Culture Based Computing For Adult Learners (C-CAL)
by
Wanda Eugene
A dissertation submitted to the Graduate Faculty of
Auburn University
in partial fulfillment of the
requirements for the Degree of
Doctor of Philosophy
Auburn, Alabama
August 06th, 2011
Copyright 2011 by Wanda Eugene
Approved by
Juan E. Gilbert, Chair, Professor of Computer Science and Software Engineering
Richard Chapman, Associate Professor of Computer Science and Software Engineering
N.Hari Narayanan, Chair, Professor of Computer Science and Software Engineering
ii
Abstract
This dissertation presents the design, implementation, and evaluation of the novel
Cultural based Computing for Adult Learners (C-CAL) system, a self-directed online learning
application utilizing culture to support adult learners in grasping computing concepts. C-CAL
contains four major components ? Culture Inquiry Form, Cultural Data Mining, Links for
Learning, and Learning Modules ? seeking to enhance the learning experience of non-traditional
adult learners.
Through a series of experiments, the C-CAL system has been found to be a viable
alternative to introducing computing concepts to adult learners. As a result, using the general
technology acceptance model (TAM), there was no statistical difference between the C-CAL
system and traditional, non-culturally engaging methods currently used in regards to perceived
ease of use and perceived usefulness. Thus indicating the C-CAL system performed just as well
as traditional methods. However, C-CAL was consistently rated higher than the control on along
all measures. Thus indicating the C-CAL system is a feasible system to utilize, whose benefits
can manifest itself in the array of adult learners returning to education. This dissertation work
demonstrates a deepening effort in applying culture norms and understanding to the design of
computing technology, which will allow for more empowered uses of technology for learning
and innovations among adult learners.
iii
Acknowledgements
The author thanks the following:
The Almighty Lord for providing patience, wisdom, knowledge, and for placing such
amazing people in my path.
I want to thank everyone that has supported and encouraged me during this process. I
specifically would like to thank my thesis advisor Juan Gilbert for his patience in helping me to
define the scope of this project, his mentorship and guidance. I want to also thank my
dissertation committee Richard Chapman, and Hari Narayanan for their support, insight, and
expertise. I want to also give thanks to my fellow Human Centered Computing Lab members
for their words of encouragement.
I would be remiss if I did not thank my extended family and friends the Bryants, the
Mitchells, Shaundra Daily, Anderson Prewitt, Joaquin Gentry, Jean Accius, Petra Robinson,
Christin Hamilton, Shanee Dawkins and the Mosaic Family Church for their encouragement
and acts of kindness provided through out this process. My research pods, Brigid Barron and
the LIFE Center team, and faculty supporters that have mentored me along the way for their
direction, comments, and suggestions are very much appreciated.
I would also like to thank my family, my parents, Madeline Eugene, and, Alicieus
Eugene for their loving support, my siblings Viness and Amos for carrying me through my
storms and the rest of my sisters, brothers, cousins, aunts and uncles for their continued support
and belief in me and my ability to achieve this milestone. I dedicate this work to the memory
iv
of my aunt Jeannette Joseph and my grandfather August Michel, who lived as examples that
taught me how to deal with life?s challenges. Most of all, I want to give special thanks to God,
for making this all possible.
v
Table of Contents
Abstract........................................................................................................................................ii
Acknowledgements.....................................................................................................................iii
List of Figures..............................................................................................................................x
List of Tables.............................................................................................................................xii
Introduction..................................................................................................................................1
1.1 Motivation...........................................................................................................................1
1.2 Development of the Culture Construction..........................................................................3
1.3 Research Challenges...........................................................................................................5
1.4 Research Question..............................................................................................................6
1.5 Contributions of the Dissertation........................................................................................6
1.6 Organization of Dissertation...............................................................................................7
Literature Review: Design Considerations..................................................................................9
2.1 Learning Consideration.......................................................................................................9
2.1.1 Reaching Adult Learners..........................................................................................9
2.1.2 Role of Computing..................................................................................................11
2.2 Scaffolding Learning........................................................................................................16
2.2.1 Culture and Learning..............................................................................................17
2.3 Technology Design Consideration....................................................................................20
vi
2.3.1 e-Learning...............................................................................................................20
2.3.2 Culturally-Relevant Design....................................................................................22
System Design...........................................................................................................................24
3.1 Component I: Culture Inquiry Form.................................................................................26
3.1.1 Creating a Protocol.................................................................................................26
3.1.2 Testing Protocol......................................................................................................28
3.1.2.1 Settings..........................................................................................................28
3.1.2.2 Procedure......................................................................................................28
3.1.2.3 Participants....................................................................................................29
3.1.2.4 Analysis.........................................................................................................30
3.1.2.5 Results...........................................................................................................30
3.1.3 Translating Protocol Online....................................................................................33
3.1.3.1 Add Hobbies..................................................................................................34
3.2 Component II: Culture Data Mining.................................................................................38
3.3 Component III: Culture Data Mining...............................................................................42
3.4 Creating Culture & Computing Dyads.............................................................................44
3.5 Conclusion........................................................................................................................45
System Implementation.............................................................................................................47
4.1 Component IV: Learning Modules...................................................................................49
4.1.2 Design and Development........................................................................................51
vii
4.2 Implementation and Evaluation........................................................................................58
4.3 Conclusion........................................................................................................................59
Experimental Design..................................................................................................................61
5.2 Mining for culture (Component 2):...................................................................................64
5.2.1 Hypothesis...............................................................................................................64
5.2.2 Method....................................................................................................................64
5.2.3 Procedure and Participants......................................................................................65
5.2.4 Measure...................................................................................................................65
5.2.5 Results and Analysis...............................................................................................65
5.2.6 Conclusion..............................................................................................................72
5.3 Culture Dyads (Component 3):.........................................................................................73
5.3.1 Hypothesis...............................................................................................................73
5.3.2 Method....................................................................................................................73
5.3.3 Procedure and Participants......................................................................................73
5.3.4 Measure...................................................................................................................75
5.3.5 Results and Analysis...............................................................................................75
5.3.6 Conclusion..............................................................................................................76
5.4 Creating culture based learning modules (Component 4):...............................................77
5.4.1 Hypothesis...............................................................................................................77
5.4.2 Method....................................................................................................................77
5.4.3 Procedure and Participants......................................................................................77
viii
5.4.4 Measure...................................................................................................................78
5.4.5 Results and Analysis...............................................................................................78
5.5 Enhancing the learning experience of adult learners when being introduced to computing
concepts.............................................................................................................................80
5.5.1 Data Collection.......................................................................................................80
5.5.2 Method....................................................................................................................81
5.5.3 Control Treatment...................................................................................................82
5.5.4 System design to support system usability for adult learners.................................83
5.5.4.1 Hypothesis.....................................................................................................83
5.5.4.2 Method..........................................................................................................83
5.5.4.3 Procedure & Participants..............................................................................84
5.5.4.4 Measure.........................................................................................................85
5.5.4.5 Results & Analysis........................................................................................85
5.5.4.5.1 Perceived Usefulness.........................................................................85
5.5.4.5.2 Perceived Ease of Use........................................................................92
5.5.5 Demonstrating cognitive understanding.................................................................98
5.5.5.1 Hypothesis.....................................................................................................98
5.5.5.3 Procedure & Participants..............................................................................99
5.5.5.4 Measure.........................................................................................................99
5.5.5.5 Results & Analysis......................................................................................100
Conclusion...............................................................................................................................109
ix
6.1 Summary.........................................................................................................................109
6.2 Conclusion......................................................................................................................111
6.3 Contributions..................................................................................................................112
6.4 Future Research..............................................................................................................113
6.5 Final Thought..................................................................................................................115
References................................................................................................................................117
x
List of Figures
Figure 1: System Architecture......................................................................................................26?
Figure 2: Sample Culture Inquiry Form........................................................................................34?
Figure 3: Add Your Hobby...........................................................................................................37?
Figure 4: Describe Your Hobby....................................................................................................38?
Figure 5: Defining Hobby.............................................................................................................48?
Figure 6: Hobbies in Context........................................................................................................49?
Figure 7: Introduction Page..........................................................................................................52?
Figure 8: Page 1, Control..............................................................................................................53?
Figure 9: Culture Based Example.................................................................................................54?
Figure 10: Concept Defined: Control...........................................................................................55?
Figure 11: Concept Defined-Experimental...................................................................................56?
Figure 12: More on Concept in Culture........................................................................................57?
Figure 13:Your Turn.....................................................................................................................58?
Figure 14: Learning Module Flowchart........................................................................................59?
Figure 15: Learning Module Sample Page 1................................................................................79?
Figure 16: Learning Module Sample Page 2................................................................................80?
Figure 17: PU K-S-Test Plot.........................................................................................................92?
Figure 18: PEOU K-S-Test Plot...................................................................................................98?
Figure 19: Objects K-S-Test Plot................................................................................................107?
xi
Figure 20: Functions K-S-Test Plot............................................................................................108?
xii
List of Tables
Table 1: Lee's Culture Data Set Example.....................................................................................18?
Table 2: Eglash African Fractals Example...................................................................................19?
Table 3: Focus Group Culture Examples......................................................................................32?
Table 4: Validation Study Demographic......................................................................................66?
Table 5: Hobby Bucket.................................................................................................................67?
Table 6: AQ Summary..................................................................................................................69?
Table 7: Dominant Attribute........................................................................................................70?
Table 8: Cluster 5 Summary.........................................................................................................70?
Table 9: Cluster 8 Summary.........................................................................................................71?
Table 10: Cluster 1 Summary.......................................................................................................72?
