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

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

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ehind the small suggestion to employ experiments in CS education<br />

is meant as a step towards this direction. The educational goal<br />

is to emancipate and educate all, so that they can use and modify<br />

or even create digital artifacts according to their own creativity<br />

and needs. And on a general level, to support well-being and<br />

development <strong>of</strong> society as such, by being a responsible and participating<br />

member <strong>of</strong> (the digital) society.<br />

4.1 Goals<br />

In summary, the duality <strong>of</strong> function and structure is an analytical<br />

perspective that should frame the perception <strong>of</strong> topics to learn for<br />

teachers and learners. It highlights some aspects, and is therefore<br />

connected to certain goals:<br />

Link computer science to ICT-experiences from everyday<br />

life.<br />

Foster interest and motivation.<br />

Foster integration in long term memory by linking new content<br />

(mainly from structure) to already known topics from<br />

everyday life (mainly from function).<br />

Develop / teach competencies to analyze different kinds <strong>of</strong><br />

digital artifacts (and thus foster self-efficacy and maybe<br />

change attribution).<br />

Demonstrate the relevance <strong>of</strong> CS for future development; in<br />

personal life as well as with regard to the wellbeing <strong>of</strong> society.<br />

This has three facets:<br />

Getting help for usage problems (reattribution, get problem<br />

solving ideas based on structure knowledge) and<br />

hence acknowledge the (immediate) value <strong>of</strong> the learning<br />

content,<br />

Un<strong>der</strong>standing the internal mechanics <strong>of</strong> digital artifacts,<br />

as a) a prerequisite or aspect <strong>of</strong> learning programming<br />

as well as b) an aspect <strong>of</strong> un<strong>der</strong>standing the<br />

dual nature <strong>of</strong> digital artifacts.<br />

Un<strong>der</strong>standing the need (and role) <strong>of</strong> design (structure);<br />

and therefore be able to alter or widen conceptions <strong>of</strong><br />

computing disciplines and the role <strong>of</strong> computing pr<strong>of</strong>essionals.<br />

Teaching and learning methods are needed, that provide bridges<br />

between structure and function. Experiments - un<strong>der</strong>stood similarly<br />

to science education - are promising candidates to build such<br />

bridges in the CS classroom. In science, experiments are rigorous<br />

methods developed to test (and sometimes develop) hypotheses<br />

about phenomena in nature. They are different from the everyday<br />

meaning in which experimenting is <strong>of</strong>ten associated with tinkering<br />

or trial and error. In the next section, examples <strong>of</strong> experiments as<br />

bridges between structure and function are presented and briefly<br />

discussed.<br />

5. DUALITY EXPERIMENTS<br />

In this section some examples are given, which show a variety <strong>of</strong><br />

experiments as teaching method in CS education. In doing so, the<br />

rationale behind and the desired effects are discussed.<br />

Note, however, that the examples are more or less based on literature.<br />

All <strong>of</strong> them were enacted, at least in basic form - but not yet<br />

empirically evaluated within the above outlined approach; therefore<br />

the intended effects are described on account <strong>of</strong> the described<br />

theory, and are not empirical results.<br />

5.1 The cell phone network<br />

Using cell phones / smart-phones is an everyday activity <strong>of</strong> school<br />

children. E.g. in <strong>Germany</strong> 96% <strong>of</strong> all teenagers (age 12-19) own a<br />

mobile phone [26].<br />

48<br />

The teaching unit focusses on location based data produced by<br />

mobile phones. In a first step, students are uncovering structure<br />

and function <strong>of</strong> the cellular network.<br />

A small experiment can be used as a motivating introduction[30]:<br />

Two cell phones and a metal box are needed. In the first experiment<br />

one phone is placed inside the box, which is closed. What<br />

happens if one tries to make a phone call to that phone? It<br />

wouldn’t ring because it is not available – no connection from the<br />

other phone is possible. In the second version <strong>of</strong> this experiment,<br />

the second phone is – after dialing the number <strong>of</strong> the first – also<br />

put inside the box. What happens now?<br />

This starting point raises the question how the cell phone network<br />

works – what is its structure? A part <strong>of</strong> it is the need to localize<br />

the mobile stations (the cell phones). And therefore, in the example<br />

above, both phones in the metal box cannot connect to the<br />

base station, and the called phone wouldn’t ring.<br />

In a second step – which also may be called an experiment, but<br />

more correctly is a role play – learners encounter the basic structure<br />

<strong>of</strong> a cellular network (mobile stations, base stations, and the<br />

central switching station with home location register) by enacting<br />

(or experimenting with) use cases like connecting to another<br />

phone. By enacting several scenarios learners will discover that<br />

besides the content data (what they are talking over the phone)<br />

also traffic data is transmitted and collected. Of these traffic data<br />

the location data is in focus <strong>of</strong> the following step.<br />

In [4] an example <strong>of</strong> location data collected by the phone service<br />

provi<strong>der</strong> is shown, including the raw data as a spreadsheet, an<br />

interactive visualization and an interpretation <strong>of</strong> the data.<br />

The learners will visualize the location data themselves, by using<br />

a predefined framework. This framework allows inserting a<br />

graphical representation (e.g. a dot) at the geographical coordinates<br />

in one <strong>of</strong> the typical online maps (like OpenStreetMap).<br />

Experiments with the data are made by changing the visualization,<br />

e.g. adding a counter for each position and/or filtering for time<br />

slots. For example, showing the position <strong>of</strong> the cell phone only<br />

during night time indicates the residence <strong>of</strong> the cell phone owner.<br />

These activities (producing different visualizations <strong>of</strong> the same<br />

data) demonstrate the information that can be revealed, and what<br />

possible (future) use <strong>of</strong> that information may be possible. This<br />

includes a demonstration and discussion <strong>of</strong> location based services<br />

like Google traffic, which predicts traffic conditions, based on<br />

accumulated location data <strong>of</strong> cell phone users [27].<br />

Students can learn – among other aspects – how computing is<br />

changing and devolving, and eventually reflect on their conception<br />

<strong>of</strong> computing disciplines.<br />

In summary, the above outlined experiment (or, if you will experiments<br />

(box, role play, and interactive visualization)) is aiming at<br />

visualizing structure, namely effects <strong>of</strong> the receiving signal<br />

strength, important parts <strong>of</strong> the cell phone network, and location<br />

data. The main role <strong>of</strong> the experiment is to build the above mentioned<br />

bridge from use experiences to perceiving the structure <strong>of</strong><br />

the cell phone network. It should do so by making the learners<br />

curious and start to ask, what will happen and how does it work.<br />

In other words, it should raise awareness for aspects <strong>of</strong> the otherwise<br />

hidden structure <strong>of</strong> the cell phone network. The playful<br />

approach should be motivating by making learners’ curious and<br />

asking themselves, what will happen.<br />

The immediate benefit for users is small, however. It may only a<br />

better un<strong>der</strong>standing <strong>of</strong> connection errors. In addition, the experiments<br />

might raise the awareness <strong>of</strong> differences with regard to the<br />

precision <strong>of</strong> one’s own location data, and that it can be influenced

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