Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...
Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...
Maria Knobelsdorf, University of Dortmund, Germany - Didaktik der ...
Create successful ePaper yourself
Turn your PDF publications into a flip-book with our unique Google optimized e-Paper software.
est is developed by repeated experience <strong>of</strong> situational interest.<br />
According to Mitchell [25], meaningfulness and involvement are<br />
the two most important aspects to foster individual interest. Meaningfulness<br />
is the perception <strong>of</strong> a learner <strong>of</strong> the content as being<br />
valuable for her current life. Involvement is due to active engagement<br />
in the learning process.<br />
Based on this theoretical account, the following aspects are important<br />
affordances for developing and analyzing experiments as<br />
interest developing approach to teaching:<br />
If learners feel or believe they can influence the process (e.g. the<br />
learning process, or the process <strong>of</strong> interacting with a digital artifact)<br />
they are more likely to be involved.<br />
Teachers and learners <strong>of</strong>ten have different perceptions <strong>of</strong> what is<br />
<strong>of</strong> most importance in the learning process. How can Outsi<strong>der</strong>s be<br />
enabled or supported to see value (=meaningfulness) in learning<br />
computer science?<br />
Self-efficacy (or similar: self-confidence, self-view) should be<br />
preserved in or<strong>der</strong> to prevent learners from avoiding situations<br />
which are threatening to their self-esteem. And, vice-versa, learners<br />
should have opportunities to succeed, because “as achievement<br />
enhances self-image and confidence in an upward spiral<br />
in which increased levels <strong>of</strong> achievement enhance motivation<br />
which in turn leads to further increases in achievement” [21].<br />
The thesis is that building bridges between function and structure<br />
supports the perception <strong>of</strong> the value in learning structure (and<br />
hence CS, too).<br />
There are two issues connected to experiments: One is that such<br />
activities are interesting due to external factors (hands on), which<br />
are not transferred to the discipline. The other is that embedding<br />
the disciplines’ content in engaging activities can be seen only as<br />
one first step, and in addition to involvement also meaningfulness<br />
needs to be supported. And here we are talking about meaningfulness<br />
for Outsi<strong>der</strong>s, who are most likely are conceptualizing CS as<br />
related to computers and a kind <strong>of</strong> mysterious pr<strong>of</strong>essional pattern<br />
in interaction with such devices.<br />
Thus the main point is to shift attention from function to structure,<br />
while also preserving the link to the original function and context<br />
<strong>of</strong> an Outsi<strong>der</strong> as a user. When and how will computing become<br />
meaningful and valuable for such a person?<br />
In other words, the above described activities might be labeled as<br />
experiments, but only if they are building a bridge between function<br />
and structure. Most likely such a bridge can be built by starting<br />
from everyday use experiences with digital artifacts.<br />
Here we also see a difference to e.g. CS unplugged. Both approaches<br />
have some commonalities: They are aiming at triggering<br />
situational interest (<strong>of</strong> Outsi<strong>der</strong>s) by engaging them in unusual<br />
and intriguing activities, and both shift attention away from using<br />
the PC. The difference is that CS unplugged simply removes the<br />
distracting content and plugs out the PC, duality experiments start<br />
with use experiences and some kind <strong>of</strong> digital artifact from an<br />
unusual perspective that should raise curiosity in the usually<br />
hidden structural aspect. In terms <strong>of</strong> the briefly outlined theory <strong>of</strong><br />
interest, CS unplugged provides a good catch facet for situational<br />
interest, while a duality experiment aims at providing some hold<br />
facet in or<strong>der</strong> to develop individual interest by raising the impression<br />
<strong>of</strong> personal meaningfulness and value.<br />
From the above discussed experiments some conclusions can be<br />
drawn, in or<strong>der</strong> to highlight specific features and intended effects<br />
<strong>of</strong> experiments in computer science education.<br />
50<br />
Firstly, they do not aim to (immediately) change the perception <strong>of</strong><br />
the discipline, but to change the perception <strong>of</strong> digital artifacts, and<br />
the perception <strong>of</strong> suitable interaction patterns with digital artifacts.<br />
They introduce learners to the ‘internal mechanics’ (structure) <strong>of</strong><br />
digital artifacts so that they can reattribute the causes for usage<br />
problems.<br />
They should raise awareness for possible variants <strong>of</strong> the internal<br />
mechanics, so that learners can experience and explore a ‘design<br />
space’, in which one can un<strong>der</strong>stand that (within constraints)<br />
different structure-variants can lead to (sometimes subtle but<br />
important) differences in function.(see e.g. example in 5.2 ).<br />
Experiments should take into account different usage approaches,<br />
so to include different levels <strong>of</strong> use-competence and habits for<br />
interaction with a digital artifact (see e.g. 5.1 ).<br />
In or<strong>der</strong> to support a general change, and not only a local change<br />
in interacting with the currently analyzed digital artifact, transfer<br />
should be included; e.g. from the actual experiment to other digital<br />
artifacts, or other aspects <strong>of</strong> the same digital artifact (like e.g.<br />
from ‘text alignment’ to ‘picture alignment’ in section 5.2 ).<br />
7. CONCLUSIONS<br />
Overall, the examples described here are based on the idea <strong>of</strong><br />
duality reconstruction [31]. Nevertheless empirical research is<br />
needed to discern what in detail do students learn from such experiments.<br />
Also empirical data could help to un<strong>der</strong>stand which<br />
experiments really foster bridging structure and function and<br />
support learners to see the dual nature <strong>of</strong> digital artifacts. And <strong>of</strong><br />
course, it will be interesting to conduct empirical research on the<br />
question if learners change with regard to self-efficacy, motivation<br />
or interest as predicted.<br />
Structure and function are somewhat connected to Insi<strong>der</strong> (-<br />
>structure) and Outsi<strong>der</strong> (->function). Providing bridges should<br />
support the construction <strong>of</strong> learning-units that are appealing to<br />
both groups and their different interests (and perspectives on the<br />
topics).<br />
And, most important, the experiment should provide opportunities<br />
to perceive structure and function as essential. Especially using<br />
bridges between structure and function should increase the sense<br />
<strong>of</strong> value as it mutually supports the perspective that is not in focus<br />
<strong>of</strong> the learner.<br />
Questions yet to solve arise in the following aspects:<br />
The experiments outlined above allow learners to control parts <strong>of</strong><br />
the experiments. The actual interaction with an artifact as part <strong>of</strong><br />
the experiment usually can vary and is not as strictly defined as in<br />
‘real’ scientific experiments. More work should be done to discern<br />
important aspects <strong>of</strong> the teaching method, including e.g. link to<br />
learning theory and interaction <strong>of</strong> outcome and learner attributes.<br />
The above described experiments are fulfilling more or less the<br />
just mentioned affordances. In or<strong>der</strong> to further develop the teaching<br />
method, our discipline can learn from experiments in natural<br />
science - both positively and negatively. For example, we know<br />
from science education that it is possible to engage in contraproductive<br />
trial-and error, so called ‘Hands-on, minds-<strong>of</strong>f’ experiments.<br />
It is also an open question whether the intended transfer <strong>of</strong> a<br />
changed perception in the interaction with DA triggers a change in<br />
perception <strong>of</strong> the computing disciplines, too. Remember e.g. the<br />
digital caretaker, discussed in section 2.2 . Such a misconception<br />
<strong>of</strong> the discipline should be changed – but will it?<br />
These questions are answerable only by (empirical) research.