the Tamed state. In
this process, the stone tables is used for traceability.
Figure 1: States and Transitions.
Inputs and Outputs: Inputs in FSMs drive transi-
tions between states, and the video emphasizes this
by associating each of Buga’s actions (e.g., “giving a
flower” or “using polite language”) with specific be-
havioral changes in the mammoth. This representa-
tion helps students understand the principle of deter-
ministic state transitions: given a specific state and
input, the outcome is predictable. By presenting each
input as a conscious choice by Buga, the video en-
courages viewers to see FSMs as tools for strategic
planning and behavioral prediction, linking inputs and
outputs in a way that supports applied understand-
ing of FSM theory (Dochshanov and Tramonti, 2022).
Figure 2 depicts the transition of the mammoth from
the “Idle” state towards the “Happy” state based on a
flower given as input.
Figure 2: Inputs and Outputs.
The storyline subtly introduces the concept of
determinism in FSMs by contrasting predictable
responses (deterministic FSMs) with the mam-
moth’s unpredictable behavior, characteristic of non-
deterministic FSMs. For example, when Buga at-
tempts to tame the mammoth, his inputs sometimes
fail to yield the expected outcomes, highlighting that
non-deterministic FSMs can exhibit multiple possible
behaviors given the same inputs. This concept is valu-
CSEDU 2025 - 17th International Conference on Computer Supported Education
630
able in real-world applications, where systems may
not always respond in a linear manner. This distinc-
tion prepares students to appreciate FSM complexity
and variability in different contexts. Figure 3 depicts
the confusion that the protagonist faces when trying
to backwards engineer a non-deterministic FSM (the
behavioral system of the mammoth) in contrast with
the clarity of a deterministic FSM (the light switch
system).
Figure 3: Non-deterministic and Deterministic FSMs.
3.3.3 Pedagogical Perspectives of the Teaching
Material
Justification for the Multimodal Learning Approach.
The video employs a multimodal approach to opti-
mize comprehension by integrating auditory (narra-
tion), visual (animation), and textual (on-screen la-
bels) elements. This design leverages Mayer’s Cog-
nitive Theory of Multimedia Learning, which sug-
gests that combining visual and auditory information
can enhance learning by activating both channels of
the brain, thus reducing cognitive load and increas-
ing retention (Mayer, 2005). The animations in the
video provide visual cues for each state and transi-
tion, while the narration contextualizes these actions,
making the FSM concepts accessible through multi-
ple sensory modalities.
Each scene in the video follows a cycle: Buga per-
forms an action (input), the mammoth reacts (transi-
tion), and a label appears on-screen to reinforce the
state change visually. This structure aligns with mul-
timodal reinforcement, as it helps students process
the material in a layered manner, where each chan-
nel reinforces the others. For example, when Buga
offers a flower to the mammoth, viewers see a visual
cue (flower), hear an explanation of the action’s pur-
pose, and observe the state transition to “Happy”, all
of which contribute to a richer understanding of the
FSM process.
Pedagogical Benefits of the Storytelling and Anima-
tion Integration. By embedding FSM concepts in a
story, the video presents FSM principles in a relat-
able, problem-solving context. Research shows that
learning is more effective when concepts are applied
to realistic scenarios, fostering meaningful under-
standing and long-term retention (Bravo et al., 2021).
Animation enhances this by visualizing state tran-
sitions, benefiting visual learners who may struggle
with text-heavy representations. The video also rein-
forces learning through repeated exposure. Buga’s in-
teractions with the mammoth repeatedly demonstrate
FSM elements such as “state”, “transition”, and “in-
put”, reinforcing understanding through varied narra-
tive contexts. This aligns with spaced repetition the-
ories, which support anchoring abstract principles to
memorable actions (Ferri and Auerbach, 2012).
Educational Implications and Justification for the Ap-
proach. This narrative-driven, multimodal approach
to FSM education is justified by its ability to cater to
diverse learning styles, from visual to auditory and
kinesthetic learners, by framing FSMs in a coherent
storyline with corresponding animations and narra-
tion. This design supports engagement and concep-
tual clarity by leveraging multiple learning modali-
ties, each reinforcing FSM principles through struc-
tured storytelling. By making complex concepts like
FSMs accessible within a familiar, imaginative sce-
nario, the video serves as both a cognitive aid and an
engaging educational tool, aligning with the broader
goals of immersive learning in technical disciplines
(Wu et al., 2021).
