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Discovering The Structure of Recursion: Rodolphe Courtier Courtier@stanford - Edu December 15, 2008
Discovering The Structure of Recursion: Rodolphe Courtier Courtier@stanford - Edu December 15, 2008
Rodolphe Courtier
courtier@stanford.edu
The hypothesis that I am testing is whether tangible artifacts can lead to the
giving subjects two problems to solve, both of which have recursive solutions:
the matchstick game and the knapsack problem. Subjects in the first condition
were given real chopsticks during the matchstick game, whereas subjects in the
second were not. Then the knapsack problem was given to all subjects afterward
with no tangible items. The study looked at whether or not the tangible artifacts
were involved in the discovery of recursion. None of the subjects gave any
indication that they were solving the second problem recursively, with the only
recursive thinking appearing in the first problem. Because of the small sample
size and problems with the design of the materials, the results of the study are
inconclusive, but seem to suggest that the tangible artifacts have an effect on
the discovery of recursive solutions but not on the transfer of recursive structure.
1 Introduction
What is the 5th value of the Fibonacci sequence? What about the 10th? What
about any arbitrary nth value of the Fibonacci sequence? How would you solve
problem:
f ib(1) = 1
f ib(2) = 1
tion such that the function calls itself, like in the example of the Fibonacci
sequence above. It is also a way to describe any process where an object re-
peats itself, such as definition of the acronym PHP, which stands for PHP:
Hypertext Processor.
Recursion is also one of the most difficult ways of thinking that young stu-
dents in computer science have to grapple with. So how can we teach these
young students to think in this bizarre way? And can tangible artifacts help
teach people to think this way? Artifacts have long been shown to greatly
augment human cognition. One need only look at writing to see that human
memory faculties have been greatly expanded by offloading memory from the
brain to written artifacts. That is the question of this study: can tangible ar-
tifacts help students discover recursive solutions to problems and then transfer
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teaching recursion, which is a difficult problem in computer science programs.
the experiment that she considered solving the first problem recursively, but
opted not to. She said that she had been taught to always look for short cuts
or tricks to problems, which is what she said she was trying to do.
This experiment also addresses the problem of transfer: how do we get people
to learn a concept, such as recursion, so that they are also able to transfer it new
situations? In this study, subjects were given two recursive problems to solve.
In the first condition, subjects were given tangible artifacts to help them solve
the first problem, whereas subjects in the second condition were not. Then they
were all given the second problem to solve without artifacts. Then we looked at
whether or not subjects who solved the first problem recursively would also solve
the second recursively. This would perhaps indicate that they had managed to
start thinking recursively and had seen the similarity of the structure of the
two problems and transferred, even though they are both on the surface very
different.
This study will be looking at whether or not having tangible artifacts that
reflect the task will encourage the discovery and transfer of recursive solutions
To test these hypotheses, the study will have each subject solve two recursive
problems while doing a talk-out-loud protocol. The problems are the matchstick
problem and the knapsack problem. These problems were chosen because they
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that have recursive solutions. They were also chosen because both problems
3 matchsticks at a time from a central pile. The loser is the one who picks up
the last matchstick. The problem subjects have to solve is how to guarantee
their victory. The knapsack problem is the problem of maximizing the value of
combinations of items in your knapsack which have varying weights and values.
In the first condition, subjects are given the matchstick problem and told to
solve it out loud. They are also given 11 chopsticks to use which they can use to
help solve the problem. They are given 5 minutes to solve it before they move
on to the knapsack problem, in which they are not given any tangible items to
help them think. In the second condition, subjects are not given the chopsticks
while they solve the problem. Afterward, they are administered the knapsack
The independent variable is whether or not they are given the chopsticks to
help them solve the problem. These tangible items form a very direct represen-
tation of one form of the matchstick problem, which is why they were chosen
as the tangible object. The dependent measure is whether or not the subject
There are a few possible outcomes. The one that would best support my
hypothesis is one where subjects in the first condition with the tangible artifacts
engage in recursive thinking in both tasks while subjects in the second condition
this scenario is that more subjects in the first condition with the artifacts use a
recursive solution than in the second condition without the tangible artifacts.
