Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...
Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...
Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...
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Uncovering Structure behind Function – the experiment as<br />
teaching method in computer science education<br />
ABSTRACT<br />
There are lots <strong>of</strong> reports about activities that aim at fostering and<br />
maintaining interest in computing. These activities rely on different<br />
ideas that should help to involve novices and young learners.<br />
In this article examples are given and explained from a disciplinespecific<br />
perspective based on the notion <strong>of</strong> a dual nature <strong>of</strong> digital<br />
artifacts, which has to be reconstructed and integrated during the<br />
process <strong>of</strong> computer science education. The claim is that learners<br />
either focus on the internal computational properties: the structure,<br />
or on the more external reasons to use them: the function –<br />
but rarely are able to develop an integrated perspective on both<br />
sides. Therefore learning experiences should be designed to<br />
bridge these perspectives and enable to perceive the dual nature <strong>of</strong><br />
digital artifacts. This idea <strong>of</strong> bridges between structure and function<br />
is used to design and analyze learning activities with regard<br />
to their potential in fostering and maintaining interest in computer<br />
science, especially to those not already interested. This article<br />
presents and discusses three examples for such experiments.<br />
Based on this, guidelines for experiments as teaching method, and<br />
questions for further research are <strong>der</strong>ived.<br />
Categories and Subject Descriptors<br />
K3.2 [Computers & Education]: Computer and Information<br />
Science Education – computer science education, information<br />
systems education.<br />
General Terms<br />
Experimentation, Human Factors.<br />
Keywords<br />
Secondary CS Education, K-12, Didactics, CS Ed Research,<br />
Pedagogy, Gen<strong>der</strong>, Teaching Methods, Dual Nature, Duality<br />
Reconstruction, Experiment<br />
1. INTRODUCTION<br />
Teaching computer science (CS) <strong>of</strong>ten faces problems like low<br />
enrollments, low retention, and low ratio <strong>of</strong> female computer<br />
science students. As these are urgent concerns, a lot <strong>of</strong> – <strong>of</strong>ten<br />
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Conference’12, Month 1–2, 2010, City, State, Country.<br />
Copyright 2010 ACM 1-58113-000-0/00/0010…$10.00.<br />
Carsten Schulte<br />
Freie Universität Berlin<br />
Computing Education Research<br />
Königin-Luise Str. 24<br />
14195 Berlin <strong>Germany</strong><br />
schulte@inf.fu-berlin.de<br />
44<br />
locally successful – initiatives and activities take place, but still, in<br />
general the problems remain unsolved.<br />
Here only a fraction <strong>of</strong> such activities can be listed (and <strong>of</strong> course<br />
sometimes there are overlaps between the different variants):<br />
CS for fun / magical computer science, CS unplugged [6, 7,<br />
9]: These activities are introducing motivational examples to<br />
foster interest and motivation without the use <strong>of</strong> computers,<br />
in or<strong>der</strong> to refocus attention from the ‘technical or usage<br />
skills’ to the ‘thinking skills’ involved and useful in everyday<br />
life.<br />
Summer Schools, working groups, and weekend activities:<br />
Their aim is to enable a gentle introduction without a steep<br />
learning curve, without grades, and to help getting in contact<br />
with peers (e.g. courses designed specifically for female novices),<br />
in or<strong>der</strong> to lower the entry barriers to computer science.<br />
Competitions in different organizational forms, local, national<br />
or international, or related to specific tools like pedagogical<br />
IDE’s, robotics or others (see [5]): Competitions foster<br />
high engagement in the activities, and provide feedback from<br />
the engagement itself, but also from comparing results to<br />
others.<br />
Digital communities, like e.g. Scratch [22], build around a<br />
tool/topic: In general, they are aiming at similar aspects like<br />
the above mentioned summer schools, but provide more ongoing<br />
support.<br />
Innovation in the computer science classroom: This is <strong>of</strong>ten<br />
a mix <strong>of</strong> the above mentioned activities, but also specific<br />
ideas and interventions to foster interest. Like e.g. media<br />
computing [13], or computer science in context [29].<br />
Overall, there are lots <strong>of</strong> activities reported, that aim at fostering<br />
and maintaining interest in the computing disciplines (see e.g.. [1,<br />
10, 35, 36] for a comparison and evaluation <strong>of</strong> such types <strong>of</strong><br />
activities). These activities rely on different ideas that should help<br />
to engage novices and young learners. While these ideas <strong>of</strong>ten<br />
denote theories from other domains—like psychology with regard<br />
to motivation or attribution—in this article, a simple idea is presented<br />
which can be used to analyze and describe such activities<br />
and predict effects on learners with different attitudes, and – as the<br />
given examples should demonstrate – is powerful enough to drive<br />
the development <strong>of</strong> new activities.<br />
2. THE SITUATION IN CS ED<br />
The idea <strong>of</strong> introducing experiments draws on prevalent topics<br />
debated in CS Ed (section 2.1 ). Although a myriad <strong>of</strong> activities