Storytelling as a Pedagogical Tool in Computer Science Education: A
Case Study on Software Systems Verification and Validation
Bogdan Iudean
a
Babes¸-Bolyai University, Faculty of Mathematics and Computer Science, Computer Science Department,
Cluj-Napoca, Romania
Keywords:
Computer Science Education, Digital Storytelling, Software Systems Verification and Validation.
Abstract:
This position paper explores the potential of storytelling as a teaching method in Computer Science Education.
It addresses the challenges faced in traditional teaching methods and advocates the effectiveness of storytelling
in enhancing students’ understanding and engagement. The paper presents a case study on using storytelling in
teaching Software Systems Verification and Validation, evaluating its impact on students’ learning outcomes
and feedback. It also discusses potential objections and limitations of this method, providing counterarguments
based on findings and previous studies. The paper concludes with reflections on the potential of storytelling
in Computer Science Education and suggestions for future research and practice.
1 INTRODUCTION
Imagine a world where computer science is not just
about coding and algorithms, but also about stories.
Picture a classroom where students are not just listen-
ing to lectures, but are captivated by tales that bring
concepts to life. This is the vision we are exploring,
the integration of storytelling into computer science
education.
Computer Science (CS) (Committee, 2016) is a
rapidly evolving field that has a significant impact on
various aspects of human life, such as communica-
tion, entertainment, health, education, and security.
However, Computer Science Education (CSE) faces
many challenges (Webb et al., 2017), (YeckehZaare
et al., 2022), (Wang, 2021) in preparing students to
become competent and creative problem solvers in the
digital age. According to (Towey and Chen, 2015),
some of these challenges, especially when teaching
subjects like Software Systems Verification and Vali-
dation (SSVV), include students’ lack of understand-
ing of the big picture of the learned concepts, diffi-
culty in linking the learned concepts to real-world ap-
plications, and low levels of engagement and motiva-
tion in the classroom. Moreover, traditional teaching
methods, such as lectures, textbooks, and exams, may
not be sufficient or effective in fostering students’
computational thinking skills, creativity, and collab-
a
https://orcid.org/0000-0001-6233-3570
oration. Therefore, there is a need for new and inno-
vative teaching methods that can address these chal-
lenges and enhance students’ learning outcomes and
experiences.
Storytelling, a promising teaching method, has
gained attention in recent years (Barchas-Lichtenstein
et al., ; Landrum et al., 2019). It conveys mes-
sages, emotions, and values through narratives, with
its versatility facilitating already various educational
fields, including fostering creativity in Architecture
Design (Lee et al., 2023) and enhancing data literacy
in Data Science (Li et al., 2023). As a pedagogical
tool, storytelling practices have extended even to en-
couraging students to create digital stories themselves
(Orhan G
¨
oks
¨
un and G
¨
ursoy, 2022), which are multi-
media products that combine text, images, sound, and
animation.
This paper aims to advocate for the assertion
that storytelling, whether facilitated by the teacher or
guided to be crafted by students themselves, provides
a meaningful additional educational tool for Com-
puter Science students. We advocate for the idea that
this approach mitigates consecrated CS problems by:
aiding students in understanding the big picture of
the learned concepts,
bridging the gap between the theoretical concepts
and real-world problems and solutions,
increasing students enjoyment of computer sci-
ence education.
Iudean, B.
Storytelling as a Pedagogical Tool in Computer Science Education: A Case Study on Software Systems Verification and Validation.
DOI: 10.5220/0012687300003693
Paper published under CC license (CC BY-NC-ND 4.0)
In Proceedings of the 16th International Conference on Computer Supported Education (CSEDU 2024) - Volume 2, pages 557-564
ISBN: 978-989-758-697-2; ISSN: 2184-5026
Proceedings Copyright © 2024 by SCITEPRESS – Science and Technology Publications, Lda.
557
The paper is organized as follows: Section 2 out-
lines the current challenges in Computer Science Ed-
ucation. In Section 3 we present our position on the
use of storytelling in teaching computer science con-
cepts, along with a case study on teaching software
testing concepts. Section 4 provides several counter-
arguments to our position and also explanations on
why our position is still valid. Section 5 outlines the
conclusions and offers some further future research
actions.