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3 Methods
3.1 Participants
There were six participants in this study, five of whose data were kept. One
was thrown out due to corrupt video files. The subjects were college students
between the ages of 19 and 23 of mixed gender and chosen for convenience. All
3.2 Materials
Besides the chopsticks, users were given verbal instructions at the beginning
prior to each problem. Each script emphasized the fact that the subjects needed
to talk out loud and that the emphasis was on how they were solving their
3.3 Design
tangible artifact during the problem solving, and whether or not this discovery
will transfer. Each subject had to solve two problems, the matchstick problem
first and then the knapsack problem. People in the first condition were given
problem. People in the second condition were given nothing for the first ques-
tion. In both conditions, participants were given nothing to solve their problem.
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The same amount of time was allotted for each procedure.
The differences between the conditions is in the first problem. The indepen-
dent variable is the presence of the tangible artifacts. The dependent measures
are the presence of recursive thinking in the first problem, the presence of re-
cursive thinking in the second problem, and the relationship between the two
presences.
3.4 Procedure
Each experiment started with the experimenter and subject sitting at a table.
Subjects were read the introductory script, which explained to them that they
would be solving two problems, that they should speak aloud while solving the
Once they understood, the camera was set up. The camera was oriented to
pick up the table in front of the subject and the subject’s hands and arms so as
In the first condition, 11 chopsticks were placed in front of the subject. Then
the description of the matchstick game was read to them, which explained to
them the rules of the game and then asked them to figure out how they would
guarantee their win for any game. It was emphasized to them that they weren’t
solving the game in front of them specifically, but how would they win any game
of matchsticks. Subjects in the second condition were not given any chopsticks
and were just given the instructions. In both conditions subjects were reminded
Subjects were given 5 minutes to solve the problem. Subjects were not
required to use all 5 and could move on to the next problem as soon as they
felt that they had solved the problem. Their questions were answered if they
pertained to clarification of the rules of the game or what the task at hand
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was supposed to be. If users just gave an answer such as I would just do x,
the experimenter would ask them to explain further what they had done, or
how they had figured that out. If the subject asked questions pertaining to the
solution such as is this the right answer?, they were told that the experimenter
When they were ready to move on (no subject used the entire 5 minutes),
the camera was stopped. Then the description of the knapsack game was read
to them. Because the pilot subject had a lot of trouble understanding the
knapsack was given. Then the camera was started. The same procedure for the
second problem was used in both conditions. Like for the matchstick problem,
participants were given 5 minutes to solve the problem, which they were not
required to complete. If the user had any clarifying questions, they would be
this the right answer?, they were told that the experimenter couldn’t tell them.
Once subjects were done with the second problem, the camera was stopped
and the experiment was over. Afterwards, the video was transcribed for analysis.
3.5 Coding
The dependent measure in this study is the presence of recursive thinking. The
the subjects while they were solving the problems. Each problem solving round
(each subject went through 2 rounds, one for each problem) was counted as
was done to try and figure out what the state of the problem was for the subject
(e.g. in the matchstick game, how many matchsticks were left), and what actions
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were being made on the state. A binary coding system was used, either a round
This structure involved two basic components. First, there had to be some
initial action (verbalized or gestured) that led to the initial state. Initial in this
case meant a local initialness. Second, from that condition, another like action
(like the initial action) had to be made on the initial state, which would lead
to a new state. Third, the subject had to return to the initial state and make
another like action on the initial state that would lead to a new, unique state.
to figuring out all the possible combinations of coins that can be made to sum
up to a particular value. For example, if you wanted to find out how many ways
you could make $.15 with dimes and nickels, this would be part of the structure:
2. Add a dime to create the new state of $.15 with 1 nickel and 1 dime
4. Add a nickel to create the new, unique state of $.10 with 2 nickels
process.