3.4 Collecting Data by Administering
Questionnaires
The timeline for the education activities is presented
in Figure 4: a pre-test before the activity, then the ded-
icated activity to FSM concept, followed by a post-
test, and finalizing with a feedback questionnaire spe-
cific to each group. Details about the administered
questionnaires during the activity, along with the dis-
cussed concepts are provided next.
Study Design. This study followed a mixed design us-
ing both quantitative and qualitative analysis, by us-
ing a controlled experimental design with pre-test and
post-test to assess students’ understanding of FSM
concepts before and after the instructional interven-
tion. The timeline of activities was as follows.
Pre-Test. Both groups completed a pre-test to mea-
sure baseline knowledge of FSM concepts. The test
consisted of multiple-choice and open-ended ques-
tions on FSM fundamentals, covering aspects such as
state transitions, input/output definitions, and deter-
ministic versus non-deterministic FSMs (Q1-Q7, Q8,
Q9, Q10).
TakeHome-FSM Assignment. Following the pre-test,
both groups were given the same FSM modeling as-
signment, which required them to design a finite state
Narrative-Driven Learning: Teaching Finite State Machines Through Storytelling
631
Figure 4: Schedule of the Administration of the Question-
naires.
machine for a microwave oven with five cooking
functions. Students were expected to submit a di-
agram and an explanatory document detailing their
FSM design process. This task aimed to assess practi-
cal application skills in FSM design (Ferri and Auer-
bach, 2012).The assignment was part of the formal
assessment, aiming to address both major goals of
learning as specified by Mayer (Mayer, 2009), namely
remembering and understanding. The storytelling
video content aims to also help students activate prior
knowledge (Mayer, 2008) in order to integrate it with
the verbal and pictorial models in working memory,
in this way solving problems that were not explicitly
given in the presented material, they must apply what
they learned to a new situation.
Post-Test. After completing the assignment, a post-
test was administered to measure knowledge gains
(Q1-Q7, Q8, Q9, Q10). This test contained sim-
ilar questions to the pre-test, designed to evaluate
changes in comprehension of FSM concepts, partic-
ularly the ability to apply theoretical knowledge in
practical scenarios (Yankovskaya and Yevtushenko,
1997). Bloom’s Taxonomy (Thompson et al., 2008),
which includes the six categories of Knowledge,
Comprehension, Application, Analysis, Synthesis,
and Evaluation, relates directly to our study. By using
open-ended questions based on real-life-like scenar-
ios, the pre-test and post-test evaluated not only stu-
dents’ understanding of FSM concepts but also their
ability to apply, analyze, and combine this knowledge
in practical situations. This approach encouraged
deeper thinking and problem-solving beyond theoret-
ical learning.
Feedback Questionnaire. A feedback questionnaire
was distributed to collect qualitative data on the
students’ perceptions of their learning experience.
Group SG students were specifically asked about
their engagement with the storytelling approach and
whether they felt it aided their understanding of FSM
concepts. Responses were collected on a 5-point Lik-
ert scale, with additional open-ended questions for
more detailed feedback (FQ1-FQ7 specific questions
for the SG group). To facilitate the replication of the
study, the questionnaires and the teaching materials
will be available after the review process using a pub-
lic research artifact repository to store the replication
package as mentioned in Section 3.3.1.
Groups and Instructional Differences. The main in-
structional difference between Group CG and Group
SG was the teaching method within a take-home as-
signment activity. Group CG followed a conven-
tional FSM instruction module, while Group SG
was instructed through video storytelling. By com-
paring these groups, we aimed to assess the im-
pact of storytelling-based learning on understanding
FSM principles, examining whether the storytelling
approach increased engagement and comprehension
compared to traditional methods (Hacker and Sitte,
1999).
Data Analysis. Quantitative data was collected from
the pre-tests and post-tests to measure knowledge ac-
quisition, and statistical analysis (MacFarland and
Yates, 2016) was performed to determine any signif-
icant differences in learning outcomes between the
two groups. Qualitative feedback (Patton, 2015) from
the questionnaires provided insights into students’
subjective learning experiences, helping to assess the
perceived effectiveness of the storytelling approach.
