Flawed but Memorable: Student Critical Reception of Interest-Personalized GenAI Analogies in Computing Education
Organizations: University of Michigan Ann Arbor, United States · University of Toronto Toronto, Canada
Abstract
Motivation: Undergraduate computing students increasingly turn to generative AI (GenAI) tools to understand abstract concepts through analogies. Analogies compare an unfamiliar concept to something familiar, but judging whether the comparison holds requires knowledge of both. GenAI may also embed assumptions about who the learner is. GenAI education research centers on output correctness, leaving students' critical reception of analogies largely unexamined. Method: We investigate how students evaluate the accuracy, appropriateness, and assumptions in GenAI-generated analogies, and their perceptions of interest-personalized versus generic technical explanations. Ten students with CS2 experience participated in a pre-survey, a think-aloud task with linked-list and recursion explanations, and a semi-structured interview grounded in the Paul-Elder framework. They judged accuracy, clarity, engagement, and trust separately. Results: Most participants described interest-personalized analogies as more engaging or memorable than generic technical explanations, while trust was mixed. Some trusted the tailored analogies more; others scrutinized them more closely or distrusted the tailoring. Participants with deep source-domain knowledge identified structural flaws requiring that knowledge to recognize. Because personalization and explanation format differed together, these findings do not isolate an effect of personalization alone. Implications: A familiar source flips the student's role. On the concept they are still learners, but on the familiar source they are the expert, and that is the position from which an analogy can be judged. We call this two-sided analogy auditing. GenAI systems should ask what students know, not just what interests them, and treat a flawed analogy as something to inspect and fix rather than accept.
Figures & tables
| ID | Yr | Intended Major | Interests |
|---|---|---|---|
| P1 | 3 | Computer Science and Statistics | Soccer; Avengers (film) |
| P2 | 2 | Information Security and Computer Science | DaVinci Resolve (video editing); Valorant (game) |
| P3 | 2 | Computer Science | Piano; Valorant (game) |
| P4 | 3 | Computer Science and Statistics | Karate; Piano |
| P5 | 1 | Computer Science | The Last of Us (game); Chess |
| P6 | 1 | Computer Science and Applied Statistics | One Piece (manga/anime); Badminton |
| Theme | What it captures |
|---|---|
| Learning preferences | Students’ initial approaches to understanding unfamiliar CS concepts before using AI. |
| Personalized analogies | Reactions to explanations tailored to participants’ stated interests. |
| Fairness & assumptions | Perceived assumptions about learners’ backgrounds, prior knowledge, and tone. |
| Trust & verification | How students judged the credibility of explanations and when they chose to verify them. |
| Evaluation criteria | The qualities participants used to assess explanation quality (e.g., clarity, accuracy, usefulness). |
| Design recommendations | Participants’ suggestions for improving AI-generated explanations and analogies. |
Generative AI in Education
Generative AI in education uses language and multimodal models to support teaching, learning, feedback, assessment, and educational design.
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