4 Results
The study found that our first hypothesis, that tangible artifacts would help
people discover recursive solutions to a problem was not falsified. The second
hypothesis, that they would learn the underlying structural similarities between
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Figure 1: Visual representation of recursive structure
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Subject Tangible Artifact? Matchstick Game Knapsack Problem
1 - X -
2 X -
3 - - -
4 X -
5 - - -
Figure 2: Results.A circle in the ”Tangible Artifact?” column means the sub-
ject got chopsticks during the matchstick game. A check in the ”Matchstick
Game” or ”Knapsack Problem” column means the subject showed evidence of
a recursive solution.
Figure 3: Celine’s recursive solution. Quotes were taken directly from the tran-
script of the video. Actions and states are represented abstractly.
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Speech
1 well, umm..
2 I don’t know.
3 I wouldn’t know— I don’t really know how to solve this
4 I’d probably take, oh oh, I’ll just three,
5 I’ll probably take two
6 (pause)
7 wait, something, hold on
8 I’ll take. I’ll take one.
Figure 4: Transcript. The line numbers are purely for convenience and contain
no time information.
When the data was analyzed using the strict coding system, 2 instances of
recursive struture were found in subject’s solutions (see figure 2). Both instances
were found in the first condition with the tangible artifacts, and both were found
The subject 4 was given 11 chopsticks as tangible artifacts to help her solve
the matchstick problem. This subject (Celine Courtier, who explicitly asked to
of the matchstick problem. When there were 5 matchsticks left in the game and
it was her opponents turn, she recursed through every option that her opponent
You can see in figure 3 that she has all the elements of the recursive structure
needed to code it as recursive thinking. She has an initial action that leads to
an initial state— picking up some chopsticks so that the game has 5 chopsticks
left on her opponents turn. Then she takes a like action (has her opponent pick
up 1 chopstick), which she follows through to a few more actions. Then she
returns to the initial state of 5 matchsticks, where she then takes another like
action. She does this for every possible move her opponent has (1, 2 or 3 sticks).
She however did not discover or transfer a recursive solution to the second
problem.
The subject 2 was also given 11 chopsticks as tangible artifacts to help him
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solve the matchstick problem. The initial state of his recursive sub-problem was
6 sticks. He mentions this verbally and also arranges the chopsticks so there are
The remainder of his actions are verbal, he does not actually move the
is working with is 6 matchsticks. He had arrived at this state earlier, and won
a game. He has now returning to this state to figure out how he would solve
the problem. On line 4 he makes the first like action to a new state. On line
5, there is an implied move back to the initial state, and then a new like action
to another new state. Lines 6 and 7 are an implied move back to the initial
state. Like 8 is a move to a new state. The subject is recursing through all of
problem.
Subject 1 also showed recursive structure in his solution which was in the
figure 5. He reveals his recursive solution in pieces. On lines 1-7 he builds the
top path of figure 5. On line 10-15 he recurses backwards, using 5 sticks as the
initial state and mentally putting back 1, 2 or 3 sticks to get the values of 6, 7
and 8. Lines 17-21 he recurses through the possible moves his opponent could
structure in their process, 2 in the first condition with tangible artifacts and 1
without. In addition, none of the subjects had any recursive solution for the
knapsack problem.
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Speech
1 Like say if there was 7 sticks
2 I’d probably want to pick up 2
3 so that way there’d be 5
4 so even if they picked up 1
5 there’d be 4
6 so I’d pick up 3
7 and then there’d only be 1 left
8 or, so on. and if it was down to...
9 so, see yeah,
10 so, sss-6, 7 or 8
11 you could win pretty easily.
12 that’s probably about it
13 (pause)
14 it’s just that if there were 8 sticks left
15 if I picked up 3
16 it would leave 5
17 and so she only— and that the other person
18 picked up 1 or 2 or 3
19 there would be enough left to where I could pick up
20 either 1, 2 or 3
21 ..to make it to where they had to pick up the last stick and I could win
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5 Discussion
The data from the study points toward a non-falsification of the first hypothesis,
that tangible artifacts somehow aid in the discovery of recursive solutions, and
a falsification of the second hypothesis which stated that the tangible artifacts
general.
