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

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aim to react on these topics, experiments focus on a new explanation<br />

<strong>of</strong> these issues, which is outlined in section 2.2 .<br />

2.1 Misconceptions <strong>of</strong> Computing<br />

The situation in CS education is <strong>of</strong>ten characterized by limited<br />

interest in computing, due to e.g. misconceptions, attitudes, gen<strong>der</strong>-bias,<br />

and similar issues [14, 20, 24, 28, 33, 35].<br />

For CS unplugged activities are some evaluative reports available:<br />

Feaster et. al. ([10], p.252) conclude that “the program had no<br />

statistically significant impact on student attitudes toward computer<br />

science or perceived content un<strong>der</strong>standing.” Taub et.al.<br />

[35] yield similar results (p.24) and found the following explanation<br />

(similar to [36]): “only some <strong>of</strong> the objectives were addressed<br />

in the activities, […] the activities do not engage with the students’<br />

prior knowledge and […] most <strong>of</strong> the activities are not<br />

explicitly linked to central concepts in CS” (p.1) and thus modifications<br />

to the activities are needed (A proposal for such modifications<br />

can be found in [2]).<br />

Basically, programs to increase interest (see section 1. ) aim at<br />

demonstrating a ‘true’ image <strong>of</strong> the discipline, showing that it is<br />

accessible for outsi<strong>der</strong>s or minorities, motivating by highlighting<br />

(different) career choices, and so on. In essence, these activities<br />

are trying to minimize misconceptions <strong>of</strong> computing. The – <strong>of</strong>ten<br />

implicit – approach is to exchange limited conceptions by more<br />

suitable ones.<br />

What, if students who are skeptical and don’t see the usefulness<br />

for their daily lives are right? Probably the activities described<br />

above are successful in triggering situational interest, but not in<br />

maintaining and developing individual interest [25]? What if their<br />

so-called misconceptions indeed are suitable for their current<br />

personal situations, in which they are mostly users <strong>of</strong> digital artifacts,<br />

and not programmers or computer scientists?<br />

Consequently, the approach presented here does not aim for (immediately)<br />

changing the perception <strong>of</strong> the discipline, but to<br />

change the perception <strong>of</strong> digital artifacts, and <strong>of</strong> suitable interaction<br />

patterns with digital artifacts. And this then is the starting<br />

point for being able to perceive the discipline within a different<br />

framework.<br />

2.2 Analysis <strong>of</strong> Insi<strong>der</strong> and Outsi<strong>der</strong><br />

The claim that the perception <strong>of</strong> digital artifacts is <strong>of</strong> more immediate<br />

concern is based on the research in computing biographies;<br />

its results will be briefly presented in this section.<br />

Crutzen [8] deconstructed the opposition <strong>of</strong> use and design in<br />

computer science. According to this analysis, “the symbolic<br />

meaning <strong>of</strong> use and design is constructed as an opposition in<br />

which design is active and virtuous and use is passive and not<br />

creative” – and in addition users are constructed as ‘outsi<strong>der</strong>s’,<br />

whereas designers are ‘Insi<strong>der</strong>s’.<br />

In Schulte and <strong>Knobelsdorf</strong> [32] the effects <strong>of</strong> prior experiences<br />

on attitudes and enrollment in computer science were analyzed.<br />

The dichotomy <strong>of</strong> ‘use’ (utilizing pre-given applications) and<br />

‘design’ (creating new programs and applications), based on [8],<br />

was used. Due to this dichotomy, Outsi<strong>der</strong>s perceive themselves<br />

as capable only <strong>of</strong> interacting with a computer in terms <strong>of</strong> using,<br />

whereas Insi<strong>der</strong>s perceive themselves as more competent due to<br />

the skill to design new digital artifacts.<br />

In some contrast to the original assumption <strong>of</strong> such a gap between<br />

‘use’ and ‘design’, the empirical results <strong>of</strong> the study revealed<br />

another biographical process <strong>of</strong> unaffiliated students. This lead to<br />

a third concept: ‘pr<strong>of</strong>essional use’. It refers to the ability to administrate<br />

digital devices, and a focus on interaction with the comput-<br />

45<br />

er in terms <strong>of</strong> installing, configuring, and solving (usage) problems<br />