Table 11: Sample of Correlated Culture and Concept..................................................................75?
Table 12: Full Study Demographics.............................................................................................81?
Table 13: Perceived Usefulness Experimental Results.................................................................88?
Table 14: Perceived Usefulness Control Results..........................................................................89?
Table 15: PU Analysis..................................................................................................................90?
Table 16: PU K-S-Test Results.....................................................................................................91?
Table 17: Perceived Ease of Use Experimental Results...............................................................94?
Table 18: Perceived Ease of Use Control Results........................................................................95?
Table 19: PEOU Analysis.............................................................................................................96?
xiii
Table 20: PEOU K-S-Test Results...............................................................................................97?
Table 21: Results for "Your Turn" for the Functions Concept -Control Group.........................101?
Table 22: Results for "Your Turn" for the Functions Concept- Experiemental Group..............102?
Table 23: Results for "Your Turn" for the Objects Concept- Contorol Group...........................103?
Table 24:Results for "Your Turn" for the Objects Concept -Experimental Group....................104?
Table 25: Object Concept Analysis............................................................................................106?
Table 26: Functions Concept Analysis.......................................................................................106?
Table 27: Results for "Your Turn" K-S-Test Analysis...............................................................107?
1
Chapter 1
Introduction
?The engine of our national economy, upon which our safety and security, our wellbeing, our
quality of life, and our global competitiveness, indeed, our national preeminence depends, is
powered by the technological and scientific discoveries and innovations? (Jackson, 2004).
1.1 Motivation
There is a rapid societal shift from a need for laborers to one for knowledge workers and
a wide-ranging effort to strengthen scientific competitiveness (Gilbert & Eugene, 2007). There is
now a need for digital fluency among those who were once common laborers. Digital fluency, as
defined by the National Research Council, is the ability to reformulate knowledge, to express
oneself creatively; and appropriately, to synthesize new knowledge, and to produce and generate
information rather than just comprehend it (NRC, 1999).
Without supporting common laborers, ages 18-50, who are not usually targeted for
computational learning resources outside of academic or job space, in developing digital fluency,
the competitive edge will be lost and a rather large segment of our population will continue to be
marginalized. The question becomes, ?How can our society be supported in gaining digital
fluency?? A first step towards answering this question came after the term ?digital divide,? was
coined during the mid 1990s. During this time, access to computational resources was thought to
be the solution. There was little success, however, in integrating technology into the lives of
2
learners (Wolverton, 2010). Since then, education, rather than access alone, has become the push
for supporting participation in the information society.
As with all other educational concepts, there are numerous challenges that can hinder
efforts to educate adult learners about computing. The obstacle most relevant to the current body
of work is that of culture. Hughes postulated that all inventions are fashioned by individuals with
a very specific educational and cultural background such that each part of an invention?s
complex story involves processes that are highly contingent and highly intertwined with social,
economic, and political relationships (Hughes, 1993). In other words, technology systems are
imbued with the culture of the inventors. This idea can be extended to computing education.
Computing education is socially produced, and social production is culturally informed. Thus,
the culture of the producers of these educational practices shapes the ways in which they are
realized (Castells, 2001). As a result, efforts towards computing education can be hindered for
learners with limited or no participation in the producers? culture that is inherently built upon in
the computing education practices.
Conceptual understanding of computing differs between cultural groups with respect to
logic, perceptions of time and space, society, values, problem-solving methods, or even
determining which problems are considered legitimate (Tedre et al., 2003). Therefore, some
learners must first come to understand this new culture prior to engaging in the learning
experience, some will adapt regardless of the situation, some learners will adapt with difficulty,
and some learners will not adapt at all. It is imperative that the cultural barriers to learning are
addressed in order to support the development of digital fluency in adult learners.
3
1.2 Development of the Culture Construction
Culture has been presented as both a challenge to learning, and although culture has made
its way to the forefront of conversation, constantly being acknowledged as important, it still
manages to elude specificity. In every context of its use, culture takes on a different meaning or
representation, fulfilling a different purpose or function. As culture influences action by shaping
a repertoire or "toolkit" of habits, skills, and styles from which people construct ?strategies of
action? (Swidler, 1986), it creates culture identities, which are understood within and between
the culture participants. These toolkits depict the wealth of knowledge shared and understood
within the culture. They also provide an alternative lens of understanding and interpreting data
not already associated with one?s mental schema.
Unfortunately, current methods of culture identification are limited and do not encompass
this kind of multifaceted view of the learner. In previous research (Jensen, 1969; Betancourt &
Lopez, 1993; Nasir & Hand, 2006), a participant?s culture was often defined by his gender and/or
ethnic culture of participation, or the practices he partakes, in hopes that one would characterize
the other. For example, an African American male that participates in the music culture of hip-
hop, would then be identified by one of the above cultures (being African American or hip-hop)
regardless of his depth of participation or identification with those cultures.
Though often used interchangeably, despite their vast differences, culture is not race but
is informed by racial and ethnic categories (Nasir and Hand, 2006). Race is pervasive and
unchangeable yet culture is produced in cultural settings between people created in moments of
culture activity in the context of institutions. The merging of the two constructs, the perspective
of race as culture, which asserts that the characteristics and adaption of all people from a racial
group are viewed as being homogenous (Nasir and Hand, 2006) is therefore unfounded.
4
The term culture will be used as one of the fundamental underpinnings of this body of
work, and the foundation for the system design efforts. The use of culture throughout this
research is theoretically based in sociocultural theory. As described by Nasir & Hand (2006),
sociocultural perspective on culture as produced and reproduced in moments as people do in life,
examine the roles of social and cultural processes as mediators of human activity and thought.
The authors also present the four core aspects of sociocultural theory that form the foundation of
the definition of and use of culture:
1. Development at multiple levels of analysis
2. Cultural practices as a unit of analysis
3. Learning as a shift in social relations
4. The meditation of artifacts and tools
In understanding this perspective of sociocultural theory, culture is grounded as being a
system of meaning carried across generations, and constantly recreated in local context as one
participates and reconstructs cultural practices. This perspective of the culture construct
encompasses a dynamic view of culture as a holistic body that is constantly changing and one
within which its participants interact. Building upon this dynamic characterization of culture, in
this research culture is defined as ?who you are? and ?what you do.? Who you are? are things
about about a person that are not easily changed, i.e. gender, ethnicity, age, height, weight,
etc.?What you do? are things a person regularly practice and/or have meaning in their life, i.e.
religion, political affiliation, music, sports, hobbies, etc.
5
1.3 Research Challenges
Adult learners have been chosen since audiences aged 18-50 are normally not targeted for
computational learning resources unless they have received higher education or some other job
training (Seals et al., 2008). Adults in this age group that are not privy to higher education, or
employment where such training is available can quickly become disenfranchised since they lack
the computing knowledge that drives our society. There are certain challenges, however, to the
development of a system to support these adults in understanding computing concepts such as
barriers to learning with computational artifacts.
Because computational artifacts are culturally mediated, they are inherently designed
with the cultural prospective and understanding of their designers and builders (Eugene &
Gilbert, 2008). This can prove problematic if the learner is not a participant in the designer?s
culture. Before the learner can engage in learning, s/he must first come to understand the culture
that the artifact is situated in, and then begin the learning process. All learners participate in a
range of cultures and culture practices, derived from their life experiences in communities,
industries, hobbies etc. Every artifact or practice that draws from a culture has rules of
engagement. Delpit (2005) explains, that learner decides when and how to draw from their
knowledge and experiences from within these various cultures but are lost without that choice.
This creates an unnecessary barrier, making it difficult for new learners to engage. A learner?s
inability to connect to the culture that the artifact is situated in can create disjoint learning,
making it difficult for a learner to connect this learning experience to their current mental model.
This in turn produces a rote learner or a learner that learns without understanding of the
reasoning or the relationships involved (Mayer, 1995), versus an adaptive learner or a learner
with flexible knowledge that allows them to invent ways to solve familiar problems and
6
innovative skills to identify new problems (Brophy et al., 2004), because the learner does not
embody a full understanding of the learned material. Though problematic with all learners, this
can be detrimental to adult learners that often affiliate new learning as a challenge for the young
to engage in, thus are apprehensive. Concern for the challenge that awaits, matched with barriers
of learning computational artifacts that stems from an unfamiliar culture background these
learners can find themselves at a disadvantage from the very beginning.
1.4 Research Question
In order to understand how culture participation can be captured, collected, and used to
generate instruction through a computer-based system, the following research question will guide
this research:
Is culture based learning a feasible option to introduce adults to computing and does culture
based learning enhance the learning experience for adult learners when being introduced to
computing concepts?
The exploration of this question gives rise to two sub-questions:
1. Can culture of participation be identified and captured?
2. Can culture data mining be used to create culture based learning modules?
1.5 Contributions of the Dissertation
The Cultural based Computing for Adult Learners (C-CAL) system in all its components
fills a void in making the following contributions to the field of Human Centered Computing and
Computer Science Education: a practical tool for identifying culture of participation for a group,
modeling a process for the use of culture as a design construct and introduces a new system for
increasing digital fluency for among Adult learners.
7
1.6 Organization of Dissertation
Chapter 2 gives an overview of the areas of research that pertain to the development of C-
CAL. The research presented here is addressed in three parts: Learning Consideration,
Scaffolding Learning and Technology Design Considerations. In learning consideration, a brief
history of the plight of adult learners is discussed followed by a snapshot of the current issues
with adult learners and computing. Next, the theoretical basis established that supports culture
and learning in Scaffolding Learning. Finally, chapter 2 presents Technology Design
considerations such as culturally relevant design, e-Learning cultural data mining and user
interface design.