My data seem to suggest that the tangible artifacts are helping people think
about and solve the matchstick problem recursively. 2/3 of the subjects who
discovered a recursive solution were in the first condition with tangible artifacts.
This also means that 100of the subjects in the tangible artifact condition found
I claim that this is because the tangible artifacts offload some of the burden of
thinking recursively. They can offload some of the state information and actions
onto the tangible artifacts, offloading some of the cognitive burden. This leaves
more cognitive resources for thinking through the problem recursively, which
means recursing through all of the possible out comes. This is basically a brute
force method of solving the problem, which seems to be aided by being able
to offload memory tasks into the environment. Althought the fact that the
one subject got a recursive solution in the second condition with no tangible
On the other hand, they did not seem to really grasp the underlying structure
of the problem and solution, the fact that it was recursive and it was a more
general problem solving tool. No subjects in any conditions displayed any sort
of recursive thinking on the second problem. One reason this could be is that
subjects were distracted by the surface features in the first task, and didn’t
grasp the underlying structure of recursion and thus couldn’t transfer it to the
new task.
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Another alternative is that the second task is just very difficult compared
to the first one. One experiment that could be run to test this would be to
switch the first and second tasks in the conditions, so that subjects in the first
condition would get tangible artifacts to help them with the knapsack problem.
Another way to test this would be to replace the knapsack problem with
recursive problems that are of comparable difficulty. This would also test an
alternative account of my first claim that the tangible artifacts are helping
people think about the problem recursively. It could just be the case that the
problem is just much easier, and the chopsticks only marginally help them solve
the problem recursively. Many subjects did have trouble understanding the
knapsack problem and where the difficulty in the problem lay. They didn’t fully
6 General Discussion
The main goal of this study was how tangible artifacts can be used to help
students discover and learn the structure of things. In this case we chose to
focus on recursion. The meager results I have obtained from this study seem to
indicate that while tangible items can be used to discover the recursive structure
problems.
This study suffered from many flaws, but it is not flawed at its core. But a
great deal many things need to be improved upon to make this study live up to
what it tries to answer. In the view of the experiment, the single most important
thing that could have used improvement was the descriptions of the problems
for the subjects. Many times, the problem or game had to be explained or
clarified to the subjects during the course of the problem solving. Sometimes
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subjects never really understood what the problem they were trying to solve
was at all, due to a misscomunication. Many of the rounds of the study were
afflicted with this issue, especially for the knapsack problem. This forced the
experimenter to use examples to explain the game, which may have had some
In study that was run, the order of the games was the same for all subjects. But
the second game, the knapsack game, seemed much more difficult to understand
and solve than the matchstick game. The order of the games could have had an
effect.
lems, more recursive problems could be added, which could be assigned ran-
having one ”easy” problem and one ”hard” problem and instead having a range
of problems.
Finally, we could have used better data gathering techniques. The talk aloud
video data did provide sufficient information for analysis, but a better way to
record what was going on at the time would be beneficial. Some of my subjects
would be to allow them to write or draw on paper. This, along with voice and
gestural data, would give us another channel of information to help discern what
The implications of this study reach into the realm of whether or not tangible
artifacts, such as manipulatives, are useful pedagogical tools, especially for more
complex ideas such as recursion. The problem is not only in thinking about and
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discovering the concepts, but also retaining it and understanding the structure,
Tangible artifacts are known to aid in thinking. But can they be harnessed
to help people learn? Or are they too bound to their domains and too dis-
tracting with surface features to be of use to learners who want to learn more
generalizable concepts that can be applied elsewhere? This study aimed to be-
gin inquiry into this question, even if the steps were faltering. Further studies
These new tangible artifacts of learning must not only facilitate this dis-
covery and learning, they have to allow people to learn faster or be able to
better transfer their knowledge. It must go above and beyond and improve
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