2 CHALLENGES ON COMPUTER
SCIENCE EDUCATION
In this section, we explore the fundamental challenges
within computer science education, elucidating the
gaps in comprehensive understanding, real-world ap-
plicability, and student engagement. Additionally, we
underscore the pertinence of these challenges in spe-
cialized subjects like Software Systems Verification
and Validation (SSVV), highlighting the critical need
for innovative teaching approaches to enhance the ed-
ucational experience in these domains.
2.1 Lack of Big Picture
In the context of CSE, the “big picture” refers to the
holistic understanding of how individual concepts and
topics interrelate and contribute to the broader field.
However, students often learn these topics in isola-
tion, making it difficult for them to see how these
pieces fit together (Tim, 2018) to form a coherent
whole. This disjointed learning experience can lead
to a fragmented understanding of the subject (Tim,
2018), where students see multiple topics spread over
several years as a disjoint set of independent academic
ideas and practical skills that do not necessarily have
an obvious purpose.
SSVV is a discipline that sits at the intersection of
several complex domains (Clear et al., 2019). It in-
volves ensuring that a system meets specified require-
ments (verification) and that it fulfills its intended pur-
pose (validation). This requires a deep understand-
ing of both the system under test and the principles of
SSVV.
The importance of imparting Software Testing
(ST) concepts in education is increasingly recognized.
The Computing Curricula 2020 (Clear et al., 2019)
advocates for a competency-based approach to com-
puting. In the field of Software Engineering (SE),
Verification and Validation are assigned a competency
level ranging from 3 to 5 for undergraduate students
(in terms of computing knowledge). Essential ST
skills highlighted in the SE competencies include the
ability to perform integrative testing and analysis of
software components using the black-box method,
conduct regression testing of software components,
utilize suitable testing tools for testing, and devise and
implement strategies for test case design.
Moreover, the systems that are subject to SSVV
are often complex in their own right. They can in-
volve multiple interacting components, each with its
own logic and behavior. Understanding these systems
requires a solid grasp of various Computer Science
concepts (Cheah, 2020), from algorithms and data
structures to software engineering and artificial intel-
ligence.
Addressing this challenge requires a shift in the
way Computer Science traditionally is taught. Instead
of teaching topics in isolation, educators need to focus
on showing students how individual concepts fit into
the larger context of the field. This approach can help
students see the relevance of what they are learning,
thus enhancing their understanding and engagement
with the subject (Webb et al., 2017).
2.2 Missing Link to Real-World
Scenarios
Another significant challenge in CSE and SSVV is the
difficulty students face in linking the learned concepts
to real-world applications. This issue stems from the
abstract nature of many Computer Science concepts,
which can make it difficult for students to see their
practical applications (Sezer and Namukasa, 2021).
This challenge is particularly pronounced in
SSVV, where the complexity of the systems under
test and the intricacy of the verification and valida-
tion processes can make it difficult for students to see
the real-world relevance of what they are learning.
For instance, a student may understand the concept of
a black box testing boundary value analysis (Sholeh
et al., 2021) in theory, but may not be able to see how
it is used to verify the correctness of a real-world soft-
ware system.
Moreover, the rapid pace of technological ad-
vancement means that the real-world applications of
Computer Science and SSVV are constantly evolving
(Yazdanian et al., 2021). This can make it even more
challenging for educators to provide up-to-date, rel-
evant examples of how concepts taught in class are
used in practice.
Addressing this challenge requires a pedagogical
approach that emphasizes real-world applications and
provides students with ample means to understand
how the concepts they learn are applied in practical
scenarios.
CSEDU 2024 - 16th International Conference on Computer Supported Education
558
2.3 Lack of Engagement
In the context of Computer Science education, lack
of student engagement can be a significant challenge
(Sinclair et al., 2015). This issue can manifest itself in
various forms, such as low participation in class dis-
cussions, minimal interaction with course materials,
and lack of enthusiasm for practical assignments.
One of the primary reasons for this lack of engage-
ment is the abstract nature of many Computer Science
concepts. Students often find it difficult to relate these
abstract concepts to real-world applications (Mirolo
et al., 2022). This disconnect can lead to a lack of in-
terest and engagement in the subject matter. Another
contributing factor is the rapid evolution of technol-
ogy. The fast-paced changes in the field can make
some of the curriculum content seem outdated, lead-
ing to a perception that the material is not relevant.