Chapter 3 will discuss the system design in terms of system architecture. Here a thorough
picture of the steps taken to design the C-CAL system. C-CAL is composed of four components
all of which were designed and developed for this system. The first component is the Culture
Inquiry Form, followed by the Culture Data Mining and then the Culture Dyads and finally the
Learning Modules. The detailed design of the first three of the components will be discussed in
chapter 3, including the design decisions made, the various factors used to influence those
decisions, and final design that resulted.
Chapter 4 will continue from chapter 3 with the implementation of the design strategies
of chapter 3. The implementation of the C-CAL system is the materialization of the fourth and
final component, the Learning Modules. Chapter 4 will demonstrate the transition of moving
from the design realm to creating a user-friendly learning application.
Chapter 5 presents the experiments, results, and analysis conducted on the C-CAL system
in part and as a whole. Throughout the design and development of the C-CAL system the
8
components were vigorously analyzed and or tested. At the end, an experiment was conducted on
the C-CAL system in its entirety. Finally, Chapter 6 discusses the conclusions of the study,
including limitations; summarizes main contributions that this work made; and points to some
areas for future work.
9
Chapter 2
Literature Review: Design Considerations
This chapter details the literature that informs an understanding of design considerations
for Culture-based Computing for Adult Learners (C-CAL), a computer-based learner assistant,
utilizing adult learners? culture-based knowledge to teach them computing concepts. These
considerations are discussed two domains: learning and technology. Learning considerations
include those related to reaching adult learners, teaching computing, and scaffolding learning
through culture. Culturally relevant design and user interface design are considerations that
inform the technological design of C-CAL.
2.1 Learning Consideration
2.1.1 Reaching Adult Learners
One of the greatest challenges of education is the quest to understand if the learner is
gaining insight into their own interpretation and framing the learning experience in the context of
their learning. Beginning in the 1920s, the exploration of adults and learning was rooted in
behavioral psychology and focused on the question can adults learn? By the 1950s, there was a
shift away from this more behavioral view, to a more cognitive view of learning. At this time,
however, adults were not differentiated from children. Researchers in this time period found that
10
gaps in adult knowledge were actually functions of non-cognitive factors such as level of
education training, health and speed of response (Merriam, 2001).
These discoveries, helped researchers put to the rest the question of whether adults could
learn and led to the development of an understanding of how adult learning differs from the way
children learn. By the late 1960?s two theories of adult learners began to gain popularity, that still
serve as the foundation to adult education today: 1) andragogy, defined as the art and science of
helping adults learn, and 2) the theory of self-directed learning, centered on learners becoming
increasingly self-directed as they mature. Merriam points out that by the 1970?s and 1980?s both
theories had gained criticism for not considering the social impediments of adult learners and
ignoring social-historical context. This social-historical context is addressed by Guy (1999) who
asserts that every aspect of adult life shaped by culture and education has served as a vehicle for
defining the culture values that people hold or that they view as central to being successful in
their society. As a result, ?the nature of the fit between learners? cultural backgrounds [emphasis
added] and their educational experience is of central concern because of cultures? importance in
establishing criteria for success or failure? (Guy, 1999, p. 13).
In order to better understand the social impediments and social-historical context of adult
learners, over time, distinctions are made among the different categories of adult learners, such
as age and motivation, all of which factors into their learning needs.
There are three generations of adult participations, the older age group of 45-50 years or
more, the main and middle group from 25-30 up to 45 to 50 years, and the young adults from 18
to 25-30 years (Illeris, 2003). The older generation?s attitudes towards education are depicted by
their identity as ?wage earner consciousness.? The middle generation is also a carrier of the
wage earner identity, but developed with it the material and collective value orientation toward
11
more immaterial and individualistic attitudes. The young generation?s central identity is
influenced by the culture liberation. These distinctions can provide insight regarding the
possibility of defense strategies to learning that challenges their identity and personal way of
thinking, reacting, and behaving.
In current research, the concept of the identity of adult learners within education has
expanded to encompass non-traditional students, students other than young adults matriculating
from high school into college, within informal learning environments, learning outside of the
classroom. The term adult learners has evolved from adults that participated in learning as a
voluntary activity, to adults that are there directly through necessity or persuasion either by
employers/authorities, or indirectly, to avoid social and economic marginalization. All of which
do not capture the various types of adult learners or identify a centralized motivating factor.
Motivations are rarely straightforwardly, positive or negative, but seem to be a mixture of social,
personal and/or technical elements with a focus on the concrete skills that the adults expect to
gain (Illeris, 2003). Furthermore, researchers still agree that adult learners differ in motivation,
limitations, and method of engaging in the learning process. If this is true, how are these adult
learners reached?
2.1.2 Role of Computing
With the massive return of adults to education, a buzz around the role of computing
education has also begun to arise. Many of these returning adult learners, are finding their
newfound educational or career interests fully entrenched with some form of computing
education. In the last two decades, society has made an enormous investment in technology-
based infrastructures for continued education, which has resulted in technology-based education
and technology-assisted education becoming high priority for almost all forms of education
12
(Nasseh, 1999). In addition, most jobs today require employees to have the capacity to access,
organize, and evaluate information using technology, ?whether the person works on a
construction site, drives an 18-wheeler, or processes payroll at the local convenience store,
technological skills can mean the difference between having a job and seeking one, especially for
older workers? (Cordes, 2009, pg 1). This need has adult learners storming learning centers
around the world to improve their skills and knowledge bases (Nasseh, 1999; AE Listserve,
2008, Massy, 2005).
Meeting the needs of the influx of adult learners requires distributed learning
environments, and the ability to support new technologies and devices (Cordes, 2009). Although
these adult learners are returning to education, many will not be in classrooms and are armed
only with the limited technical knowledge they obtained from workplace or personal life. There
will most likely be an inverse relationship between their age and socioeconomic status versus
their technological experience and resources. Thus, the older adults are, the less technological
experience they are likely to possess. In addition, if these adult learners are of a lower
socioeconomic status, there will be higher disparities in terms of available resources. Cordes
(2009) asserts, factors such as formal computer training, practical experience, and the confidence
gained from extensive use over time, that is often seen in younger learners that have grown up
digitally, will play a critical role in their effectiveness in performing the needed learning tasks.
These factors reflect much of the call to action that has been a stir in the computing
education community for the last several years. All of which begs the question, how do we meet
their needs? In 1999, the National Research Council organized by the National Academy of
Sciences produced ?Being Fluent with Information Technology? to set the standard for what
everyone should know about information technology in order to use it effectively now and in the
13
future (National Research Council, 1999). In the report, they explained that computer literacy is
too modest of a goal in the presence of rapid change because it lacks the necessary ?staying
power.? The committee called for learners to have fluency with information technology
(FITness), which entails the ability to reformulate knowledge, to express oneself creatively; and
appropriately, to synthesize new knowledge, and to produce and generate information rather than
just comprehend it. Further, fluency was defined as having three interrelated dimensions?
intellectual capabilities, conceptual knowledge, and an appropriate skill set. Thus, the committee
established the need to have ?an adequate level of ?FITness? that provides an individual with the
foundational knowledge and understanding that enables him or her to advance along a
continuum, becoming more and more adept at applying information technology for a range of
purposes and having a deeper understanding of technological opportunities for doing
so?(National Research Council, 1999, pg 14).
Over the years ?FITness? has had a range of interpretations of what its practical
components should contain. A long-standing question that has evolved from this, is what exactly
is this need to know knowledge? For example, is the goal to provide all adult learners an
introduction to computer science education (often entailing some form of programming); or is
the goal to effectively provide knowledge equivalent to that obtained through an information
system-training program (focusing on the processes and management of information)? Efforts
made to address the ?need? question often align themselves, knowingly or unknowingly, to one
or the other side of this debate.
One growing concept, energized by Jeanette Wing in 2006, is that of computational
thinking, a fundamental skill she claims is as rudimentary as reading, writing and arithmetic
(Wing, 2006). Computational thinking involves solving problems, designing systems, and
14
understanding human behavior by drawing on the concepts fundamental to computer science. It
encompasses six main characteristics: 1) Conceptualizing (thinking at multiple levels of
abstraction); 2) a fundamental skill as oppose to a rote skill; 3) a model of human thinking; 4) a
way of complementing and combining mathematical and engineering thinking; 5) based on ideas
not artifacts and 6) it is for everyone everywhere.
Further, Guzdial asserts the need for the computing profession to explicitly teach an
expanded view of the ways of thinking about computing and making computational thinking
easily accessible to a broader audience (Guzdial, 2008). He discusses Miller and Pane?s study of
how people specify processes in natural language that suggests that object-oriented thinking, in
regards to a novice task description, is not natural for students. Thus, there is a need to teach
students computing in a way that makes sense to them (Guzdial, 2008).
Though often seen as a ?noble goal,? computational thinking has been met with some
debate as to the role of programming languages in this process. One perspective on this debate,
is that programming is to computer science what proof of construction is to mathematics, and
what literary analysis is to English (Lu and Fletcher 2009). In other words, the introductory level
should focus on vocabularies and symbols that can be used to annotate and describe computation
and abstraction, suggest information and execution, and provide notation around which mental
models of processes can be built. In another view, there is a call to move away from object-
oriented languages all together with beginners, and to a more simplified languages until
proficiency in design has been reached (Davies 2008). Yet and still other debates have focused
on the optimal choice for the more common languages in use today (McIver, 2002).