4 ANALYSIS OF RESULTS
This section presents the findings of the study, com-
bining quantitative analysis of pre-test and post-test
scores with qualitative insights from participant feed-
back. The results are structured to address the re-
search questions.
4.1 Measurable Differences in Learning
Outcomes (RQ1)
Discussion of Question Types and Measurability.
The pre-test and post-test evaluations included ques-
tions that assessed both Foundational Knowledge
and Application Skills. Foundational knowledge
was assessed using questions about FSM states, tran-
sitions, and determinism directly measured concep-
tual understanding (questions Q1-Q8), and applica-
CSEDU 2025 - 17th International Conference on Computer Supported Education
632
tion skills were assessed using scenario-based ques-
tions that required participants to apply their knowl-
edge to practical problems, such as designing FSMs
for real-world systems (e.g., microwaves and vending
machines) (questions Q9 and Q10).
To assess measurable differences in learning out-
comes, pre-test and post-test scores were analyzed for
the CG (control) and SG (storytelling) groups. Ta-
ble 1 summarizes the average scores and score im-
provements. It may be noticed that the pre-test for
CG and SG groups are very similar, namely, 8.79 for
CG and 8.75 for the SG group, interpreting that the
two groups had similar knowledge before the activity.
Regarding the post-test, the values for the CG and SG
are again similar, however, even if both decreased, the
value for the SG group decreased with fewer points.
Table 1: Average Pre-Test and Post-Test Scores by Group.
Group Avg. Pre-Test Avg. Post-Test
CG 8.79 8.55
SG 8.75 8.53
The pre-test and post-test results for the two
groups may be also view in Figure 5 and Figure 6.
In both cases, pre-test and post-test, there are ques-
tions that the SG groups answered better than the CG
group: for pre-test with questions Q2, Q5, Q6, and
Q8; for post-test with questions: Q1, Q5, Q6, and Q7.
Figure 5: Results of pre-test (Q1-Q8) for CG and SG
groups.
Figure 6: Results of post-test (Q1-Q8) for CG and SG
groups.
Findings. Based on the pre-test and post-test results,
the following distinctions can be made between the
study groups:
SG Group. Participants did not show an improve-
ment from the pre-test to post-test, moreover, a
slight decrease in the score was observed (from
8.75 to 8.53.
CG Group. Participants experienced a slight de-
cline in post-test scores (-0.24 points).
For both groups (CG and SG) was observed this
slight decline, however, less points for the SG
(only -0.22).
Kruskal-Wallis statistical test (MacFarland and
Yates, 2016) was performed considering various per-
spectives: considering the pre-test of both groups, the
result is not significant at p < .05 (p=1), thus empha-
sizing on the fact that the students in the two groups
have similar knowledge about FSM. The same result
is obtained considering the post-test results of the two
groups (p=1). When comparing the results of the pre-
test and post-test for the CG group, the test showed
that the result is not significant p < .05 (p=0.59951),
and the same not significant result for SG group con-
sidering pre-test and post-test (p=0.95812).
4.2 Improvement in Understanding
FSMs (RQ2)
Open-ended responses (Q9 and Q10) were analyzed
to evaluate participants’ understanding of FSMs.
These responses highlighted practical examples and
insights into abstract concepts like non-determinism.
The themes regarding understanding of FSM by stu-
dents were identified through qualitative analysis
(Patton, 2015), first by open coding and then using
axial coding, use the FSM understanding codes in-
cluded into the thematic analysis. For each group, we
describe the obtained themes individually in Table 2
and further illustrate them with quotes and excerpts
from the data.
Remark: For anonymization purposes, all quotes have
been translated into a non-gender specific form if pos-
sible or into a gender-specific form, masculine).
Group CG: provided more technical examples, fo-
cusing on well-defined systems. For example, one
participant described an ATM FSM: “In an ATM,
FSM represents states like card insertion, PIN entry,
and transaction selection, with outcomes like success-
ful completion or insufficient funds.”. Another partic-
ipant used the elevator system as an example: “The
elevator can be in states like idle, moving, or door
open, with transitions triggered by button presses.
These examples reflect the clear, deterministic nature
of FSMs in structured systems.
Group SG: in contrast, gave examples showing more
flexibility in FSMs. One participant mentioned the
Narrative-Driven Learning: Teaching Finite State Machines Through Storytelling
633
Table 2: Themes from Open-Ended Responses.