This perception can significantly reduce student en-
gagement.
Moreover, the traditional lecture-based teaching
methods used in many Computer Science classes do
not cater to the diverse learning styles of students.
These methods often fail to provide an interactive
learning environment, which is crucial for engaging
students.
Addressing this challenge requires a shift in peda-
gogical approach. Incorporating interactive teaching
methods, such as digital storytelling, can cater to di-
verse learning styles. Utilizing technology for virtual
labs and online discussions can also foster an engag-
ing learning environment. By doing so, we can ensure
that Computer Science education is inclusive, effec-
tive, and stimulating for all students.
3 STORYTELLING APPROACH
IN TEACHING COMPUTER
SCIENCE CONCEPTS
In this section, we assert our position on the use
of storytelling in teaching computer science con-
cepts, emphasizing its transformative potential and
impact in CSE. Additionally, we provide insights
from our personal case study, employing storytelling
as a teaching method for SSVV.
Throughout this paper, the term “storytelling”
will be used as an umbrella term covering all vari-
ations of educational acts involving the exposure of
students to a narrative involving a scenario.
3.1 Impact and Benefits of Storytelling
in Teaching Computer Science
Concepts
This section explores how storytelling techniques
and their integration are harmonizing with estab-
lished pedagogical methods, offering a multifaceted
approach in CSE. Through contextual narratives that
bridge theoretical concepts to real-world scenarios,
we explore their benefits not only in fostering a com-
prehensive understanding but also in significantly en-
hancing student engagement.
3.1.1 Storytelling Fosters Comprehensive
Understanding
The integration of storytelling in Computer Science
Education, particularly in subjects like SSVV, pro-
vides a unique opportunity to contextualize learning,
making abstract concepts more relatable and under-
standable.
Storytelling allows the presentation of complex
computer science concepts in a more digestible for-
mat. The (Saritepeci, 2021) study found that Digi-
tal Storytelling Activities (DST) in Science class had
a positive effect on instructional effectiveness and
learners’ satisfaction. By presenting computer sci-
ence concepts within the framework of a story, stu-
dents may find it easier to understand and remember
these concepts. The study (Saritepeci, 2021) supports
this by showing that DST implementation made learn-
ers have a high level of satisfaction during the learn-
ing process.
Storytelling can help students see the relevance of
computer science in their everyday lives. Another re-
search project aimed to create a constructivist learn-
ing environment with digital storytelling. The (Smeda
et al., 2014) research investigated the pedagogical as-
pects of digital storytelling and the impact of digi-
tal storytelling on student learning when teachers and
students use digital stories. Through storytelling, stu-
dents can see how computer science principles ap-
ply in real-world scenarios, enhancing their under-
standing and retention of the material. The research
(Smeda et al., 2014) supports this by suggesting that
digital storytelling is a powerful tool to integrate in-
structional messages with learning activities to create
more engaging and exciting learning environments.
Storytelling can foster a more inclusive learning
environment in computer science education. Incor-
porating diverse narratives into the curriculum can
help to engage a broader range of students (Vivitsou,
2018). Storytelling can help to break down barri-
ers and make computer science more accessible for
Storytelling as a Pedagogical Tool in Computer Science Education: A Case Study on Software Systems Verification and Validation
559
students of diverse backgrounds. The (Smeda et al.,
2014) research supports this by suggesting that dig-
ital storytelling is a meaningful approach to creating
a constructivist learning environment based on novel
principles of teaching and learning.
3.1.2 Bridging Theory and Practice Through
Storytelling
Storytelling in Computer Science Education, particu-
larly in subjects like SSVV, serves as a powerful tool
for linking theoretical concepts to real-world applica-
tions, thereby enhancing the practical understanding
of students.
Storytelling provides a platform for demonstrat-
ing the real-world applications of computer science
concepts. The (Rainer, 2021) study found that sto-
rytelling in human-centric software engineering re-
search can contribute to data collection, data analy-
ses, ways of knowing, research outputs, interventions
in practice, and advocacy, and can integrate with ev-
idence and arguments. By incorporating real-world
scenarios into stories, students can see the practical
applications of the concepts they are learning, which
can enhance their understanding and interest in the
subject. The study (Rainer, 2021) supports this by
showing that storytelling implementation made learn-
ers have a high level of satisfaction during the learn-
ing process.