A more recent argument gaining support focuses on ?how? computing is introduced. In
understanding that the mental and material worlds are mainly connected through our acting,
15
perceiving, thinking and feeling; that is, through our activities, there must be a shift in focus on
how to build that bridge between the mental and the material (Siefkes, 1997). Thus, the debates
on whether to focus on computing technology instructions, on computer science, on information
science or even what programming language is optimal, becomes secondary to connecting with
the target audience. Siefkes suggests a shift of focus to how to better connect one?s mental
model to the new material.
Mechanical metaphors of thinking and learning such as:
?Our mind is a container where knowledge is stored in various compartments;
theories and curricula are buildings with foundations and supporting pillars;
learning is putting ?stuff? into right places; teaching thus is making this stuff
handy.? (Siekes, pg40, 1997)
no longer suffice, according to Siekes (1997). In an effort to engage adult learners in digital
learning with a goal of obtaining FITness, their learning is distinguished from children by
acknowledging that a cognitive change is requested in how they view their world. Siekes
explains that if change is to last, it must affect and be connected to the people involved and
spread to wider domains. He continues by establishing that our environments represent our
activities, and that these activities are supported and dictated by our knowledge and valuation,
which are formed by them simultaneously. Thus, Siekes concludes, knowledge and valuations
are linked by perception, action and communication that are through our mental, physical and
social activities. If matters such as logical thinking and problem solving are emphasized, and
then resolve to connect the creative and innovative nature of computing to learners, FITness can
be assured regardless of language or technology discipline used (Levy, 1995; Hu, 2003).
16
2.2 Scaffolding Learning
This section expands upon the idea that there has to be alignment between a learner?s
cultural background and his educational experience. Learning is a cultural activity. In order for it
to be meaningful, it must be presented from a culture that is known to the learner. Evidence for
this necessity can be drawn from Situated Learning Theory. A brief background is presented here
to provide a basis for extrapolating an understanding of the impact of culture on learning.
Situated Learning Theory examines knowledge acquisition through active participation in the
social, environmental, and cultural merits of a situation (Lave and Wenger, 1990). Through
legitimate peripheral participation, learners are afforded knowledge in the communities of
practice that they participate in, which serve as tools to shape their understanding of the world
around them (Driscoll, 2000). When a learner?s instructional knowledge is divorced from her
communal configuration developed from within her community of practice, her ability to
associate her instruction with her already learned knowledge is hindered.
In the social context of an environment, learning can be manifested through the basic
interaction of others, shared information, or even through abstractions from acuity. Lave and
Wenger (1990) expressed that learning is not only a result of organized education present in
rigorous formats, but also of opportunities to be employed through practice.
Situated learning is defined as a process of engagement in a community of practice (Smith,
2003); a context of learning in an everyday practice that is stretched over, not divided among-
mind, body, activity, and culturally organized settings (McLellan, 1996); or simply a derivative
of active cultural participation. As a result, it is wondered can it serve as a solution to alleviate
the disparities (Johnson & Kristsonis, 2006) in educating adult learners stemming from diverse
backgrounds enriched with a lifetime of culture experiences? If identifying the sociocultural
17
setting as the community of people and asserting that knowledge is a lived practice (Driscoll,
1999), then the learning of its participants is impacted and formulated about the activities of this
community of practice (Lave and Wenger, 1990). Learning is then a tool resulting within a
community of practice by which it loses some of its validity if separated from its culture.
2.2.1 Culture and Learning
Situated learning must involve activity, concept and culture; comprehension of one will
not abide with the other two, because they are interdependent (McLellan, 1996). Therefore, if
knowledge can be seen as a dynamic toolkit cultivated through experience (Orellana & Bowman,
2003), tools and cultural skills in these toolkits can be identified by means of certain
characteristics. An understanding of these sets of tools is obtained through first accepting the
belief system of the culture to which the tool belongs, and then through use (McLellan, 1996). In
the same fashion, others may not necessarily understand the community-learning tool of
members of a culture without the acceptance of the functioning of that tool with respect to the
culture.
There are several examples in research, and other disciplines and domains of various
efforts of using culture attributes, practices and experiences to facilitate learning and to connect
to the mental model of the target audience. Numerous tools and agents have been developed in
response to the understanding of the importance of culturally relevant learning. For example, Say
Say oh Playmate is a program that builds on students prior knowledge, lyrics from popular
songs, and incorporated music to motivate reading and to support beginning literacy skills
(Pinkard, 2001). Also African-American Distributed Multiple Learning Styles System
(AADMLSS) City Stroll is an interactive game-like environment that uses culturally relevant
cues, gestures, sounds lyrics and animation to identify with the culture of middle school and high
18
school African-American students from the inner city to teach them algebra. (Gilbert et al.,
2008). MindRap is another tool that harnesses the power of culture and the students? creativity
to energize the learning process and encourage an interest in math and science by combining
interactive teaching applications with hip-hop music and culture (Gilbert et al., 2008). Another
example, Lee uses culture modeling to teach literature. Culture modeling in essence provides
instructional organization that makes academic concepts, strategies, and habits explicit and
provides ways of engaging in the work of the disciplines familiar and that provides supports for
instances where the learner is unsure (Lee, 2007). She uses the culture of everyday practices as a
lens for understanding the role of perception in influencing actions. Within culture modeling,
culture data sets are used, which are familiar examples that new learning can be anchored and
used to provide problems whose solutions mirror the demands of the academic task that the
learner is to discover (Lee, 2007). Similarly, Eglash investigates fractal geometry as in
geometric patterns, calculations and theories, as facets expressed in various African cultures
(Eglash, 1999). Making connections across relevant schemata or clusters of schematic networks
helps to create connections between the known and the unknown.
Table 1 shows how Lee engages inner city students in conversations about symbolism by
discussing well-known rap lyrics and drawing parallels to similar ideas in literature.
Table 1: Lee's Culture Data Set Example
Culture data sets Literature
Rap lyrics ?The Mask? by the Fuges 196
Students analyze the meaning of the Mask and terms
in the Mask like ?why Golden Child was not symbol
but figurative language such as saying ?you star
bright is a another way of saying you light-skined??
Symbolism
Rap video ?I use to Love Her? by Comon Sense
1994
Symbolism
Short story ?Everyday Use? by Alice Walker 194 Symbolism
Novel ?Beloved? by Toni Morison 1987 Symbolism
19
Similarly, Table 2 below shows the connection made by Eglash in identifying
illustrations of fractal geometry in indigenous African architecture designs, decorative arts,
ceremonies and customs. Much like the models created by Eglash and Lee, this research
demonstrates a similar model.
Table 2: Eglash African Fractals Example
Culture Fractals
Kinship and descent Recursion
Divination Binary codes=> numeric systems
African windscren (the Sahel have strong wind and
dust. The shortest rows kep the dust out the best
because they are the tightest weaved, but also require
more material and efort. They know that wind blows
stronger when you go up from the ground, so they
make the windscren to match )
Scaling
African windscren: Maximum in function (keping
dust out) for a minimum of cost (efort and materials)
Cost benefit analysis
Finally, all knowledge is not obtained via situated cognition. Knowledge can be acquired
through formal and informal ways. The interaction of the types of knowledge is beneficial when
the strengths of both forms of knowledge are used (Eales, 1997). Given that full understanding of
the attained knowledge has occurred, then knowledge learned through formal means can be
applied in situations dealing with informal contexts. Situated learning does play a vital role in the
development of learners. Because the nature of learners is to participate in various communities
of practice, it is natural that the learner?s development in one community of practice can come as
a result of her participation in another.
Regardless of how the knowledge is acquired, it must prove to be meaningful to the
learner. Ausubel?s Meaningful Learning Theory depicts meaningful learning as a process of
20
relating potentially meaningful information to what the learner already knows in a non-arbitrary
and substantive way (Driscoll, 1999). In other words, if a learner has experiences that are unique
to her/his identity, then meaningful learning occurs when s/he is able to relate new potentially
meaningful information. Situating a learning experience within a culture where a learner is an
active participant is an example of how to make it meaningful.
As a caveat to the dialogue of culture and learning, it is presented with a caution on
knowledge transfer. Saxe?s (1988) study on the math of street vendor children, displayed the
perplexing scenario of their cultural knowledge of mathematics not manifesting itself in tasks
that required their understanding of the conventional rules for composing digits into multi-digit
values, even though they used appropriate linguistic descriptors in their everyday activities.
Gasson (1999) explains this phenomenon in that individual knowledge is therefore based in the
context of action and transferable between tasks only when concepts may be generalized and
made apparent from experience gained through previous learning activities. She reveals, the
transfer of knowledge therefore becomes possible only when sociocultural practices can be
translated to a new context of social action.
2.3 Technology Design Consideration
2.3.1 e-Learning
In understanding that the majority of adult learners that will be engaging in the learning
of computing technology via computer technology, care must be taken in how the experience is
structured. In some sense, for many of these learners it will be like submersing oneself in a
foreign country with limited, to no knowledge of their language and expecting to not only
survive, but to thrive. Though, as difficult as the challenge may sound, it is possible, and less
21
painful, with the right tools. Thus, C-CAL will be designed as an e-Learning tool. For the
purpose of this study, the term e-Learning is an umbrella term for online learning, distance
learning, web-based training, computer based-learning, etc., in which learning and training are
facilitated through both computer and communication technology. One of the greatest benefits of
e-Learning is its ability to overcome the various boundary conditions such as space and time, in
which knowledge can be imparted to a learner. e-Learning techniques can be divided into four
categories:
? Knowledge databases provide index explanation and guidance for software questions,
along with step-by-step instructions for performing a specific task as often seen in
popular help menus.
