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

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

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the educational programs and rationales are strongly linked to the<br />

academic disciplines, but nevertheless are having a strong selfview<br />

<strong>of</strong> their unique role and importance for secondary education.<br />

(However, rea<strong>der</strong>s interested only in the actual method might skip<br />

this section. It gives an additional explanation and motivation for<br />

experiments as a method and why they are suggested in this specific<br />

form)<br />

So far, the role <strong>of</strong> computing in school is still somewhat unclear.<br />

Based on the discussion above – the duality <strong>of</strong> structure and function,<br />

and associated perceptions <strong>of</strong> a dichotomy between user and<br />

designer, and <strong>of</strong> Insi<strong>der</strong>-Outsi<strong>der</strong> – we define this role as supporting<br />

learners to develop along this continuum from Users~Outsi<strong>der</strong>s~function<br />

to Designers~Insi<strong>der</strong>s~duality. Learners<br />

should explore different steps between use and design. (And,<br />

experiments are likely to be one <strong>of</strong> the teaching methods supporting<br />

this development.)<br />

Interestingly, we can find several accounts within our discipline<br />

which – at least partially – refer to similar goals. Some <strong>of</strong> them<br />

will be briefly outlined within our framework <strong>of</strong> duality.<br />

First <strong>of</strong> all, the abstraction and theorizing <strong>of</strong> the work in computing<br />

biographies suggest a pattern <strong>of</strong> four different roles, which<br />

can be used to describe different biographical stages and development<br />

processes. The following is based on the thesis <strong>of</strong><br />

<strong>Knobelsdorf</strong> [17] p. 135ff. The empirically and theoretically<br />

<strong>der</strong>ived four biographical steps (or roles), are:<br />

1) checking out or trial; 2) use or apply; 3) configure or modify;<br />

and 4) create or produce.<br />

1. Trial: Focus is on getting to know the digital artifact (DA),<br />

trying out typical applications. Often motivated by curiosity.<br />

DA is perceived in a playful fashion, as a toy to tinker with.<br />

2. Use: Focus is on function; that is interacting with the DA in a<br />

way that is useful for a certain task or within a given context;<br />

and is therefore motivated by this need (which is external or<br />

unrelated to the artifact itself). The DA is consequently perceived<br />

as a medium, a communication device or a tool.<br />

3. Configure: Focus is on adapting the DA to the user's need, by<br />

changing parts <strong>of</strong> the hardware or s<strong>of</strong>tware. Motivation is<br />

based either on the desire to adapt the system to the individual<br />

need, or by coping with errors. Corresponding to these different<br />

motivations, the DA can be perceived as mysterious<br />

and incomprehensible, or as a kind <strong>of</strong> magical artifact with<br />

potentially unlimited possibilities.<br />

4. Create: Focus is on extending the DA by individually or selfbuilt<br />

items. Motivated by a need induced from use-context,<br />

or by the desire or joy <strong>of</strong> being creative. DA is perceived as a<br />

tool for creativity (a computer scientist might say, as a universal<br />

machine).<br />

Note, together with a change <strong>of</strong> the interaction pattern, the perception<br />

<strong>of</strong> the artifact changes as well; but this correlation is not<br />

causality. However, it seems possible that inducing a change in<br />

interaction might cause a change in perception, too.<br />

The second related area is design / end user programming. For<br />

example Fischer and Giaccardi [12] propose Meta-Design. Metadesign<br />

recommends a different role <strong>of</strong> design and designers,<br />

because at design-time not all user issues and needs occurring at<br />

use-time could be foreseen and fulfilled in a suitable manner.<br />

Therefor users need to be designers, too – at least in part. They<br />

also describe a continuum between end user usage and pr<strong>of</strong>essional<br />

design: 1) Passive consumer, 2) well-informed consumer,<br />

3) end-user, 4) power user, 5) domain designer, 6) meta-designer<br />

47<br />

[12]. Note this continuum (again) develops as an increase <strong>of</strong><br />

