Pedagogical Framework for Worked Example Slide Decks
This document explains the research-based framework behind the slide structure.
Why ALL Worked Examples Need Visual Progression
Research Foundation
Cognitive load theory and worked example research consistently demonstrate:
Dual Coding Theory (Paivio, 1986): Information encoded both verbally AND visually is remembered better and understood more deeply. Students who see both text and diagrams outperform those who see text alone.
Cognitive Load Reduction: Visuals offload working memory by externalizing mathematical structure. Instead of holding abstract relationships in their heads, students can see them on the slide.
Progressive Revelation: Step-by-step visual changes (adding a line, filling in a value, highlighting an element) create clear mental models of the process. This is more effective than showing the final answer.
Transfer Support: Seeing the same visual structure across different contexts helps students recognize underlying mathematical patterns. A tape diagram for division with stickers transfers to division with cookies.
Every Concept Has a Visual Form
| Problem Type | Natural Visual Representation |
|---|---|
| Linear equations | Coordinate graph or hanger diagram |
| Division/multiplication | Tape diagram or area model |
| Ratios/proportions | Double number line or ratio table |
| Inequalities | Number line with shading |
| Systems of equations | Coordinate graph with intersection |
| Functions | Input-output table or graph |
| Fractions | Area model or number line |
| Solving equations | Balance/hanger diagram |
The Diagram Evolution Preview
Before generating slides, teachers see a step-by-step ASCII preview of how the visual will develop:
INITIAL STATE (Problem Setup)
─────────────────────────────
[Visual showing the problem setup - unknowns visible]
STEP 1: IDENTIFY
────────────────
[Visual after step 1 - first element added/highlighted]
+ What changed in this step
STEP 2: CALCULATE
─────────────────
[Visual after step 2 - builds on step 1]
+ What changed in this step
This preview prevents surprises during slide generation and ensures the teacher approves the visual progression before committing.
Deck Visual Format: Progressive Reveal with Slide IDs
IMPORTANT: Slides are rendered as deck visuals (TSX + SVG) with progressive reveal.
- Each slide has a unique slide ID (e.g.,
"title","problem-setup","step-1","step-1-cfu","step-1-answer") - CFU and Answer use separate slide IDs, revealed progressively via the
show()predicate - The
<Animated>wrapper handles element transitions between slides - No teacher instructions slide — the deck starts at
"title" - Total slide count varies: title + problem-setup + S step slides (each with cfu + answer sub-slides) + practice slides (where S = 2-5 steps, default 3)
Core Principles
1. Cognitive Load Theory
Breaking complex problems into micro-steps prevents cognitive overload. Students can focus on one decision point at a time.
2. Active Prediction Pedagogy
Separating questions from answers forces mental commitment before revealing solutions. This active engagement improves retention. In the deck system, this means advancing to the CFU slide ID, then the answer slide ID.
3. Transfer of Learning
Independent practice (practice slides) tests whether students can apply logic to new contexts without scaffolding.
Slide Structure (Dynamic, based on step count)
Slide: "title"
Purpose: Introduce the core concept to students Content:
- Grade/Unit/Lesson prominently displayed
- "BIG IDEA" badge
- Big Idea statement (large, centered)
- Clean, student-facing design
Slide: "problem-setup"
Purpose: Provide context and show complete problem (Scenario 1) Content:
- Engaging scenario with theme icon
- Problem statement
- Visual representation (graph, table, diagram)
- No solution yet
Slides: "step-1" through "step-S" (with "step-N-cfu" and "step-N-answer")
Each step has three slide IDs:
"step-N" (e.g., "step-1"):
- Step badge: "STEP 1"
- Title: The action question (e.g., "IDENTIFY the slope and y-intercept")
- Visual with result highlighted/annotated
- Problem reminder at bottom
"step-N-cfu" (e.g., "step-1-cfu"):
- CFU box appears via progressive reveal
- Rendered via
CfuAnswerCardcomponent
"step-N-answer" (e.g., "step-1-answer"):
- Answer box appears via progressive reveal, overlays CFU
- Rendered via
CfuAnswerCardcomponent
Number of Steps: N steps = N slide groups (2-5, default 3)
Practice Slides
Purpose: Present practice problems for whiteboard work Content:
- One problem per slide (Scenario 2, then Scenario 3)
- Visual representation
- "Your Task:" section
- NO CFU/Answer — students work independently
Printable Worksheet
Purpose: Provide take-home practice Content:
- ALL practice problems (Scenarios 2 and 3)
- White background, black text (for printing)
- Times New Roman font
- 8.5in x 11in page format
- NO strategy reminders - students apply independently
- Generated separately after all step and practice slides complete
The Five Rules
Rule 1: The "Click-to-Reveal" Rule
CFU and Answer appear progressively via separate slide IDs
Why: Forces students to mentally commit to a strategy before seeing if they're correct. Passive reading becomes active prediction.