Storytelling can help students understand the im-
pact of computer science on society. Another research
project, (Trichopoulos et al., 2023), aimed to create a
constructivist learning environment with digital sto-
rytelling. The research investigated the pedagogical
aspects of digital storytelling and the impact of digi-
tal storytelling on student learning when teachers and
students use digital stories. Through storytelling, stu-
dents can gain insights into how computer science
concepts and technologies impact society, which can
motivate them to learn more and contribute positively
to the field.
3.1.3 Enhancing Engagement with Storytelling
Incorporating storytelling as a pedagogical tool can
also be an effective strategy to enhance student en-
gagement. Storytelling can make the learning process
more heuristic, interactive, and relatable, thereby in-
creasing student interest and participation.
The adoption of Story Programming in computer
science has gained prominence for its pronounced im-
pact on student engagement and learning outcomes.
Studies in the domain of engineering education have
shown that the incorporation of storytelling as an in-
structional aid fosters critical thinking (Osgood and
Bressan, 2021). This robust body of research supports
the claim that Story Programming serves as a com-
pelling tool not only for engaging students but also
for enriching their overall learning experience.
Storytelling in the form of Story Programming
brings a strong factor of engagement that can motivate
students to attend the lab out of sheer curiosity for the
story outcome even when they were supposed to be
absent. While this is a bold claim, it is grounded in the
first storytelling experiments that we conducted at our
University, Babes-Bolyai University of Cluj-Napoca,
in 2021 (L
˝
orincz et al., 2021). Through a carefully
designed experiment, we introduced various gamifi-
cation and alternative teaching methods in the SSVV
classes, among which storytelling showed promising
results.
3.2 Case Study: Using Storytelling in
Teaching SSVV Concepts
Drawing from our own experiences in the implemen-
tation of storytelling techniques for the SSVV labora-
tories, we continued to experiment with the design of
the narrative method.
We will briefly describe the methodology for
teaching SSVV concepts with our latest narrative ap-
proach and a short overview of open-ended feedback
collected to enforce our claims.
3.2.1 Our Design on Using Storytelling for
SSVV Laboratory Work
The SSV labs spanned the entire semester (12 weeks)
for third-year students, with each lab lasting 2 hours.
Students collaborated in pairs on tasks assigned for
in-class implementation. The labs covered a diverse
range of subjects, including Black Box Testing, White
Box Testing, Integration Testing, and Web Testing.
Incorporating storytelling into the lab sessions has
been seamless, acting as a supplementary tool with-
out disrupting the existing structure. This integra-
tion enhanced the learning experience by providing
an additional layer of engagement while still relying
on the traditional activities of problem solving during
the rest of the lab. The stories introduced were care-
fully tailored to align with the subject matter covered
in each session.
The storytelling teaching method centers around
a series of interconnected stories featuring Tudor the
Tester, a fictional Stone Age character responsible for
validating the development of the first-ever stone-age
car. Through these narratives, we impart crucial test-
ing concepts, employing primitive-themed yet imag-
inative representations of modern testing tools and
CSEDU 2024 - 16th International Conference on Computer Supported Education
560
strategies. At the beginning of each lab, the teacher
presented short stories using live narration, accompa-
nied by animated presentations. The visual presen-
tations featured custom-made, illustration-rich slides
depicting a cartoon-like scenery. In these slides, the
characters moved and interacted with each other and
with technologies, as illustrated in Figure 1. The nar-
ratives serve as an engaging introduction, seamlessly
blending humor and educational content. Despite Tu-
dor the Tester’s frequent humorous failures, the sto-
ries set the stage for the day’s learning objectives.
Figure 1: Sample from the Black Box Testing laboratory
slides.
The laboratories themselves involve hands-on ex-
ercises, often completed in teams. This team-based
approach has proven to be a key factor in the posi-
tive experiences reported by students. The interactive
and immersive presentations delivered by the profes-
sor at the beginning of each lab have been consistently
highlighted as a source of enjoyment and understand-
ing. The use of team-based exercises and take-home
components has also contributed to a relaxed yet pro-
ductive learning atmosphere.
