Pedagogy & Planning

Visual Pedagogy for Worked Example Decks

This document explains the research-based framework behind the visual structure of worked example decks.

Why ALL Worked Examples Need Visual Progression

Research Foundation

Cognitive load theory and worked example research consistently demonstrate:

  1. 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.

  2. Cognitive Load Reduction: Visuals offload working memory by externalizing mathematical structure. Instead of holding abstract relationships in their heads, students can see them.

  3. 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.

  4. 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 visuals, 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 visual generation and ensures the teacher approves the visual progression before committing.

Deck 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-N", "step-N-cfu", "step-N-answer"

Each step has three slide IDs with progressive reveal:

"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 CfuAnswerCard component

"step-N-answer" (e.g., "step-1-answer"):

  • Answer box appears via CfuAnswerCard component, overlays CFU

Number of Steps: N steps = N slide groups (2-5, default 3)

Practice Slides

Purpose: Present practice problems for independent 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 in a print-friendly format
  • NO strategy reminders - students apply independently

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 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 steps

Sub-Principle: Progressive Visual Revelation

"Stability" means POSITION is fixed, but CONTENT evolves.

Each step slide must ADD something new. If all step slides show identical content, 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

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 visual

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)
  • Practice/Printable: 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

Step Naming and Strategy Thread

CRITICAL: The strategy must be consistent throughout ALL slides.

Strategy Definition

Before generating visuals, define:

  1. Strategy Name: Clear, memorable (e.g., "Plot and Connect", "Balance and Isolate")
  2. One-Sentence Summary: "To solve this, we [VERB] the [OBJECT] to find [GOAL]"
  3. 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"

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)

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:

  1. Scenario 1 (Worked): Gaming earnings ($50 base + $15/stream)
  2. Scenario 2 (Practice): Drone altitude (100ft start + 25ft/min)
  3. Scenario 3 (Practice): Savings growth ($200 start + $75/week)

All three use y = mx + b, but with completely different contexts.