(see [32]).<br />

This is connected with a misconception <strong>of</strong> the computing disciplines<br />

by Outsi<strong>der</strong>s, who perceive a computing pr<strong>of</strong>essional as a<br />

kind <strong>of</strong> ‘digital caretaker’: A person who takes care <strong>of</strong> and maintains<br />

digital infrastructures and helps when something malfunctions.<br />

Typical activities resemble cleaning, repairing, exchanging<br />

and updating some aspects <strong>of</strong> the whole, but not activities like<br />

designing, creating, or problem solving on a larger scale.<br />

(Aside: There is a popular distinction between digital immigrants<br />

and digital natives, where everybody born after 1980 is regarded<br />

as being a native. In our study, only digital natives participated.<br />

So the difference between use, design, pr<strong>of</strong>essional use, and <strong>of</strong><br />

Insi<strong>der</strong> and Outsi<strong>der</strong> is within the group <strong>of</strong> so-called Insi<strong>der</strong>s.)<br />

The overall conclusion <strong>of</strong> this is that Outsi<strong>der</strong>s are not discouraged<br />

by those affordances educators may see (difficulties in learning<br />

programming, abstraction, complexity), but by problems<br />

related to the everyday use <strong>of</strong> digital technologies: coping with<br />

errors, configuring, installing, and so forth. In other words, the socalled<br />

group <strong>of</strong> Outsi<strong>der</strong>s is not discouraged by perceiving an<br />

insurmountable gap between them as users and the goal to become<br />

a designer. Instead, they perceive a gap between use and being<br />

able to become a digital caretaker.<br />

Moreover, it seems as if this group perceives the digital world and<br />

its myriad artifacts more or less as a given, natural environment -<br />

like nature itself. This perception completely neglects the role <strong>of</strong><br />

human effort, creativity and engagement in developing and shaping<br />

the digital world. (Aside: In personal communication with<br />

other researchers’ they approved this diagnosis, but it still is – in<br />

my opinion - so dramatic that more effort should be done in researching<br />

this finding. See also section 4)<br />

Based on the above description, what can be done to foster interest<br />

for this group <strong>of</strong> outsi<strong>der</strong>s? And, moreover, how can this be<br />

done without deterring novices who are in the group <strong>of</strong> insi<strong>der</strong>s,<br />

and are already interested in topics like programming?<br />

In or<strong>der</strong> to find the answer, we need to explore the above outlined<br />

model a little further. First <strong>of</strong> all, both groups (Insi<strong>der</strong>s and Outsi<strong>der</strong>s)<br />

start as inexperienced users, e.g. as gamers or web surfers.<br />

But somehow several (the Insi<strong>der</strong>s) gain confidence, interest and<br />

are motivated to explore digital artifacts further, and eventually<br />

discover the possibilities <strong>of</strong> designing by adapting, configuring or<br />

developing web pages and by programming. In contrast the Outsi<strong>der</strong>s<br />

experience that they barely cope with the affordances <strong>of</strong><br />

everyday interaction with digital devices. The reason for this<br />

difficulty might be due to attributing an irrational behavior to<br />

digital devices, and/or a lack <strong>of</strong> specific ‘digital skills’ – as if only<br />

people with special abilities are able to persuade digital artifacts to<br />

do as they are supposed to.<br />

Interesting is the anthropomorphism in attributing ‘irrational<br />

behavior’ to digital devices. It shows a lack <strong>of</strong> knowledge <strong>of</strong> the<br />

internal principles behind the perceived functions; and this<br />

knowledge gap is filled by construing anthropomorphisms in the<br />

conception <strong>of</strong> digital devices; in the hope <strong>of</strong> being able to un<strong>der</strong>stand<br />

one’s own usage problems.<br />

And here we find two handles to foster interest: First, there is still<br />

some interest in un<strong>der</strong>standing ‘what’s going on’ internally. This<br />

should be used and deepened. Second, there is some immediate<br />

need to un<strong>der</strong>stand the structure <strong>of</strong> digital devices.

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