Implementation:
- Advancing to
"step-N-cfu"reveals the CFU box - Advancing to
"step-N-answer"reveals the Answer box (overlays CFU) - Teacher can pause, discuss, then reveal each
Rule 2: The "Visual Stability" Rule
Keep main visual in same position across the problem setup and all step slides
Why: Reduces cognitive load from visual searching. Mimics teacher at whiteboard who keeps problem visible while adding annotations.
Implementation:
- Fix position of graph/table in
"problem-setup"slide - All step slides maintain that exact position
- Add highlights, arrows, annotations AROUND the stationary element
- Never reposition the core visual between slides
Sub-Principle: Progressive Visual Revelation
"Stability" means POSITION is fixed, but CONTENT evolves.
Each step slide must ADD something new to the visual. If all step slides show identical visuals, students see repetition instead of progression. The visual should tell a story that builds toward the answer.
The Pattern:
"problem-setup": Visual shows the PROBLEM (unknowns visible)
"step-1": Visual shows Step 1 RESULT highlighted
"step-2": Visual shows Step 2 RESULT added
...
Final step: Visual shows SOLUTION complete
What Changes vs. What Stays:
| Stays Fixed | Changes Each Step |
|---|---|
| Visual position (x, y coordinates) | Highlighted elements |
| Overall dimensions and scale | Annotations and labels |
| Base structure (axes, boxes, shapes) | Revealed values |
| Color scheme | Which parts are emphasized |
Examples by Visual Type:
| Visual Type | Step 1 Shows | Step 2 Shows | Step 3 Shows |
|---|---|---|---|
| Tape diagram | Unknown (?) and total | Boxes divided with values | Answer (box count) revealed |
| Coordinate graph | Blank axes with scale | First line/point plotted | Second line, intersection labeled |
| Hanger diagram | Initial equation on balance | One side simplified | Solution isolated |
| Double number line | Both lines with some values | Unit rate marked | Unknown value found |
| Area model | Dimensions labeled | Partial products filled | Total computed |
| Input-output table | Some inputs/outputs | Pattern identified | Missing value filled |
Anti-Pattern (WRONG):
"problem-setup": Shows "Two Possible Meanings" panel
"step-1": Shows SAME "Two Possible Meanings" panel -- REPETITION
"step-2": Shows SAME "Two Possible Meanings" panel -- REPETITION
Correct Pattern:
"problem-setup": Shows problem setup (unknown visible)
"step-1": Shows Step 1 interpretation HIGHLIGHTED
"step-2": Shows Step 1 result with values FILLED IN
"step-3": Shows Step 2 operation on the visual
...and so on, building toward the answer
Rule 3: The "Real World" Rule
Use engaging, age-appropriate contexts
Why: Increases motivation and helps students see relevance.
Do:
- Gaming scenarios (RPG items, esports, gaming earnings)
- Social media (views, followers, subscribers)
- STEM contexts (drones, coding, data science)
- Sports and fitness (training plans, game stats)
Don't:
- Generic "Person A and Person B"
- Boring textbook scenarios
- Abstract variables until reasoning slide
Rule 4: The "Scaffolding Removal" Rule
Maximum support → Zero support
Why: Tests true understanding vs. pattern matching.
- Step slides: Full scaffolding (step badges, CFU questions, highlighting)
- Printable slide: No scaffolding (just the raw problems + "Your Task")
Rule 5: The "3-Second Scan" Rule
A student should understand the key point in 3 seconds
Why: Every extra word competes with the math for attention. If a student can't grasp the slide's purpose in 3 seconds, it's too cluttered.
Text Limits (STRICTLY ENFORCED):
| Element | Max Words | Example |
|---|---|---|
| Problem reminder | 15 words | "30 nuggets total. 6 per student. How many students?" |
| Step subtitle | 0 words | NO explanatory subtitles - remove entirely |
| CFU question | 12 words | "Why did I put the '?' at the beginning?" |
| Answer explanation | 25 words | 1-2 short sentences max |
Complementary Columns (NO DUPLICATION):
LEFT COLUMN RIGHT COLUMN
───────────── ─────────────
Text explanation → Visual representation
Prose & equations Diagrams, tables, graphs
"What we're doing" "What it looks like"
NEVER repeat the same content in both columns
- Left column: Problem statement, step explanation, equations as text
- Right column: Visual ONLY - diagram, graph, table, tape diagram
- No text boxes inside visuals that repeat left-side content
- Labels on visuals: Only minimal labels (numbers, variable names) - NOT explanatory sentences
What to REMOVE:
- "First, let's figure out..." (explanatory subtitles)
- "Reading the graph: At point (6,12)..." (redundant info boxes)
- Two-part CFU questions ("What is X? How did you calculate it?")