Theme CG SG
FSM Ap-
plications
(Q9)
ATM behavior,
traffic systems
Traffic lights,
vending ma-
chines, pro-
grammable
devices
Non-
Determinism
(Q10)
Concurrent sys-
tems, complex
models
Flexibility, real-
world scenarios
Engagement Brief, technical
responses
Detailed,
contextual ex-
amples
microwave: “In a microwave, FSM can transition
from idle to multiple states based on user actions, like
selecting cook or stop. Another example was a traf-
fic light system: “The traffic light can change between
states, but transitions may vary depending on time or
sensor inputs. These examples highlight Group SG’s
understanding of FSMs in dynamic, real-world sce-
narios, where transitions can be non-deterministic.
Findings. Based on this subtle, yet relevant, trend of
answers in the open-ended questions, the following
conclusions can be formulated:
FSM Applications. SG participants provided
richer and more relatable examples (e.g., pro-
grammable devices), while CG responses were
concise and technical.
Understanding Non-Determinism. SG re-
sponses emphasized practical implications, such
as flexibility in handling uncertainty, whereas CG
responses focused on formal definitions.
Engagement and Depth. SG participants’ re-
sponses reflected greater engagement with the
material, likely due to the narrative context pro-
vided in the video.
4.3 Engagement and Perception of
Learning FSMs (RQ3)
To assess engagement and perception, Likert-scale
feedback from SG participants was analyzed. Table
3 presents average ratings for key questions related to
engagement, clarity, and applicability.
Findings. Based on the self-reflective feedback scor-
ing collected from the students, the following conclu-
sions can be formulated:
Engagement (FQ1). SG participants found the
storytelling video engaging, with an average rat-
ing of 4.41.
Table 3: Average Likert Ratings for SG Engagement and
Perception.
#Q Question Avg.(1–5)
FQ1 The video held my complete at-
tention.
4.41
FQ2 The story was easy to follow and
the analogies were clear.
4.82
FQ3 The story made the subject more
tangible and understandable.
4.65
FQ4 The story enhanced my under-
standing of FSM.
4.41
FQ5 I would like to participate in fu-
ture storytelling-based learning.
4.00
FQ6 I believe I can apply what I
learned in the workplace.
3.53
FQ7 The video changed my perspec-
tive on FSM.
4.00
Clarity (FQ2, FQ3). Participants rated the story
as clear and relatable, with Q2 and Q3 receiving
the highest scores (4.82 and 4.65, respectively).
Perception and Application (FQ6, FQ7). While
participants moderately agreed they could ap-
ply the material in their workplace (3.53), they
strongly agreed that the video changed their per-
spective on FSM (4.00).
Qualitative Feedback Themes. Open-ended re-
sponses further highlighted the storytelling ap-
proach’s impact:
Engagement. Many participants noted that the
narrative format helped maintain their interest and
made the learning experience enjoyable.
Retention. The use of relatable analogies and ex-
amples was frequently mentioned as aiding mem-
ory retention.
Challenges. A few participants suggested that the
storytelling could be less effective for highly tech-
nical learners who prefer concise explanations.
4.4 Answers to the Research Questions
Answer RQ1: Storytelling-driven video content did
not leads to measurable improvements in learning
outcomes, as reflected in post-test score that de-
creased for SG participants. However, the qualitative
analysis showed better results regarding the applica-
tion skills for the SG group when compared with the
CG group.
Answer RQ2: The storytelling approach improves
understanding of FSMs by providing relatable and de-
tailed contexts. The storytelling approach helped im-
prove students’ understanding of FSMs by providing
CSEDU 2025 - 17th International Conference on Computer Supported Education
634
more relatable and detailed examples. SG partici-
pants showed a better ability to connect FSM con-
cepts to real-life situations, such as traffic lights and
vending machines, which made the concepts easier
to understand. In their feedback, SG students often
used real-world examples to explain FSMs, showing
a deeper understanding. In contrast, CG responses
were more technical and abstract, which might have
made the concepts harder to relate to everyday life.
Answer RQ3: Storytelling enhances engagement
and positively influences perceptions of FSM learn-
ing, although its applicability may vary based on
learning preferences. SG participants rated the video
highly for attention and clarity, with scores of 4.41
and 4.82 (out of 5 maximum). Many students said
the story kept them interested and helped them under-
stand FSM concepts better. However, some students
felt that the storytelling approach might not work as
well for learners who prefer short, direct explana-
tions. Overall, the feedback showed that storytelling
can make FSMs more engaging and help students see
the subject in a new way.