3.2.2 Impact Analysis of Storytelling on Student
Engagement and Concept Understanding
In response to inquiries regarding the utilization of
storytelling and their grasp of concepts, the students
provided valuable insight. This comprehensive feed-
back forms a crucial part of our exploration into the
effectiveness of storytelling as a pedagogical tool in
computer science education.
The students have been provided an open-ended
feedback question: Mention some aspects that gave
you a pleasant experience in the learning process
based on the Laboratory Activities.. A short summary
of samples from the positive responses is listed:
“Probably the most memorable aspect was the
laboratory teacher. I thought that his presenta-
tion and teaching style was very enjoyable and
efficient, and I loved the presentations he made.
I thought they were both entertaining and educa-
tional. Similarly to the seminar, I liked that the
lab activities were team-based, and also the fact
that they had a take-home component.
“The teacher made the labs with cool presenta-
tions and stories, which i liked alot.
“I loved the story telling and enthusiasm of the
teacher.
“The presentations of the teacher were the best.
“The story that was presented, with the cave man
and so on, it was a cool story honestly.
“The immersive presentations done by the lab
teacher.
“Teachers’ highly interactive method of teach-
ing.
Reflecting on the responses, a high level of sat-
isfaction and engagement can be drawn from the ex-
perimental storytelling method. The comments con-
sistently praise the teachers’ presentations, describing
them as both entertaining and educational. The use
of storytelling is frequently cited as a memorable and
enjoyable aspect, contributing to an overall positive
and relaxed learning experience. The approachabil-
ity and enthusiasm of the teacher, coupled with the
team-based activities, have garnered acclaim, creat-
ing an environment where students feel encouraged
to ask questions and seek help. The integration of
Stone Age-themed stories collectively contributes to
a multifaceted learning experience that resonates with
students.
On the other hand, the negative feedback included
the following statements:
“nothing was particularly pleasant. More like it
was a pleasant feeling when I finally managed to
understand and finish the assignments.“
“Eh.. I was not too found of laboratories :D”
“I didn’t particularly enjoy the lab assignments,
but they taught me a lot.
It is essential to acknowledge that storytelling, as
a teaching method, may not cater comprehensively to
all learning styles. While these negative responses
were anticipated, the overall positive ratio of feed-
back encourages us to further refine and diversify our
approach. This constructive criticism motivates us to
explore ways to make storytelling in education even
more inclusive, ensuring a richer learning experience
for all students.
One student provided a detailed feedback on the
laboratory activities, stating: “Looking back at the
laboratory activities, several aspects provided a pleas-
ant learning experience:
Storytelling as a Pedagogical Tool in Computer Science Education: A Case Study on Software Systems Verification and Validation
561
1. Hands-on Learning. The labs offered a practi-
cal learning environment, which I found engaging
and exciting. There’s something truly satisfying
about seeing theories come to life and directly ap-
plying what I’ve learned in lectures.
2. Collaborative Environment. Labs often required
teamwork, which added an interactive element to
the learning experience. It was both enjoyable and
rewarding to solve problems together and learn
from my peers’ perspectives and approaches.
3. Real-World Relevance. The presentations, prob-
lems and tasks in the labs often mirrored real-
world scenarios. This connection made the learn-
ing more meaningful and engaging as it showed
the practical relevance of the concepts we were
learning.
4. Experimentation. The labs provided an opportu-
nity for experimentation, which was both fun and
educational. Making mistakes, troubleshooting,
and eventually finding solutions was a fulfilling
process that deepened my understanding of the
subject.
5. Guided Learning. Although labs provided room
for independent work, the availability of guided
instructions and help from lab instructors when
needed created a supportive and conducive learn-
ing environment. This balance boosted my confi-
dence and made the learning process enjoyable.
6. Progressive Difficulty. The labs were designed
with increasing levels of complexity, which made
them challenging but also very rewarding. Over-
coming each stage gave a sense of accomplish-
ment that added to the overall pleasant experi-
ence.
The student finalized his/her feedback with the state-
ment “Overall, these aspects of the lab activities
greatly enhanced my learning experience, making it
both enjoyable and beneficial.
