
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