5 DISCUSSION
This section interprets the results in light of the re-
search questions, focusing on their significance for
teaching finite state machines (FSMs) and computa-
tional models. It also highlights challenges observed
during the study, setting the stage for the subsequent
sections on implications and future work.
5.1 Interpreting the Results
5.1.1 Measurable Learning Outcomes (RQ1)
The study found no significant differences in learning
outcomes between the SG (storytelling) and CG (con-
trol) groups, as indicated by similar pre- and post-test
score changes. The SG group’s slight decrease of -
0.22 points suggests that while storytelling may en-
hance engagement, its direct impact on learning out-
comes requires further investigation. Likewise, the
CG group’s drop of -0.24 points points to potential
limitations of traditional instruction in maintaining
student retention. While the results do not strongly
support a clear advantage for storytelling, they align
with multimodal learning theories (Bouchey et al.,
2021), which suggest that integrating visual, verbal,
and contextual elements could help address retention
challenges observed in both groups.
Insights on Question Design and Performance.
The inclusion of foundational and applied questions
provided a well-rounded measure of student perfor-
mance.
Foundational Knowledge: Questions focused on
FSM states and transitions revealed that SG partici-
pants retained these concepts more effectively, likely
due to repeated exposure through the narrative frame-
work.
Applied Knowledge: Scenario-based questions
demonstrated the SG group’s ability to contextual-
ize and apply FSM principles, an outcome that aligns
with prior findings on the role of storytelling in STEM
education.
These results underscore the need for instructional
content to balance theoretical rigor with engaging,
relatable contexts to maximize learning outcomes.
5.1.2 Enhanced Understanding of FSMs (RQ2)
Qualitative responses highlighted key differences in
how the two groups understood FSMs. SG partici-
pants consistently provided more detailed and contex-
tualized answers to open-ended questions. For exam-
ple, their responses to Q9 included practical and re-
latable examples, such as vending machines and pro-
grammable devices, whereas CG participants focused
on abstract descriptions like ATM behavior.
In Q10, which explored non-determinism, SG par-
ticipants elaborated on the flexibility and real-world
implications of FSM models. These findings suggest
that storytelling not only improves comprehension but
also enhances the ability to articulate and apply com-
plex concepts. The narrative approach likely bridges
the gap between theoretical abstraction and practical
relevance, making FSMs more accessible and engag-
ing.
5.1.3 Engagement and Perception (RQ3)
Feedback data provided compelling evidence of the
storytelling approach’s impact on engagement and
perception.
Engagement. Participants from Group SG rated the
video highly for attention and clarity, with average
scores of 4.41 and 4.82 (out of 5 maximum), respec-
tively. One student mentioned, “It was an interesting
experience to follow and analyze each step”, and an-
other said, “The video kept me engaged. These re-
sponses highlight the storytelling approach’s ability
to actively capture students’ attention, aligning with
active learning theories that emphasize emotional and
cognitive engagement.
Perception. The majority of participants expressed
interest in future storytelling-based learning, rating
Narrative-Driven Learning: Teaching Finite State Machines Through Storytelling
635
it 4.00. One participant noted, “I would like more
videos like this”, while another shared, “It was a fun
and creative way of learning something. These state-
ments reflect the positive impact of storytelling on
students’ perceptions, indicating that it changed their
perspective on FSMs and made learning more enjoy-
able.
Applicability. Regarding the workplace applicability
of FSM concepts, participants rated it 3.53. One re-
sponse highlighted, “FSM is a useful tool that can
help us develop efficient and bug-free systems. An-
other participant mentioned, “Learning more about
FSM and trying to understand a situation better by
creating a story around it. These insights suggest
that while students acknowledged the workplace rele-
vance of FSMs, they also recognized how storytelling
helped solidify their understanding of these concepts
by anchoring them in relatable contexts.
Negative Feedback. Despite these positives, some
participants pointed out the potential drawbacks of
storytelling. One student shared, “It was an inter-
esting experiment, although it didn’t do much for
me to better understand the subject discussed”, while
another commented, ”This topic can be presented
in a few minutes, and the storytelling felt time-
consuming. These responses indicate that for some,
the storytelling approach may not be as effective for
quickly grasping technical material. Despite these
strengths, some feedback pointed to the potential lim-
itations of storytelling, such as its perceived ineffi-
ciency for highly technical learners who prefer con-
cise explanations.
