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linear time BuildHeap algorithm. The manipulation can be done in either of the representations shown in the figure<br />

(i.e. the array or the binary tree representation). A key can be sifted up in terms of swap operations with its parent<br />

until the heap property is satisfied (the key at each node is smaller than or equal to the keys of its children). A single<br />

swap operation is performed by dragging and dropping a key in the heap on top of another key.<br />

An exercise applet is initialized with randomized input data. The BuildHeap exercise, for example, is initialized with<br />

15 numeric keys that correspond to the priority values. The student can reset the exercise by pressing the Reset<br />

button at any time. As a result, the exercise is reinitialized with new random keys. When attempting to solve the<br />

exercise, the student can review the answer step by step using the Animator panel. Moreover, the student can Submit<br />

the answer in which case the answer is assessed and immediate feedback is delivered. The feedback reports the<br />

number of correct steps out of the total number of steps in the exercise. This kind of automatic assessment is possible<br />

due to the fact that, again, the student is manipulating real data structures through the GUI. Thus, it is possible to<br />

implement the same algorithm the student is simulating, and execute it so that the algorithm manipulates the same<br />

data structures, but different instances, as the student just did. The assessment is based on comparison between these<br />

two different instances of data structures with each other.<br />

An exercise can be submitted an unlimited number of times. However, a solution for a single instance of an exercise<br />

with certain input data can be submitted only once. In order to resubmit a solution to the exercise, the student has to<br />

reset the exercise and start over with new randomized input data. A student can also review a Model answer for each<br />

attempt. It is represented in a separate window as an algorithm animation accompanied with a pseudo code animation<br />

so that the execution of the algorithm is visualized step by step. The states of the model solution can be browsed<br />

back and forth using a similar animator panel as in the exercise. For obvious reasons — after opening the model<br />

solution — the student cannot submit a solution until the exercise has been reset and resolved with new random data.<br />

TRAKLA2 visual algorith simulations and their instant feedback and model answer capabilities can also help<br />

students to collaborate with each other by providing shared external imagery and memory that can be processed<br />

together. Furthermore, they can increase the awareness of the students on each others abilities and knowledge<br />

(Collazos et al., 2007).<br />

Previous Studies on TRAKLA2<br />

In 2001, the first intervention study Korhonen et al. (2002) with three randomized groups A, B, and C<br />

( N A = 372 , N B = 77 , N C = 101 ) was performed. Students’ behavior was monitored over the second year<br />

course in data structures and algorithms (DSA) lasting twelve weeks. The examination results of students using the<br />

TRAKLA learning environment (predecessor of TRAKLA2) were compared with those in the traditional classroom<br />

sessions. The results showed that, if the exercises are the same, there is no significant difference in the final<br />

examination results between students exercising on the web (group A) or in the classroom (group B). In addition, the<br />

commitment to the course (low drop-out rates), is almost equal in both versions of the course. However, if the<br />

exercises are more challenging (group C), there is a significant difference in the examination results, but the drop-out<br />

rate is significantly higher as well.<br />

Laakso et al. (2005a) reported on another whole semester study, in which TRAKLA2 was introduced at the<br />

University of Turku. The students’ learning results were compared between students, who used or did not use<br />

TRAKLA2, during a course on DSA. In addition, a survey-data (N = 100) was collected on the changes in students’<br />

attitudes towards web-based learning environments. The results showed that TRAKLA2 considerably increased the<br />

positive attitudes towards web-based learning. According to students’ self-evaluations, the best learning results were<br />

achieved by combining traditional and web-based exercises. In addition, the overall student performance was clearly<br />

better than in 2003 when only in class pen-and-paper exercises were used.<br />

In 2005, the 2001 and 2004 studies were repeated at the Helsinki University of <strong>Technology</strong> (HUT) and at the<br />

University of Turku (UTU) during the spring semester (Laakso et al., 2005b). The students (N = 133 + 134) were<br />

divided into two randomized exercise groups in both universities. The first group started their exercises on the web<br />

with the TRAKLA2 learning environment while the second group did their exercises in classroom sessions. In order<br />

to prevent the high drop-out rates (see, group C in 2001), however, the same learning experience were provided for<br />

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