- Extra context in answers ("This is also called the constant of proportionality!")
What to KEEP:
- Large, prominent main content (36-48px in columns)
- Ultra-condensed problem reminders
- Single-purpose slides (each slide adds ONE concept)
- Visual diagrams that complement (not duplicate) the text
Step Naming and Strategy Thread
CRITICAL: The strategy must be consistent throughout ALL slides.
Strategy Definition
Before generating slides, define:
- Strategy Name: Clear, memorable (e.g., "Plot and Connect", "Balance and Isolate")
- One-Sentence Summary: "To solve this, we [VERB] the [OBJECT] to find [GOAL]"
- 2-5 Moves (default 3): Each move is a verb + what it accomplishes
Step Headers Use Strategy Verbs
If your moves are IDENTIFY, PLOT, CONNECT:
- "step-1": "STEP 1: IDENTIFY"
- "step-2": "STEP 2: PLOT"
- "step-3": "STEP 3: CONNECT"
- (Continue for each additional step if more than 3 moves)
CFU Questions Reference Strategy
- "Why did I IDENTIFY the slope first?"
- "How does PLOTTING the y-intercept help me?"
- NOT "What is 2 times 3?" (computation, not strategy)
Check-for-Understanding (CFU) Question Patterns
CFU Format Rules (STRICTLY ENFORCED)
- ONE question only - never two-part questions
- 12 words max - if longer, it's too complex
- Strategy-focused - ask about WHY, not WHAT
Good CFU Questions (Strategy-focused, <=12 words)
- "Why did I [VERB] first?" (6 words)
- "How did I know to [VERB] here?" (8 words)
- "Why is the '?' at the beginning?" (7 words)
- "How does [VERB]ing help me find the answer?" (9 words)
Bad CFU Questions
- "What is 6 / 2?" (computation, not strategy)
- "What's the answer?" (result-focused)
- "What is turtle g's speed? How did you calculate it?" (TWO questions!)
- "Why did I subtract 4 from both sides instead of dividing first?" (17 words - too long!)
The difference: Good questions are SHORT, ask about decision-making and strategy. Bad questions ask for calculations or are too wordy.
Visual Annotation Guidelines
Graph/SVG Constraints
- Use viewBox for consistent scaling (640x360 viewport)
- Center in the SVG coordinate system
- Use
data-element-idon<g>groups for progressive reveal
Highlighting Techniques
- Border/outline: Circle or box around element
- Background color: Shade the relevant area
- Arrows: Point to specific parts (with small labels)
- Color coding: Consistent colors for slope/intercept/points
Coordinate Mapping (CRITICAL for Graph Alignment)
- Calculate pixels per unit consistently
- Formula:
pixelX = marginLeft + (x - xMin) * pixelsPerUnit - Keep margins consistent across all graph slides
- Points MUST land exactly on grid intersections
Context Variety Across Scenarios
All three scenarios must have:
- Different surface details (different contexts, numbers)
- Same deep structure (same mathematical concept and strategy)
- Same difficulty level (don't make practice easier)
Example for Graphing Linear Equations:
- Scenario 1 (Worked): Gaming earnings ($50 base + $15/stream)
- Scenario 2 (Practice): Drone altitude (100ft start + 25ft/min)
- Scenario 3 (Practice): Savings growth ($200 start + $75/week)
All three use y = mx + b, but with completely different contexts.
Visual Type Selection
SVG Graphics (Required for All Visuals)
- Coordinate planes and graphs
- Geometric shapes
- Tables with highlighting
- Custom diagrams
When to Use HTML Tables
- Data comparisons (in print layouts only)
- Simple numerical displays (in print layouts only)
Avoid
- JavaScript animations
- Interactive elements
- Canvas-based graphics (use SVG instead)
Why This Framework Works
Research Support:
- Cognitive Load Theory (Sweller, 1988)
- Worked Example Effect (Atkinson et al., 2000)
- Self-Explanation Prompts (Chi et al., 1989)
- Transfer of Learning (Bransford & Schwartz, 1999)
Practical Benefits:
- Breaks overwhelming problems into digestible steps
- Forces active thinking vs. passive reading
- Builds conceptual understanding alongside procedural fluency
- Tests true learning through transfer problems
- Works in the deck visual preview and playground
Remember: Total slide count is dynamic based on step count (S = 2-5). The slide IDs follow the pattern: "title", "problem-setup", "step-1" / "step-1-cfu" / "step-1-answer", ..., "step-S" / "step-S-cfu" / "step-S-answer", practice slides, printable, summary. The principles are fixed: separate Ask from Answer (via progressive reveal with slide IDs), maintain visual stability, use engaging contexts, remove scaffolding in the printable worksheet.