5.2 Emerging Challenges and
Considerations
While the results affirm the benefits of narrative-
driven content, several challenges emerged:
Balancing Engagement with Rigor. The sto-
rytelling approach successfully engaged partici-
pants but may require supplemental technical ex-
planations to satisfy diverse learner preferences.
Content-Specific Effectiveness. The observed
benefits were specific to FSM concepts, raising
questions about the generalisability of storytelling
to other computational topics.
Assessing Long-Term Impact. The study focused
on immediate learning outcomes. Longitudinal
studies are needed to evaluate the lasting effects
of storytelling on retention and application.
6 IMPLICATIONS AND FUTURE
WORK
The findings of this study provide important insights
into the potential of storytelling as a teaching method
in computational fields. This section explores the im-
plications for FSM and computational model instruc-
tion, practical recommendations for educators, and di-
rections for future research.
6.1 Implications for Teaching FSM and
Computational Models
Engagement-Driven Learning. The storytelling ap-
proach demonstrated its ability to captivate learn-
ers and foster deeper understanding of FSM con-
cepts. This emphasizes the need to integrate engag-
ing, narrative-based materials into traditionally tech-
nical curricula.
Contextual Learning. By embedding abstract con-
cepts in relatable scenarios, storytelling helps bridge
the gap between theoretical knowledge and practi-
cal application. This approach could enhance student
outcomes in other computational topics, such as au-
tomata theory and control systems.
Diverse Learning Preferences. While storytelling was
effective for most participants, feedback highlighted
the need to accommodate varying preferences. Com-
bining narrative elements with direct, technical in-
struction could better serve learners who prefer con-
cise and factual content.
6.2 Recommendations for Teachers
Incorporate Multimodal Content. Educators should
leverage multimedia storytelling tools, including ani-
mations and real-world analogies, to enhance student
engagement.
Balance Narrative with Technical Depth. To ad-
dress the needs of diverse learners (Fleming and
Mills, 1992), combine storytelling with supplemen-
tary materials such as detailed diagrams, mathemati-
cal proofs, or step-by-step walkthroughs.
Iterative Feedback Loops. Actively collect and ana-
lyze student feedback to refine storytelling methods
and tailor instructional content to evolving needs.
6.3 Future Research Directions
Building on the findings of this study, future research
should focus on the following.
Long-Term Retention. Investigate the lasting effects
of storytelling on knowledge retention and practical
application, using longitudinal studies.
CSEDU 2025 - 17th International Conference on Computer Supported Education
636
Generalizability Across Topics. Explore the effec-
tiveness of narrative-based teaching in other areas of
computational science, such as algorithm design or
data structures.
Personalized Learning. Assess how storytelling im-
pacts different learner profiles, considering factors
such as prior knowledge, cultural background, and in-
dividual preferences.
7 THREATS TO VALIDITY
Several risks to the validity of the findings were con-
sidered and addressed. To minimize bias, students
were randomly assigned to either the CG or SG group,
and pre-tests ensured similar baseline knowledge of
FSM concepts. External factors like student motiva-
tion were controlled by maintaining consistent test-
ing conditions and providing equal attention to both
groups. Although tests were not anonymous, stu-
dents were encouraged to provide honest feedback by
stressing the importance of candid responses. Addi-
tionally, recognizing that some students may prefer
traditional instruction, both quantitative and qualita-
tive data were used to capture diverse learning prefer-
ences and evaluate the storytelling approach.
8 CONCLUSIONS
This study examined the impact of storytelling-based
video content on the learning of finite state machines
(FSMs) compared to traditional instructional meth-
ods. Key findings include the following:
Learning Outcomes. There was no significant im-
provement in post-test scores, indicating that story-
telling alone may not directly enhance learning per-
formance.
Understanding. Storytelling helped participants con-
textualize abstract FSM concepts and relate them to
real-world applications.
Engagement. Feedback from Likert-scale ratings and
open-ended responses confirmed increased attention
and positive perceptions of learning FSMs.
The study suggests that the main benefit of story-
telling is its ability to contextualize abstract concepts
rather than directly improving problem-solving skills,
emphasizing the need for more research to balance
narrative-driven content with technical rigor and ex-
plore its long-term effects.
