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

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

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explain and anticipate learning difficulties. Today's students<br />

come<br />

Figure 1. A schematic representation <strong>of</strong> a cognitiveapprenticeship<br />

viewpoint on schooling<br />

to school with a wealth <strong>of</strong> informal knowledge that includes<br />

learning practices which have proved useful in out-<strong>of</strong>-school<br />

learning experiences, such as their interaction with the Internet<br />

as consumers and producers <strong>of</strong> knowledge as well as their<br />

gaming experiences (for further discussion <strong>of</strong> the impact <strong>of</strong><br />

students' computer experience on their cognitive skills, see Gee,<br />

[6]. As our expectations <strong>of</strong> schooling sociology shift so that we<br />

no longer assume that the teacher is the “knowledge authority”<br />

and instead expect students to assume responsibility for creating<br />

knowledge, our metaphors for educational milieus should reflect<br />

this change.<br />

Figure 2. A schematic representation <strong>of</strong> a cultural encounter<br />

viewpoint on schooling<br />

I suggest using the metaphor <strong>of</strong> a cultural encounter. This<br />

metaphor faithfully maintains students' “newcomerness” to the<br />

culture represented by the instructional setting but, at the same<br />

time, regards students as longstanding members <strong>of</strong> other,<br />

intertwined cultures. Moreover, this metaphor also enables us to<br />

regard school goals and practices as being driven from multiple,<br />

not necessarily overlapping cultures, thereby adding to the<br />

picture by emphasizing the multicultural nature <strong>of</strong> the sociology<br />

<strong>of</strong> schooling today. Figure 2 is a schematic representation <strong>of</strong> this<br />

viewpoint.<br />

92<br />

3. COMPUTER SCIENCE EDUCATION AS<br />

A CULTURAL ENCOUNTER<br />

In any domain, the teacher and the student are active in two<br />

cultures simultaneously, or metaphorically, each <strong>of</strong> them wears<br />

two hats simultaneously. The first hat is the hat <strong>of</strong> the target<br />

community <strong>of</strong> practice. The teacher, like the entire instructional<br />

setting, represents the community <strong>of</strong> the studied practice, and the<br />

student is the newcomer to that community <strong>of</strong> practice. Indeed,<br />

the CS curriculum is oriented toward the academic community<br />

whose un<strong>der</strong>standing <strong>of</strong> the computer world involves the<br />

abstraction, solution, and pro<strong>of</strong> <strong>of</strong> algorithmic problems.<br />

The second hat is the hat <strong>of</strong> participants in a school milieu.<br />

School is a cultural environment in itself. Brousseau [3] defines<br />

school activity as creating and playing didactical milieus,<br />

designed by the teachers according to the knowledge they want to<br />

devolve, with consi<strong>der</strong>ation <strong>of</strong> the students they teach. Learning<br />

is achieved when the student develops strategies to make sense<br />

<strong>of</strong> the milieu.<br />

CS students wear a third hat, that <strong>of</strong> a computer user or local<br />

developer. Their viewpoint regarding the CS world—what<br />

constitutes a good problem, an accountable approach to a<br />

solution, and a satisfactory solution <strong>of</strong> the problem—were shaped<br />

without much interaction with the other two "pr<strong>of</strong>essional" CS<br />

cultures: the CS academia and industry [1]. A user is defined by<br />

Turkle [18] as someone who is “involved in the machine in a<br />

hands-on way, but is not interested in the technology except as it<br />

enables an application” [18, p.32]. Many students, thus, are<br />

veterans in the world <strong>of</strong> computers; this shapes their<br />

un<strong>der</strong>standing <strong>of</strong> and interests in this world. Furthermore, as oldtimers<br />

in this world, they might delegitimize the CS curriculum<br />

as relevant to their CS life, which ultimately leads to a culture<br />

clash.<br />

Often the bor<strong>der</strong>line between users and programmers is not<br />

clear-cut [7, 12]. In fact, it is all a matter <strong>of</strong> the context. Students<br />

might mistakenly mis-contextualize educational computer-related<br />

situations and approach them “wearing” the user hat rather than<br />

the programmer’s hat. For example, in previous work, it was<br />

evident that both the user culture and school culture nurtured<br />

students (mis)conceptions <strong>of</strong> correctness as relative and partial.<br />

“Relatively correct” meant that that the program “worked,” i.e.<br />

produced the desired output with additional irrelevant output.<br />

Relative correctness meant that there was a “grain <strong>of</strong><br />

correctness” in the program, that is, something in the code was<br />

written correctly. In fact, students referred to program correctness<br />

as the sum <strong>of</strong> the correctness <strong>of</strong> the code constituents, as teachers<br />

would grade their programs. Moreover, some attributed the<br />

teacher’s judgment that the program was incorrect to<br />

‘‘pettiness’’ [1, 2].<br />

4. EDUCATIONAL CHALLENGES IN THE<br />

DIGITAL AGE<br />

4.1 The change in school culture<br />

Traditional schooling is characterized by its focus on information<br />

and teacher-centered practices. Resnick [16] and other scholars<br />

contend that these schooling foci are unsuitable for current times<br />

and should therefore change, moving beyond information and

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