awareness, un<strong>der</strong>standing, and changing structure.<br />

They also argue: “Cultures are substantially defined by their<br />

media and their tools for thinking, working, learning, and collaborating.<br />

[…] The importance <strong>of</strong> meta-design rests on the fundamental<br />

belief that humans (not all <strong>of</strong> them, not at all times, not in all<br />

contexts) want to be and act as designers in personally meaningful<br />

activities. Meta-design encourages users to be actively engaged in<br />

generating creative extensions to the artifacts given to them and<br />

has the potential to break down the strict counterproductive barriers<br />

between consumers and designers” ([12], section 6.2). Reframing<br />

these arguments in terms <strong>of</strong> computer science education<br />

suggests that it is not only about avoiding usage problems or<br />

having proper tools at hand, but also about being actively engaged,<br />

creative, being able to shape one’s own (immediate) environment,<br />

and being able to develop oneself. The difference here is<br />

that the authors may believe that meta-designers as pr<strong>of</strong>essionals<br />

need an excellent education; while maybe they believe that users<br />

can act as designers without being (digitally) educated. But based<br />

on e.g. the above described biographical results, such a selfeducation<br />

process seems to be possible only for some people.<br />

A third example puts these ideas discussed even further. It was<br />

already postulated in the 1970es by Kay and Goldberg [16]. The<br />

Dynabook should allow people to change the DA they are using,<br />

and this would produce: “a metamedium, whose content would be<br />

a wide range <strong>of</strong> already-existing and not-yet-invented media.”<br />

This requires that the “burden <strong>of</strong> system design and specification<br />

is transferred to the user. This approach will only work if we do a<br />

very careful and comprehensive job <strong>of</strong> providing a general medium<br />

<strong>of</strong> communication which will allow ordinary users to casually<br />

and easily describe their desires for a specific tool.” In terms <strong>of</strong><br />

our framework such a description would mean to create a suitable<br />

idea <strong>of</strong> structure from un<strong>der</strong>standing the need for new or changed<br />

function. Note, this is a design process, and no direct translation<br />

from function to structure would be possible. So while from the<br />

perspective <strong>of</strong> the discipline (or the authors <strong>of</strong> [16] at that time)<br />

the idea was that ‘ordinary users’ will be capable <strong>of</strong> doing so - I<br />

think in light <strong>of</strong> current developments such users would need to be<br />

educated to be able to engage in such interaction with DA. And,<br />

they would need to be educated in CS.<br />

The authors also contrast two types <strong>of</strong> media or tools: Those with<br />

fixed purposes, and those with the ability to be adapted to new<br />

needs and ideas. While the first type, like cars and TV’s aim at<br />

anticipating users’ needs, the other type (like paper and pencil)<br />

“<strong>of</strong>fer[s] many dimensions <strong>of</strong> possibility and high resolution;<br />

these can be used in an unanticipated way by many, though tools<br />

need to be made or obtained to stir some <strong>of</strong> the medium’s possibilities<br />

while constraining others” [16].<br />

While the aforementioned ideas (users as designers) focused on<br />

personal development and self-fulfillment, here now the perspective<br />

is widening towards development <strong>of</strong> the society and culture as<br />

such. The vision is – so to speak– to unleash the full power <strong>of</strong> the<br />

universal machine. From an educational point <strong>of</strong> view, it’s not<br />

only about personal development, but also on participation: being<br />

able to participate in the discourse about advancement <strong>of</strong> society,<br />

and being able to take part in these developments.<br />

Of course there are different degrees <strong>of</strong> such participation – again<br />

from user to – maybe – meta-designer. Nevertheless, an educated<br />

person should be able to un<strong>der</strong>stand what is going on.<br />

While [12] and [16] the role <strong>of</strong> tool development and pr<strong>of</strong>essional<br />

design was consi<strong>der</strong>ed, now the necessity <strong>of</strong> people, and their<br />

education should be consi<strong>der</strong>ed. In summary, the grand vision

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