? Online support such as forums, chat rooms, online bulletin boards, email, or live instant
messaging support.
? Asynchronous training, self pace learning that is CD-ROM-based, Network-based,
Intranet/Internet-based, allowing learners to participate according to their schedule and be
geographically separated from the instructor.
? Synchronous training happens in real-time using various e-Learning technologies and
occurs much like a traditional classroom session (Obringer, 2006).
E-Learning involves the use of a number of technological tools that can be applied in
various contexts; it is not a distinctive education system in itself (Nichols 2003). Though many
are the opportunities that e-Learning affords, the fact still remains that e-Learning doesn?t change
anything about how human beings learn. e-Learning is one of the youngest learning tools as far
as research is concerned. The bulk of literature in e-Learning is practice-based and is typically
presented in a descriptive format (Nichols, 2003). Thus, much of e-Learning has been conducted
22
on a trial and error bases. The rapid growth of e-Learning technologies and the desire to see these
technologies integrated in the learning process has caused a lapse in verifying its validity. The
true educational potential of these tools may never be realized until developers see links between
established theoretical prospective on learning and useful applied techniques in e-Learning
course design, as well as find ways to improve the dissemination of research for more specified
guidance (Bannan-Ritland, Bragg & Collins, 2004). For the true value of e-Learning to be
reached, those presenting it must look past the novelty of the technology delivery formats and
apply what they know about teaching and learning to the creation of these environments basing
their decisions on sound pedagogical constructs relevant to their own domains (Bannan-Ritland,
Bragg & Collins, 2004). As a result, C-CAL will be a learning tool that utilizes the e-Learning
platform as a vehicle to reach a broader audience, yet rooted in learning theories such as Situated
Learning and Meaningful Learning Theory.
2.3.2 Culturally-Relevant Design
Understanding the needs of adult learners, and the challenges of getting these learners to
the level of fluency in information technology as described by the National Academies of
Science, can culture be used as an ethnic-social construct to bridge the world of adult learners
and the learning of computing technology?
In order embark on such an effort it would be wise to heed to the lessons learned how to
present culture based learning. Classroom based teaching, is one area where culturally relevant
learning has been explored extensively. Teaching in a culturally relevant manner requires that
educators of adults examine the learning environment for communicative processes, instructional
practices, classroom customs and expectations, learning evaluation criteria, and instructional
content that are potentially culturally incompatible. Guy (1999) explores a model for teaching in
23
a culturally relevant way that is compatible with the learners. The model explores four elements
of culture, (1) the instructor?s cultural identity, (2) the learner?s cultural identity, (3) the
curriculum, and (4) instructional methods and processes. This model can become difficult to
implement in practice because of the daunting task of customizing the learning experience for
each student. The four elements of culture become the bases of forming design consideration for
culturally relevant design.
24
Chapter 3
System Design
Marie is a 28-year-old woman of an ethnic minority and living in the southeast region of
the United States. She graduated from high school about 11 years ago and has been working a
series of odd jobs as she pursues her acting career. She has been acting for about 14 years,
appearing in at least two productions a year. Marie also loves to cook, coming up with a range
of recipes and is trained in martial arts. Marie wants to find a way to improve her earning
capacity until she gets her big break. Marie has rich cultural knowledge that can be used to
enhance her learning experience. Marie sits down to C-CAL, and in the Culture Inquiry Form,
enters the cultures in which she participates. Once her Culture Inquiry Form is submitted, it is
clustered to determine the dominant culture with respect to others in the database. Once the
dominant culture in which she participates is determined, in this case theatre, it is then manually
linked to a computing concept; variables in this case.
Marie is presented with the idea that a performer can be considered a variable. In linking
variables to the culture attributes of theatre, we will focus on the common trait of a symbolic
representation. In theatre, symbolic representation can be likened to that of a performer. For
example, in the production of Shakespeare?s Romeo and Juliet the role of the female protagonist
character Juliet, has been played by a variety of performers all representing the same persona.
However, as long as the rules were followed for example the experiences of the character, it is
understood what symbolic representation the performer is portraying. When performing, every
25
thought, action and reaction is performed in character to denote or convey the character. Hence,
the actress becomes a symbolic representation of a persona or character. Much like a variable
labeled "int i," it doesn't matter which integer is placed in the variable i (high/low or
positive/negative), as long as it is reflective of the symbol integer. Therefore, regardless what
quantity or expression is given, the variable must stay in character.
This scenario describes the intended use of Culture based Computing for Adult Learners
(C-CAL); supporting adult learners in understanding computing concepts through culture-based
instruction. This chapter will describe the components of the (C-CAL) system that
operationalized the design considerations discussed in the previous chapter. C-CAL contains four
major components ? Culture Inquiry Form, Cultural Data Mining, Culture Dyads, and Learning
Modules (Figure 1) ? each of which was designed, implemented, and evaluated as a part of this
research. The C-CAL system was designed using an iterative design methodology. For each
component an initial design was composed, then presented to several test users. Based upon the
feedback received from the test users the design was refined to account for any shortcomings in
the design. The process was repeated until user issues have been addressed at an acceptable level
(Nielsen, 1993). The sections below discuss the design rationale for these components as well as
research conducted to inform their implementation. This will serve as the system design road
map. A discussion of the implementation of the entire C-CAL system will be presented in
Chapter 4.
26
Figure 1: System Architecture
3.1 Component I: Culture Inquiry Form
The goal of Component I of the system was to answer the question, can one?s culture of
participation be identified and captured? The Culture Inquiry Form (CIF) allows the learners to
self identify with the culture(s) in which they participate. The CIF collects culture participation
information based on ?who you are? and ?what you do? (Gilbert and Eugene, 2009). In order to
formulate a design centered about the target audience, the design of the first component required
input from the target audience regarding their culture of participation. Cultures of participation
are best understood and explained by their participants. Thus the design, set out to determine the
adaptive responses and/or activities that reflect a person?s knowledge base as a participant of that
cultural practice. The researcher hypothesized that by asking adults about their shared
experiences regarding their participation within a community of practice they will reveal both
cultural attributes that will provide insight into how they identify themselves as participants of
these cultures. The design of Component I consisted of: 1) creation of the Culture Participation
Focus Group Protocol; 2) an initial test the protocol; and 3) translation of the protocol into an
online space.
3.1.1 Creating a Protocol
27
The initial focus group protocol, the Culture Participation Focus Group Protocol
(CPFGP), was designed (see Appendix A) by adapting the Family Math Protocol created by the
Family Math Project (Martin et al., 2009). The Family Math Project and team are affiliates of
Stanford University School of Education and the Learning Informal and Formal Environments
(LIFE) Center. The project?s goals are to identify contexts, activities, and resources involved in
learning and using mathematics in families where they seek out and design for points of synergy
between math in the home, and math and school. Using the protocol, the Family Math team
conducts two-hour interviews in the family homes where they investigate the family as a cultural
context for learning and doing math. The questions are focused on everyday activities and
designed to solicit narratives. Although the Family Math Protocol?s primary purpose related to
demonstrations of math in everyday activities, its ability to capture a groups? depiction of their
everyday activities and solicit narratives provides an avenue for understanding a group?s culture
of participation.
The first portion of the CPFGP covers context and activities, where questions centered on
generating discussion on the various activities, people experience in different places and times.
The questions in this portion of the protocol stemmed from topics such as home design and
improvement; hobbies and collections; favorite or leisure activities; cooking, shopping, work and
travel. Next, the CPFGP investigates problem-solving strategies, and a deeper exploration of
preferred activities is conducted by investigating how various activities are done. In keeping in
the customs of the Family Math Protocol, the CPFGP also seeks computing in a minute stories,
where everyday experiences imitate experiences encountered in computing are shared. The
protocol concludes with a final question of, ?what is computing to you,? in an effort to provide a
28
chance to explore any uncovered arenas. The CPFGP was used to conduct the focus groups
discussed below.
3.1.2 Testing Protocol
The focus group method was selected because of some of its immediate benefits, such as
the group effect (Lindlof & Taylor, 2002). It provides an interactive group setting, where
participants are free to talk to one another. As participants listen to others? verbalized
experiences it stimulates memories, ideas, and experiences of their own. As such, group
members begin to communicate in a common language to describe similar experience, allowing
the capture of a common shared ontology. The focus group provided a means of understanding
the cultures of participation of the targeted audience and their ontology for characterizing their
participation in these cultures.
3.1.2.1 Settings
The focus groups were conducted in collaboration with the Information Management and
System Engineering (IMSE) Program in Detroit, Michigan. The IMSE program, under Wayne
State University?s National Science Foundation Broadening Participation in Computing Project,
is a collaboration of Wayne State, Focus Hope, and several industry partners to support
disadvantage students at critical junctures from a GED through the completion of a post
secondary degree (Brockmeyer, 2007).
3.1.2.2 Procedure
In preparation for the focus groups, there was some concern regarding the length of the
protocol and the time allotment for the focus groups. The flow of a focus group or interview
29
depends heavily upon the engagement of the group. A highly engaged group can produce
extensive discussion in which rich data can be obtained, however this can limit how many
protocol questions can be covered in a session. As a result, in order to diminish the length of the
protocol and provide adequate time for the researcher to dig deeper into questions, ten of the
focus group questions and demographic questions were sent out to participants a week prior to
the study in the form of a survey (see Appendix B.). The first three questions consisted of
demographic questions such as gender, ethnicity and age. The remaining questions were related
to industry experience and technology usage. The questionnaire provided a foundation to tailor
the focus group discussions.
