18.01.2013 Views

Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...

Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...

Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...

SHOW MORE
SHOW LESS

You also want an ePaper? Increase the reach of your titles

YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.

Engineering (SE), Information Systems (IS), or Computer<br />

Science Education (CSEd).<br />

Our students were assigned to develop school projects in<br />

the context <strong>of</strong> our department’s outreach programs conducted<br />

in cooperation with schools and local s<strong>of</strong>tware development<br />

enterprises. Thus our project course followed a<br />

contextualized approach in that our students were to develop<br />

project management and s<strong>of</strong>tware development skills<br />

in the context <strong>of</strong> preparing Informatics teaching units and<br />

designing computational artifacts for the classroom, i. e. in<br />

an educational context outside Informatics. In the project<br />

our students implemented Greenfoot [41] scenarios simulating<br />

some technical and non-technical issues <strong>of</strong> ‘real-world’<br />

contexts, namely the context <strong>of</strong> airport baggage handling<br />

and the context <strong>of</strong> inventory control in retail stores.<br />

The proposed process model is design-based in two respects.<br />

On the one hand the development <strong>of</strong> teaching units<br />

and the design <strong>of</strong> artifacts fitting the classroom context<br />

are consi<strong>der</strong>ed to be main activities in preparing contextoriented<br />

teaching. Thus design activities are an integral part<br />

<strong>of</strong> the proposed process. And on the other hand the model<br />

itself is the result <strong>of</strong> an iterative design process.<br />

Albeit grounded on our specific project experience the<br />

model is reasonably abstract to present a reference framework<br />

within which different conceptions <strong>of</strong> teaching Informatics<br />

in context can be discussed.<br />

2. DESIGN-BASED METHODOLOGY<br />

In 1969 Simon introduced the concept <strong>of</strong> design sciences<br />

as the sciences <strong>of</strong> the artificial [36]. According to Simon the<br />

artificial is investigated not only in terms <strong>of</strong> what is, but also<br />

in terms <strong>of</strong> what ought to be. Design studies therefore aim at<br />

both the development <strong>of</strong> artifacts – e. g. s<strong>of</strong>tware, processes,<br />

institutions, or interventions [20, 40] – and the generation <strong>of</strong><br />

significant theories and usable knowledge, e. g. design principles<br />

or patterns [1, 29]. Moreover design-based approaches<br />

are characterized by an iterative design process, where the<br />

artifacts are developed in a process <strong>of</strong> ‘progressive refinement.’<br />

Thus, for instance, IS and SE can be characterized<br />

as design sciences [17].<br />

In education research, design-based research methodology<br />

(DBR) is being increasingly utilized [1]. According to<br />

Collins et al. [3] design experiments “bring together two critical<br />

pieces in or<strong>der</strong> to guide us to better educational refinement:<br />

a design focus and assessment <strong>of</strong> critical design elements”<br />

(p. 21). While design experiments are conducted<br />

in specific educational contexts, they are aiming at general<br />

design principles.<br />

The artifact we developed in the course <strong>of</strong> our design experiments<br />

was the process model for bringing contexts into<br />

the classroom, described in section 4. The process model<br />

was instantiated in five university-level s<strong>of</strong>tware development<br />

project courses and five associated week-long school<br />

projects. In the project courses the students assumed diverse<br />

roles. They developed (educational) s<strong>of</strong>tware, prepared<br />

school projects, and finally taught classes in the ‘classroom<br />

context.’ Thus the assessment <strong>of</strong> the process model<br />

was primarily based on the evaluation <strong>of</strong> the project courses,<br />

grounded on:<br />

• assessment <strong>of</strong> the s<strong>of</strong>tware and other artifacts developed<br />

by the students with respect to requirements,<br />

• students’ project reports and course achievements,<br />

112<br />

• student feedback (oral, questionnaire),<br />

• feedback from the boys and girls who attended the<br />

associated school projects (oral, questionnaire), and<br />

• feedback from the teachers <strong>of</strong> our cooperation school<br />

(oral).<br />

In the following section we describe how the process model<br />

evolved from our un<strong>der</strong>standing <strong>of</strong> s<strong>of</strong>tware development as<br />

decontextualization and recontextualization, in combination<br />

with the seminal design <strong>of</strong> Greenfoot, and the idea <strong>of</strong> teaching<br />

Informatics ‘in context.’<br />

3. ORIGINATION OF THE MODEL<br />

Our process model evolved in a multi-institutional project<br />

setting including multiple arenas. In a project-based s<strong>of</strong>tware<br />

development course for Informatics students, first <strong>of</strong>fered<br />

in 2009/10, our students were assigned to develop an<br />

Informatics school project. In the following we describe the<br />

prerequisites that informed the design <strong>of</strong> our first project<br />

course and the corresponding process model, as well as the<br />

subsequent iterations <strong>of</strong> progressive refinement.<br />

3.1 Phase 0: Prerequisites<br />

Our objectives for the project course were tw<strong>of</strong>old. On<br />

the one hand our Informatics students were to develop, for<br />

instance, project management and social skills, s<strong>of</strong>tware development<br />

methods and so forth. In this project we had external<br />

clients – the cooperating schools – and a firm project<br />

deadline. On the other hand we defined requirements concerning<br />

the school project – the product.<br />

With the school project we wanted to rouse the boys’ and<br />

girls’ interest in Informatics and thus induce them to choose<br />

optional Informatics courses at school. According to <strong>Knobelsdorf</strong><br />

and Schulte [23] context-oriented approaches are<br />

auspicious with regard to increasing participation in Computing.<br />

Therefore we were positive that a context-oriented<br />

approach was motivating not only for our students but also<br />

for the boys and girls who participated in the school project.<br />

In or<strong>der</strong> to present a broad image <strong>of</strong> our discipline we aimed<br />

to expose the youngsters to a complex real-world context<br />

where information technology can make a difference. Moreover<br />

we wanted to provide insight into a few CS core concepts,<br />

like variables, control structures and object orientation,<br />

as well as into more application-oriented issues. So our<br />

students were expected to develop multiple views <strong>of</strong> Computing<br />

and to share these with the pupils, drawing examples<br />

from one coherent application context. In cooperation with<br />

a local s<strong>of</strong>tware development enterprise, we chose the context<br />

<strong>of</strong> airport baggage handling [31] and made it accessible<br />

to the students by arranging an on-site inspection at the<br />

Cologne Bonn Airport, and talks with domain experts from<br />

both the airport and the s<strong>of</strong>tware producer PSI Logistics<br />

GmbH. Thus our students were provided insight into the<br />

context they had to analyze and to un<strong>der</strong>stand in or<strong>der</strong> to<br />

present it to the class later on in the school project.<br />

As a technological framework we used the educational<br />

Java programming environment Greenfoot [41] which is also<br />

a framework for the development <strong>of</strong> microworlds, i. e. 2D<br />

games and simulations, or scenarios [16, 26]. Hence the s<strong>of</strong>tware<br />

our students were to develop, essentially was Greenfoot<br />

scenarios.

Hooray! Your file is uploaded and ready to be published.

Saved successfully!

Ooh no, something went wrong!