In conclusion, our initiative into experimental sto-
rytelling in SSVV laboratories has not only enriched
the teaching of testing concepts, but has also estab-
lished a positive and engaging environment for both
students and educators. Embracing storytelling as
part of our educational toolkit while keeping the tradi-
tional teaching approaches has brought one extra step
towards a more modern and efficient teaching and
learning experience. The evidence collected through
open-ended feedback reinforces the success of this
approach, emphasizing its effectiveness in fostering
a memorable and enjoyable learning journey.
4 COUNTERARGUMENTS AND
EXPANSIONS ON OUR
POSITION/STANDPOINT
In this section, we delve into counterarguments sur-
rounding the integration of storytelling in education,
acknowledging potential challenges. As an alter-
native teaching method not fully formalized, under-
standing both its potentials and limitations is impor-
tant for a comprehensive assessment.
While storytelling can indeed make complex com-
puter science concepts more digestible, a potential
counterargument could be that it may oversimplify
these concepts. This oversimplification could poten-
tially lead to a lack of depth in understanding. For ex-
ample, while a story might make a concept easier to
grasp initially, it might not fully capture the complex-
ities of the concept. On a similar note, storytelling
might not cater to all learning styles. Although some
students may find narrative-based learning engaging,
others may prefer more traditional, direct methods of
instruction. Despite these arguments, we advocate
for integrating storytelling’s oversimplification along-
side traditional teaching methods’ rigor to enhance
the educational experience. Storytelling could poten-
tially simplify and reduce the cognitive load (Sweller,
2020) in initial subject interactions, setting the stage
for addressing more complex aspects through estab-
lished educational methods, creating a heuristic learn-
ing journey.
Creating and implementing narrative scenarios in
a curriculum can be time-consuming and resource-
intensive (Falcon, 2012). Teachers may lack the
technical knowledge of creating animated presenta-
tions, or these may take a significant amount of time
to implement. Despite these arguments, it is cru-
cial to recognize the flexibility inherent in storytelling
methods. While formalization and standardization of
teaching resources for storytelling can be demanding,
it is important to emphasize that storytelling in edu-
cation manifests itself in various lightweight forms.
From oral presentations to computer-assisted, film-
like methods (Hagedorn et al., 2023) and gamified
approaches (Karram, 2021) to interactive cooperative
games (Bell and Vahrenhold, 2018), storytelling of-
fers a spectrum of options with differing levels of im-
plementation effort.
Moreover, storytelling is highly dependent on the
narrative skills of the educator. If the educator is not
adept at crafting and delivering engaging and accu-
rate stories, the effectiveness of this method could be
compromised. Despite these arguments, in line with
our thesis, we promote storytelling as a teaching ap-
proach that does not require the teacher to deliver the
CSEDU 2024 - 16th International Conference on Computer Supported Education
562
story personally. This allows for engaging activities,
such as designating students to craft a subject-related
story for bonus points, and presenting it in the follow-
ing lesson (G
¨
ursoy, 2021).
5 CONCLUSION AND FUTURE
WORK
In this position paper, our objective is to advocate for
the assertion that storytelling, whether facilitated by
the teacher or guided to be crafted by students them-
selves, provides a meaningful additional educational
tool for computer science students. This approach
helps to understand the big picture of the concepts
learned, linking them to real-world problems and so-
lutions, and ultimately increasing their enjoyment of
computer science education.
The main benefits of incorporating storytelling
into computer science education include improved
comprehension, real-world application of theoretical
knowledge, and increased student engagement.
Looking ahead, there are specific actions to be
taken to further investigate storytelling in the context
of computer science education. Expanding its ap-
plication to a wider range of subjects and creating a
common theme for stories across various fields could
make the concepts more interdisciplinary and univer-
sally applicable.
One avenue for improvement is to enhance the
effectiveness of our animated live narrations, poten-
tially addressing more learning modes and prefer-
ences to cater to a diverse student audience.
Another important area for future research is to
delve deeper into the long-term impact of storytelling
on the retention and application of computer science
concepts beyond the immediate learning context.
In addition, it is important to explore ways to
make storytelling more accessible and inclusive, con-
sidering different learning styles and backgrounds
among students.
We hope that this research encourages researchers
to explore other avenues in the integration of story-
telling within Computer Science Education, fostering
continuous innovation and improvement in pedagogi-
cal approaches.
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