Creating Animations for Maths Teaching

dc.contributor.authorSchneider, Florian
dc.contributor.authorLibbrecht, Paul
dc.contributor.authorMas, Veronica
dc.date.accessioned2025-12-09T09:05:44Z
dc.date.available2025-12-09T09:05:44Z
dc.date.issued2025-12-08
dc.description.abstractThis discussion paper investigates short Manim based animations as reusable learning objects for undergraduate service mathematics and addresses four questions on pedagogical value, production effort, the role of generative AI, and design principles. A part of our contribution is a reproducible workflow, including concrete engineering choices for camera orientation, label management, and render time control through a quality flag. The paper further outlines a git centered development process with AI assistants and records practical guidance on Manim Community Edition usage and agentic code generation. A small deployment was conducted in a small Analysis course within a civil engineering dual program in the summer semester 2025 at the IU Internationale Hochschule. Likert scale results indicate positive perceptions of relevance and clarity, and YouTube analytics show peaks in viewing near release dates during the lecture period from April 2025 to June 2025 with no spike during the exam phase. This pattern suggests use for in term understanding rather than last minute exam preparation. Qualitative comments cite improved visualization of abstract content and clearer answers to why certain topics matter, with a request for tighter links to worked examples. The paper synthesizes design considerations for guided and self-guided consumption, timing and narration, and constraints imposed by small displays, and motivates reuse and open sharing of source-code-based animations. Limitations include a single site context, small sample, and the absence of objective learning outcome measures.
dc.description.tableofcontents1 Introduction 1.1 Multimodal learning and challenges in service mathematics 1.2 Digital tools for visualizing mathematics 1.3 Research questions and contribution 2 Ways of Thinking, Fast and Slow 2.1 Dual-process theory in mathematics education 2.2 Mathematical belief systems and limiting beliefs 2.3 Deep understanding, knowledge gaps, and self-regulation 2.4 Designing video prompts to activate System 2 3 Example process of using AI to learn and create Manim videos 3.1 Visualizing and Enhancing the Visualization 3.2 Managing render time and quality 4 Development processes of Manim videos using large language models 4.1 Versions of manim: implications for prompting 4.2 Strengths and limits of AI coding assistants 4.3 A git-based agentic workflow for Manim development 5 Curiosity-infused storyboarding of mathematical videos 5.1 Curiosity as a driver of mathematical learning 5.2 Storyboard ingredients for curiosity-infused videos 6 Consuming Learning Videos in Service Lectures 7 A practical Evaluation 8 Discussion 8.1 Production effort and reusability 8.2 Manim videos as reusable open resources 8.3 Positioning Manim animations among other learning media 9 Future Work 10 Conclusion AI Disclaimer References
dc.identifier.issn2750-073X
dc.identifier.orcid0000-0003-3176-3361
dc.identifier.urihttps://doi.org/10.56250/4092
dc.identifier.urihttps://repository.iu.org/handle/123456789/4160
dc.language.isoen
dc.publisherIU Internationale Hochschule
dc.rightsCC-BY-4.0
dc.subjectMathematics
dc.subjectManim
dc.subjectAnimations
dc.subjectEducation
dc.subjectTeaching
dc.subjectgenerative AI
dc.titleCreating Animations for Maths Teaching
dc.typeDiscussion Paper
dcterms.BibliographicCitation.journaltitleIU Discussion Papers IT und Engineering
dcterms.extent28
iu.departmentIT und Technik

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