As prescribed by the protocol, on the first day the instructional sheets are provided then
each focus group began with a round of introductions and explanation of the study to the
participants to establish rapport. The audio recorder was started as participants then engage in a
brief icebreaker, in which they talk about themselves, successes, and challenges. In the beginning
of the focus group, each question was presented to participants in a round robin fashion. As
participant?s comfort level began to rise, as a new question was introduced, participants began to
chime in at will. The researcher made note of each speaker to ensure that every participant had a
chance to respond to a question before moving on to the next question. On the last day, the
participants were thanked for their time, and asked if they have any questions before completing
the focus groups.
3.1.2.3 Participants
Participants of Focus: HOPE cohort 3, which was the current group of students in the
program, was invited to participate in the focus groups. Eleven participants were divided into
two groups (n = 4 in Group 1 and n = 7 in Group 2). Focus groups were conducted over two
30
days, at the Focus: HOPE facility in Detroit, MI. Each session, with each group, lasted 1-1.5
hours. The study took place during the participants? math class time on day one and computing
class time on day two, thus the groups where formed based upon the participants math class
affiliations and time of arrival on the day of the study. Each participant was compensated with a
$25 credit to their IMSE co-payment for each day they participated.
According to the pre-survey, the focus group consisted of 81% African American?s, 55%
male, 44.4% female, and average age ranged from 45 to 54. More than half the participants
considered themselves as novice computer users, yet admitted to using a computer daily. In the
pre-survey, participants mentioned several industries in which they have been previously
employed. This allowed the researcher to conduct a cursory overview of the participants? past
industries of employment prior the day of the focus groups to support additional probing during
the course of the focus group.
3.1.2.4 Analysis
Data gathered from the focus groups were manually analyzed by the researcher in search
for common themes that emerged from the respondents. Data analysis codes were not developed
prior to data analysis to prevent bias. Thus initial analyses were conducted more in terms of a
review of which questions produced more dialogue among the group. And then followed by
determining which questions caused participants to provided a more deep reflection or in-depth
explanation of cultural activities.
3.1.2.5 Results
Table 3: Focus Group Culture Examples depicts a sample of the participants? responses
shared in the focus groups as it relates to their sections for the categories of hobbies and jobs. In
31
the participants? responses, there were several overlaps in hobbies, jobs, and traditions. For
example, though cooking is listed in Table 3 as an example of a hobby, several other participants
discussed it in reference to family traditions or industries in which they have been previously
employed. Their participation in cooking ranged from a daily activity, to one that is done only
with family on given holidays. Participants also discussed their process and preparation patterns
for engaging in their hobby. For example, one participant, reinforced by other participants,
discussed the concept and strategy to playing the game of Bones also known as Dominoes; while
another spoke at length about preparation for a seasonal fishing excursion.
The majority of participants possessed an extensive job history ranging across several
industries. On average, each participant worked a minimum of three jobs over a three-year
period. Participants discussed several of their past work experiences, their positions and some of
the training or knowledge they considered essential to the job. One participant, who supervised a
team of teens conducting road clean-up on the freeway, focused on the safety precautions that he
enforced. Another stressed the importance of angles in power washing semi-trucks. Yet another
depicted the process of delivering trash cans and recycle bins and the various factors that come
into play.
In addition, one of the most valuable discoveries of the focus groups was the participant?s
ontology. This provided the researcher with a roadmap of how to capture culture in future
development, of the C-CAL system. Also gauged was which questions on the protocol
participants had little or no response to. For example, questions about home design and
improvement, and communications structures and patterns didn?t provide much insight within
the focus groups. Thus, these questions were not included in the design of the final Culture
Inquiry Form.
32
Table 3: Focus Group Culture Examples
Coking Fishing Dominoes/Bones
Hobies
Frequency: ranges from
once/twice a wek-
daily; family tradition
Proces
Culture the fod;
creating new recipes?;
Coks for family size
How 2 cok for large
groups
Preparation entails
having resources space,
time.
Soe meals require
advance preparation to
be done days in
advance
Preparation Example:
go to store, get
ingredients, organizing
ingredients; Layout al
other neded suplies
timeframe where you
would not be disturbed
put everything
together
How to prepare:
Know the season to catch
the best fish
Devise a plan (Plan when
you go, who going with,
where you going), get there
early to get the best spots,
pack some lunch and a
coler?uch like planing
an event
How to prepare:
Play for 5 pts or 10
pts
develop a game
strategy, for
example: watch
what hasn't ben
played
Goal is the person
behind you doesn?t
score
Be prepared to
sacrifice your hand
to kep block
oponent
Road Clean-up Power Wash Trash Colector
Jobs
Duration: 3 yrs
Position: supervise
tens
Training Required:
Adapt to diferent
Personalities build god
relationship with
workers
Safety Precautions:
must walk precisely 150
ahead of the vehicle
and 150 fet back
towards the vehicle;
beware of your
suroundings; beware
of oncoming trafic
Duration: 10 yrs
Position: Power-wash semi-
trucks
Training Required:
o Learn how work the
machines
o Technique to washing the
trucks to the satisfaction of
the owner (angles, and
spots: example= loking at
under the tire wel/rim
normaly not an area
cleaned in normal car
washes?so technique
entails geting al the spots)
Duration: 5 yrs
Deliver
Trash/recycle cans
to residential areas
Proces: 2-3 people
runing and
droping down the
cans then another
came by and
scaned (the can?s
barcode)
safety precautions:
Beware of trafic
Weather efect on
work conditions
33
3.1.3 Translating Protocol Online
The CPFGP and the lessons learned from its use in the focus groups, served as the bases
for the creation of the online version of Culture Inquiry Form. The first part, or the ?who you
are? portion, includes the demographics section of the instrument, which was designed to
correlate the data collecting techniques of the U.S. Census Bureau and the Department of Labor,
giving a consistent means of measurement. The US Census Bureau demographic categories serve
as a model for this study, entailing questions such as age, ethnicity, and gender (Figure 2). The
second part of the CIF allowed for the capture of the ?what you do? part of the learners? culture
of participation. The design of the second part of CIF stems from the Culture Participation Focus
Group Protocol (CPFGP) and the collected data. Thus, the second part of the CIF contains
selections pertaining to hobbies, employment, and traditions. All of the questions in CIF were
designed as radio buttons or check boxes except for hobbies and traditions. The hobbies question
presented the participant with a drop-down list of a several hobbies. These hobbies were
gathered from the focus group study. If the learner is unable to identify with the listed hobbies
another avenue is provided for learners to enter in the cultural hobbies in which they participate.
Participant?s entries are then added to the list, such that later participants will see it when the CIF
is loaded again. This will be discussed further below. Traditions were also designed as a text box
so the participants? could enter their traditions and describe them accordingly. A sample portion
of the CIF is displayed in Figure 2 and the CIF in its entirety can be found in Appendix C. Also
included were questions pertaining to computer usage and perceived level of computer
experience.
34
Figure 2: Sample Culture Inquiry Form
3.1.3.1 Add Hobbies
Because the hobbies originally presented in the drop-down list is not a complete list, and
mainly meant to help participants reflect on what some of their hobbies could be, an add hobby
field is also included. The hobbies field was thought to be a key field because it encompassed an
array of cultural practices. In the focus groups conducted, participants provided vivid
explanations of their hobbies, how they themselves participated in these hobbies, and how they
interacted and identified with others that had shared experiences in these activities. For example,
two participants talked extensively about their hobby of cooking. One person explained a
detailed process of preparation, recipes, ingredients, supplies and layout of the kitchen. Another
participant discussed cooking in regard to it being a shared family holiday activity thus focusing
more on the people that were was involved. Several of the hobbies mentioned in the focus group
35
were basic and general enough where other adult learners, including those in the focus group,
could identify such as baking, golfing, watching TV, etc. The researcher decided, then, to make
use of this rich information. Thus, the hobby field was designed as a drop-down menu and
hobbies shared during the course of the focus group by the participants were then added as the
initial options to choose from a drop down menu.
During the focus group, it was discovered that some participants needed seeds, or ideas,
to help them brainstorm what their hobbies might entail. The majority of participants initially
responded as having no hobbies, yet when an example was given or other participants began
describing their hobbies, it would spark a memory or an idea for the other participants of
activities they frequently engaged in but seldom refer to as their hobbies. Assuming the same
would be true for other participants who would later complete the CIF in a virtual space, some of
the more common responses received in the focus group were placed in the drop down menu to
serve a similar purpose of sparking ideas and memories as the examples did for the focus group
participants.
The next goal was to devise a way to capture the same rich information about knowledge
and participation of their hobbies, in a systematic way. It is key to capture a participant?s
ontology of their hobby more than an understanding of what they identify or label that hobby to
be. As previously discussed, participants in a culture have a shared ontology. The ontology, or
language, of a culture is one factor that helps us distinguish between our various cultures of
participation. It is also where a better understanding, of what that culture entails is gained. For
example, if I said that one of my cultures of participation was Kabaddi, it would be useless
information to another person, system, etc. However, if I then described it as an activity having
the objective of to tag as many opponents as possible before returning to the home half of the
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field, you can begin to better identify ways that this person?s ontology and description of their
culture of participation can be likened to a task, process, or skill set to which they can be
connected. To do so, the researcher tapped into the Common Sense Computing Initiative
(http://xnet.media.mit.edu/, 1999).
The Open Mind Common Sense project, a product of the Common Sense Computing
Initiative, has developed the machine-interpretable semantic network, ConceptNet 3.