ACKNOWLEDGEMENTS
The publication of this article was partially supported
by the 2024 Development Fund of the Babes-Bolyai
University.
REFERENCES
Angel-Fernandez, J. M. and Vincze, M. (2018). Intro-
ducing storytelling to educational robotic activities.
In 2018 IEEE Global Engineering Education Confer-
ence (EDUCON), pages 608–615. IEEE.
Barchas-Lichtenstein, J., Sherman, M., Voiklis, J., and
Clapman, L. Science through storytelling or story-
telling about science? identifying cognitive task de-
mands and expert strategies in cross-curricular stem
education. In Frontiers in Education, volume 8, page
1279861. Frontiers.
Barchas-Lichtenstein, J., Sherman, M., Voiklis, J., and
Clapman, L. (2023). Science through storytelling or
storytelling about science? identifying cognitive task
demands and expert strategies in cross-curricular stem
education. In Frontiers in Education, volume 8, page
1279861. Frontiers Media SA.
Berreth, T., Polyak, E., and Fitzgerald, P. (2020). Story-go-
round: Augmented reality storytelling in the multidis-
ciplinary classroom. Cited by: 1.
Bouchey, B., Castek, J., and Thygeson, J. (2021). Multi-
modal learning. Innovative Learning Environments in
STEM Higher Education: Opportunities, Challenges,
and Looking Forward, pages 35–54.
Bravo, F. A., Hurtado, J. A., and Gonz
´
alez, E. (2021). Using
robots with storytelling and drama activities in science
education. Education Sciences, 11(7):329.
Collins, S., Steele, T., and Nelson, M. (2023). Storytelling
as pedagogy: The power of chemistry stories as a tool
for classroom engagement. Journal of Chemical Edu-
cation, 100(7):2664–2672.
Dekeyser, J.-L. and Aljendi, A. S. (2015). Adopting new
learning strategies for computer architecture in higher
education: case study: building the s3 microproces-
sor in 24 hours. In Proceedings of the Workshop on
Computer Architecture Education, pages 1–8.
Dengel, A. (2018). Seeking the treasures of theoretical com-
puter science education: Towards educational virtual
reality for the visualization of finite state machines. In
2018 IEEE international conference on teaching, as-
sessment, and learning for engineering (TALE), pages
1107–1112. IEEE.
Dochshanov, A. and Tramonti, M. (2022). Digital story-
telling and games to stem skills development. In ED-
ULEARN22 Proceedings, pages 8503–8511. IATED.
Durak, H. Y. (2018). Digital story design activities used
for teaching programming effect on learning of pro-
gramming concepts, programming self-efficacy, and
participation and analysis of student experiences.
JOURNAL OF COMPUTER ASSISTED LEARNING,
34(6):740–752.
Narrative-Driven Learning: Teaching Finite State Machines Through Storytelling
637
Ferri, B. H. and Auerbach, J. L. (2012). A portable finite
state machine module experiment for in-class use in a
lecture-based course. In 2012 ASEE Annual Confer-
ence & Exposition, pages 25–89.
Fleming, N. D. and Mills, C. (1992). Not another inven-
tory, rather a catalyst for reflection. To Improve the
Academy, pages 137–155.
Groshans, G., Mikhailova, E., Post, C., Schlautman, M.,
Carbajales-Dale, P., and Payne, K. (2019). Digital
story map learning for stem disciplines. Education
Sciences, 9(2):75.
Hacker, C. H. and Sitte, R. (1999). Implementing finite
state machines in a computer-based teaching system.
In Education in Microelectronics and MEMS, volume
3894, pages 110–117. SPIE.
Henry, J., Dumas, B., Vescan, A., and Pasca, A. M. (2022).
Student misconceptions about finite state machines:
Identify them in order to create a concept inventory. In
Proceedings of the 4th International Workshop on Ed-
ucation through Advanced Software Engineering and
Artificial Intelligence, pages 2–9.
Heymann, R. and Greeff, J. J. (2018). Designing and de-
veloping a narrative driven serious game for teaching
information theory. In 2018 IEEE Global Engineering
Education Conference (EDUCON), pages 489–496.
IEEE.