ConceptNet 3 consists of sets of semantic relations (e.g. EffectOf, DesireOf, CapableOf), known
as binary predicates, which serve as the edges within a semantic network between compound
concepts (e.g. ?buy food?, ?drive car?) that are the nodes (Liu & Singh, 2004; Havasi et al, 2007).
According to Speer (2007), predicates are assertions depicted in their three parts: a relation,
which can be thought of as a function of two arguments, the left concept, and right concept that
form the arguments of that function. Some examples of these predicates are DefinedAs, IsA,
UsedFor, HasProperties, MotivatedByGoal, etc. ConceptNet semantic network consists of over
21 of these predicates (Havasi et al, 2003).
The CIF went through several rounds of testing and redesigning. The alpha design of the
CIF was then put before a team of usability experts, the members of the Human-Centered
Computing Lab. In this iteration the focus was primarily on the usability features of the CIF.
To gain a better understanding of a participant?s hobby, these predicates were employ,
which allow participants to invoke their own ontology and description of their stated hobby (see
Figure 3). Thus, in the CIF, if a participant cannot identify with a hobby in the drop-down list
and decides to add a new hobby, a new window will open where the participants are prompted to
enter their hobby and select the natural language statement(s) the predicates are extracted from
that best describes their hobby Figure 4.
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Figure 3: Add Your Hobby
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Figure 4: Describe Your Hobby
3.2 Component II: Culture Data Mining
The vast amount of data about individual learners that can be captured through the CIF,
creates the need for characterizing groups of learners in order to constrain their cultural traits
used by C-CAL. Cultural data mining is a means for accomplishing this characterization of
learners interacting with the system. Taken into consideration the vast differences between
learners and their experiences, personal customization for each learner quickly becomes a costly
challenge. Though the goal of C-CAL is to provide a unique personalize learning experience for
each learner, C-CAL uses cultural data mining to capitalize on the shared cultural practices and
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ontology?s that the learners expressively participate in or can relate to, and form clusters of
learners.
In general, data mining provides a means of transforming large groups of data into
information by extracting a pattern. It also designates fitting a model to data, finding structure
from data, or in general, any high-level description of a set of data (Fayyad et al., 1996). Data
mining algorithms? ability to extract patterns from data facilitates a growing need to analyze a
subset of data or a model applicable to that subset, within a large data set.
As societies quickly move from data sets consisting of kilobytes to now petabytes of data,
it quickly becomes a daunting task to extract useful information. As computers grow in speed,
number-crunching capabilities, and memory, scientific researchers are edging into data overload
as they try to find meaningful ways to interpret these data sets (Kamath & Parker, 2000). Giving
thought to the notion of varying culture identities that exist in our society, data mining offers a
means of extracting these unique patterns enumerated from data, as opposed to relying upon
assumption or sweeping generalizations.
For this reason, the idea of cultural data mining is taking root. Manovich observes that,
until now, the study of cultural processes relied on two types of data: shallow data about many
people (statistics, sociology) or deep data about a few people (psychology, ethnography, etc)
(Manovich, 2009). Utilizing data mining, detailed data about very large numbers of people,
objects and/or cultural processes can now be collected, and no longer will one have to choose
between size and depth (Manovich, 2009).
In an effort to gain a better understanding of the learner and the learner?s experience, the
study of Educational Data Mining has emerged as the area of scientific inquiry centered around
the development of methods for making discoveries within the unique kinds of data that come
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from educational settings, and using those methods to better understand students and the settings
in which they learn (Baker, in press). Educational data, regardless of its origin, often has multiple
levels of meaning hierarchy, which often need to be determined by properties in the data itself
including issues of time, sequence, and context (Baker, in press).
Within Educational Data Mining tools, popular methods such as prediction, clustering,
relationship mining, discovery with models, and distillation of data for human judgment have
been used for applications such as improving student models, discovering or improving models
of the knowledge structure of the domain, studying the pedagogical support provided by learning
software and scientific discovery about learning and learners. Thus, applying educational data
mining to answer questions in any of the three areas of student models, domain models, and
pedagogical support can have broader scientific benefits of enriching theories and assist the
scientific community in making better provisions for learners at all stages of learning.
C-CAL builds upon the concepts of culture and educational data mining in utilizing
clusters to better understand learners. The data collected from the CIF was analyzed using
cultural data mining, by running a clustering algorithm, Application Quest?, to determine the
dominant culture of participation among the participants. Applications Quest? is a dynamic
software tool developed to perform holistic comparisons using a hierarchical clustering approach
(Gilbert, 2006). Applications Quest? (AQ) takes in numerical values and nominal attributes to
determine clusters of similar applications. AQ compares every application to every other
application using n C r = n! / [(n-r)! r!] comparisons, and places the result of each comparison
into a database table called the similarity matrix. All numeric attributes are scaled to values
between 0 and 1 and used in a squared Euclidean distance measure. When considering nominal
values, the Nominal Population Metric (NPM) is used, which results in values between 0 and 1
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as well. The NPM begins by identifying the nominal attributes within the similarity matrix and
then processes them as follows (Gilbert, 2007):
1. Compute the total number of combinations for all applications using n C r.
2. Compute the number of unique nominal attribute values.
3. Compute the number of combinations for the unique nominal values using n C r.
4. For those combinations of the nominal attribute value pairs, compute the coverage
percentage within the application similarity matrix.
5. The nominal population matrix shows nominal attribute pair coverage across all
comparisons. This is an accurate measure of the impact of the nominal attribute
value pairs based on their actual existence within the data population. The next
step in this process is to adjust the Coverage values if necessary. This is the
desired goal when the application is measuring difference vs. similarity.
6. The Coverage values in the nominal population matrix are now the Nominal
Population Metrics that can be used in clustering algorithms to accurately
compare nominal attribute values.
Using the squared Euclidean distance measure, AQ computes a similarity matrix. To
determine the clusters, AQ uses a divisive clustering approach by identifying the two most
different applications using the similarity matrix. Using the two most different applications, AQ
forms clusters around them based on each individual application?s closeness to one or the other.
The Applications Quest? algorithm provides diverse clusters that make it ideal for cultural data
mining, in which similar culture attributes can be clustered holistically. Thus, it forms clusters of
similar cultural practices obtained from the Culture Inquiry Form. The clusters are then analyzed
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for dominant attribute values, i.e. those that are shared the most. The dominant attribute value(s)
represent the actual cultural traits of the cluster.
3.3 Component III: Culture Dyads
In a full implementation of the C-CAL system, the dominant culture obtained from the
cultural data mining of the CIF data, would be automatically linked to the computing concepts
based on the similarities of the understanding of attributes and processes. These newly formed
dyads (dominant culture and computing concept) would then be infused into a template, to form
the basis of a culturally relevant learning module. Instead, a Wizard of Oz (Woz) method was
employed in order to prove the utility of linking culture to learning computing concepts rather
than focusing on the design of the system. WOz is a method used to test device concepts and
techniques and suggested functionality by evaluating unimplemented technology by using a
human to simulate the response of a system (UsabilityNet, 2006). The ?wizard? or the researcher
simulates the systems response in real time (UsabilityNet, 2006). The WOz paradigm was
conducted to simulate and frame the information retrieval aspect of the system. Using the WOz
paradigm allowed for the development of a model that can be later formalized.
In this research, the ?wizard? uses the dominant culture as the input, it is then anatomizes
in search of the generally understood attributes, practices, and processes that mirror any of the
basic properties of the concept. This process entails an extensive review of the shared ontology
discovered through the focus group, and is followed by additional research obtained by
conducting a guided search using a search engine, all to depict a more contextual understanding
of the culture. The information from the shared ontology and the guided search allows for more
concrete points to match the culture to the concept. The dyads that are formed as a result are
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reviewed by at least one participant in the culture of practice. If the foundational structure used
to relate the culture to the concept is not seen as logical to a current participant in the culture, the
process is repeated.
This model implemented using WOz, as explained in more detail below, is dependent
upon trial and error practices to refine the basis of the dyads. This refinement entails beginning
with the dominant culture cluster attribute(s) concept obtained from the cultural data mining of
the CIF data, and the additional information obtained regarding that concept when it was first
evaluated. For example, given a culture of participation of golf or baking, the system uses the
participants? given ontology from the add hobby section or that which was provided in the focus
groups. A framework can then be established as to what this concept involves, i.e. its tasks, steps,
purpose, procedures, objectives, and goals. Such as with baking, participants discussed the steps
to following recipes; or in golf, they mentioned the purpose and goals of the different clubs.
Using that information as the primary knowledgebase, an online search is then conducted on the
cultural activity using various search engines, such as Google, Bing etc to retrieve additional
information that will help fill in more of the systems knowledge pool of this concept. For
instance, it is learned from guided search via the search engine: following recipes, which often
involves following a sequential or ordered list of steps, or the understanding that golf clubs,
though they vary in goals have a similar function.
As the guided search stage is entered, several factors are taken into consideration. Being
aware that the goal for this portion of the system is to link the culture concept to our computing
concept, the search is commenced with the definition that is derived from the computing
concepts. Thus, as the search is conducted for additional details related to what the culture
concept involves, (tasks, steps, purpose, procedures, objectives, and goals of the culture concept)
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it will be done from the perspective of those related to the computing concept. Ideally, this
would be a sort of matching game. For example, match the culture and concept as they relate to
the process of queuing or a series of steps. Also, at this stage, once the information has been
retrieved, the wizard takes into consideration the ?who you are? aspect of the participants?
culture, and the stored findings are strictly based on how participants have identified themselves
demographic wise. For example, it is unclear what is the stage or the range of participation of all
participants that fall into a given cluster, depicted by the culture attribute of golf, are involved
with golf. Without knowing the occasional players from the semi-pro hobbyist, there is an
attempt to strike a balance of what would be considered general knowledge. Thus, most of the
golf information is gathered from sites geared towards beginners, novice learners, or general
information sites such as Wikipedia or various basic ?how to? or introduction to golf sites.