Hill, S. and Grinnell, C. (2014). Using digital storytelling
with infographics in stem professional writing peda-
gogy. In 2014 IEEE International Professional Com-
munication Conference (IPCC), pages 1–7.
Iudean, B. and Vescan, A. (2025). Narrative-
driven learning: Teaching finite
state machines through storytelling.
https://doi.org/10.6084/m9.figshare.28436603.v1.
Joseph, S., Schumm, M., Rummel, O., Soska, A., Reschke,
M., Mottok, J., Niemetz, M., and Schroll-Decker,
I. (2013). Teaching finite state machines with case
method and role play. In 2013 IEEE Global Engineer-
ing Education Conference (EDUCON), pages 1305–
1312. IEEE.
Karttunen, L. (2000). Applications of finite-state transduc-
ers in natural language processing. In International
Conference on Implementation and Application of Au-
tomata, pages 34–46. Springer.
Landrum, R. E., Brakke, K., and McCarthy, M. A. (2019).
The pedagogical power of storytelling. Scholarship of
Teaching and Learning in Psychology, 5(3):247.
Lee, D. and Yannakakis, M. (1996). Principles and methods
of testing finite state machines-a survey. Proceedings
of the IEEE, 84(8):1090–1123.
MacFarland, T. W. and Yates, J. M. (2016). Kruskal Wallis
H-Test for Oneway Analysis of Variance (ANOVA) by
Ranks. Springer International Publishing, Cham.
Mayer, R. E. (2005). The Cambridge handbook of multime-
dia learning. Cambridge university press.
Mayer, R. E. (2008). Applying the science of learn-
ing: Evidence-based principles for the design of
multimedia instruction. American Psychologist,
63(8):760–769.
Mayer, R. E. (2009). Multimedia learning (2nd ed.). Cam-
bridge university press.
Min, W., Mott, B., Park, K., Taylor, S., Akram, B., Wiebe,
E., Boyer, K. E., and Lester, J. (2020). Promoting
computer science learning with block-based program-
ming and narrative-centered gameplay. In 2020 IEEE
Conference on Games (CoG), pages 654–657. IEEE.
Mou, T.-Y. (2024). The practice of visual storytelling in
stem: Influence of creative thinking training on design
students’ creative self-efficacy and motivation. Think-
ing Skills and Creativity, 51:101459.
Nadeem, M., Lal, M., Cen, J., and Sharsheer, M. (2022).
Ar4fsm: Mobile augmented reality application in en-
gineering education for finite-state machine under-
standing. Education Sciences, 12(8):555.
Parham-Mocello, J., Ernst, S., Erwig, M., Shellhammer, L.,
and Dominguez, E. (2019). Story programming: Ex-
plaining computer science before coding. In Proceed-
ings of the 50th ACM Technical Symposium on Com-
puter Science Education, pages 379–385.
Patton, M. Q. (2015). Qualitative Research & Evaluation
Methods: Integrating Theory and Practice. Sage, Los
Angeles, CA, fourth edition.
Radojevic, I. and Salcic, Z. (2011). Embedded systems de-
sign based on formal models of computation. Springer
Science & Business Media.
Resnyansky, D. (2020). Augmented reality-supported tan-
gible gamification for debugging learning. In 2020
IEEE International Conference on Teaching, Assess-
ment, and Learning for Engineering (TALE), pages
377–383. IEEE.
Segel, E. and Heer, J. (2010). Narrative visualization:
Telling stories with data. IEEE transactions on visu-
alization and computer graphics, 16(6):1139–1148.
Thompson, E., Luxton-Reilly, A., Whalley, J. L., Hu, M.,
and Robbins, P. (2008). Bloom’s taxonomy for cs as-
sessment. In Proceedings of the tenth conference on
Australasian computing education-Volume 78, pages
155–161.
Wu, C., Tang, Y., Tsang, Y., and Chau, K. (2021). Im-
mersive learning design for technology education: A
soft systems methodology. Frontiers in Psychology,
12:745295.
Wu, J. and Chen, D.-T. V. (2020). A systematic review of
educational digital storytelling. Computers & Educa-
tion, 147:103786.
Yankovskaya, A. and Yevtushenko, N. (1997). Finite state
machine (fsm)–based knowledge representation in a
computer tutoring system. New Media and Telem-
atic Technologies for Education in Eastern European
Countries, pages 67–74.
CSEDU 2025 - 17th International Conference on Computer Supported Education
638