For clusters formed around industries, the researcher review participant?s educational
background, and thus restrict our stored findings to that which would be considered common
knowledge with the range of education displayed by the participants in that cluster for that given
industry. For example, if a cluster is formed around the medical industry, and the participants?
education ranges from high school diploma to some college, the focus would be on jobs in the
medical industry that do not require advance degrees and what would be common knowledge
among those participants would become the focus. After gathering the background knowledge of
the respective cluster attribute or what is understood to be the shared ontology for participants of
that culture attribute, it is time to attempt to link them to the corresponding computing concepts.
3.4 Creating Culture & Computing Dyads
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Much like the above scenario, using the dominant attribute of each culture cluster
produced by Application Quest?, dyads are based upon the culture?s processes, procedures and
description. For example, if the named culture were characterized by a series of steps, thus
having a likeness of a function, it would be linked to functions. A culture cluster can be linked to
multiple computing concepts especially in cases where a culture cluster has more than one
dominate culture. Based on what is known or expressed by the participant regarding the
dominant culture, the linking is done on what appears to be the more apparent, clear and logical
relationships between the culture concept and the computing concept. For example, baking is
linked to functions based upon the participant?s acknowledgement and identification with its
steps and processes. The linking is done based on the shared ontology expressed by culture
participants and/or the culture processes, procedures and description that are considered common
public knowledge.
3.5 Conclusion
Capturing a synopsis of the vast amounts of culture activities and processes any given
person participates in on a regular basis can be challenging, as the researcher found very limited
tools and resources providing guidance in this manner. In addition, because this body of research
implements a broader definition of culture, the possibilities of the activities that encompass the
cultural of participation of any one person can be a part of can become quite large quickly. As a
result it was understood that in this initial design the goal will be more to employ a workable
method as appose to a precise tool.
Creating a culture and computing model is geared to create a method to link the
participant?s cultural knowledge to the similar practices within a set of computing concepts. As a
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caveat, it should be mentioned that linking learners? culture based knowledge to that of
computing concepts is not an exact science and, thus will require human input. For example, it is
clear or implied that a fetch and pre-fetch process is a part of the culture of doing laundry,
however it is difficult to design a tool to decipher such a concept from a learner?s description,
because, they may view and describe their participation in a range of methods. Such research,
and the automation of this discovery process, is beyond the scope of this dissertation, yet the
same goal can easily be reached with human input. However, this is fertile ground for future
research. This phase will be assessed via a control study of learners.
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Chapter 4
System Implementation
As a proof of concept, objects, functions, and variables frequently found in introductory
computing lessons were selected to serve as the bases for computing concepts to be introduced
by the C-CAL system. The concepts of objects and functions were specifically chosen because it
has been proven that they are often regarded for the higher level of difficulty they present to
novice learners to grasp.
The search to find a layman?s definition for the three computing concepts was initiated at
Wikipedia and other non-expert driven domains found via Google searches. The online
definitions found were then combined with those used in standard introduction to computing text
books commonly employed in college courses among novice learners such as Deitel and Deitel
series on How to Program (Deitel and Deitel, 2007); or Programming for the Absolute
Beginners (Ford, 2007); and Head First Programming (Griffiths and Barry, 2009) that are
targeted for novice learners with limited to no computing experience to forge a suitable working
definition. Again an iterative design process was employed. First, detailed definitions of each of
the three terms were presented in the form of a matching game to three usability subject matter
experts. The experts were instructed to match the term to its definition. After several rounds of
cycling through the design process, the feedback of the participating experts was used to refine,
the definitions. These definitions were then presented to two novice adult learners. The learners
were instructed to enter a hobby into a text box (Figure 5), in which they engage in extensively,
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possess an in-depth understanding of, and participate regularly at a high level of regular
participation in. The participants were then given the three definitions. Each definition was
followed by a generic example (Figure 6), similar to the first introduction to the given topic in
one of the traditional book sources previously discussed such as the Head First Programming and
the Programming for the Absolute Beginners.
Figure 5: Defining Hobby
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Figure 6: Hobbies in Context
The participants were instructed to create their own detailed example depicting the given
definitions using the hobby they previously identified. In addition, they were instructed to
present their examples as if they were teaching someone how to engage in their hobby. After this
step, the working definitions for the three concepts were finalized.
4.1 Component IV: Learning Modules
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The design and implementation of the C-CAL learning module essentially follows the
ADDIE model, five phases to designing e-Learning instruction: Analyze, Design, Develop,
Implement, and Evaluate (Smith and Ragan, 1999). The design of the C-CAL learning module
will be explained within this context.
4.1.1 Analyze
In this phase the problem in which the learning module will be designed to address, is
clarified; the delivery option is determined; and the instructional goals and objectives in the
learning environment are established. Recall, the Culture Inquiry Form (CIF) collects the
demographic information, cultures of participation, and the learners existing knowledge and
skills. This information provides answers to analysis questions such as the characteristics of the
target audience and the existing, if any, learning constraints. The problem and objective
presented in the learning module will be for learners, using their cultural knowledge, to gain an
understanding of the computing concept, and demonstrate that understanding. Given the C-
CAL?s system focus on adult learners, though debatable in the larger body of research, adult
learner theories such as andragogy (Knowles, 1984) are employed for the design. Thus, factors
such as need-to-know (the reason for learning will be presented at the very beginning of the
learning module), relevance (the learning module immediate relevance to the learner will be
clear), and orientation (the learning module will be presented in a problem centered fashion)
must be accounted for in the learning module. The overall goal here is to lower the entry barrier
by presenting the system as a low risk, minimum commitment type of a system. In addition,
because time is a major factor with the target audience, the required time commitment for the
learners also served as an objective of how to structure the material such that the learner will not
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be deterred from engaging. Finally, delivery medium will remain as an online application, as the
C-CAL system is foundationally an e-Learning tool. The analyze phase institutes the basic
direction of the learning module, now the design and development of the learning module can
commenced.
4.1.2 Design and Development
Each learning module presented to learners follows the learning module template
outlined in this design section. In the C-CAL study each experimental module consisted of five
pages: 1) Welcome to the study, 2) culture based example (entitled ?A Good Day?), 3) the lesson
(entitled ?Learning a Concept?), 4) the place where both the culture and concept are presented
together for one last time, and 5) the page where user turn to demonstrate understanding entitled
?Your Turn?. The control module follows the same template as the experimental module, with
the exception that there is no ?Concept Relation? page. The layout of each page will be
discussed separately below. The learning modules were developed in php using an sql database.
The introduction page, Figure 7 contains the basic instructions guiding the learner to
begin the study, through the learning module and finally to the feedback section. Participants
begin the actual study when they click ?Begin Study? on the second page.
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Figure 7: Introduction Page Screenshot
The second page of the module is designed such that it presents an example or a scenario
that is comparable to a situation in which the computing concept can be demonstrated or
explained. For the purposes of testing C-CAL the control module uses examples and scenarios
similar to those presented in Guzdial & Ericson (2006) as seen in Figure 8.
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Figure 8: Page 1, Control Screenshot
In the experimental learning modules, the second page is the cultural based example
entitled, ?A Good Day.? At this juncture, a detailed culturally situated scenario is presented. Our
goal here is to initiate the introduction of the computing concept to the learner with what is
already familiar, thus lowering the entry gate of this learning process. Each scenario is fashioned
around the dominant cluster attribute, for the given cluster that the learner is apart of as seen in
Figure 9, where this participant, for example, was placed in the holiday traditions cluster.
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Figure 9: Culture Based Example Screenshot
The design of page three of the learning module entails a simplified definition of the
computing concept and its characteristics as seen in Figure 10.
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Figure 10: Concept Defined: Control Screenshot
In addition, the C-CAL learning module follows the definition with a recall of the
scenario by continuing the culture-based example from page two. Thus, the related computing
lesson on page three entitled, ?Learning a Concept,? is immediately introduced. This ties into the
notion of a new vocabulary. This is done as an effort to show relevance to the learner and ease
them into understanding this new concept. Figure 11 demonstrates the same functions concept
definition as presented in the control in Figure 10, however it reconnects the idea of a function to
that of the gift-wrapping scenario that was previously presented in Figure 9. The definition
presented in the module was massaged earlier as discussed in the C-CAL Concepts section.
Because C-CAL is focused towards novice learners, and the main goal of building a bridge from
their current knowledge of the culture activity depicted on page two of the learning module, to
the computing concept introduced on page three, a streamlined, high-level explanation of the
computing concept is presented.
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Figure 11: Concept Defined-Experimental Screenshot
At this stage, C-CAL has merely pointed out to the learner that there is a similarity to
their knowledge base and this computing concept, and has provided the vocabulary to better
understand the concept. Thus, on page three of the learning module more depth is provided to
the learner to move them from simply being aware of the concept, to gaining understanding of it
and its parameters. Also on this page, an example of the computing concept is offered that
continues to draws from the original scenario. This page only exists in the experimental C-CAL
learning module and not in the control, as its design is to reinforce the cultural base learning.
Figure 12 continues with the introduction of the functions concept presented in the gift-wrapping
scenario context. The learner is asked to recall the definition of the concept presented on the
previous page. Additional information on the concept is then given to reinforce the definition and
solidify its meaning and its characteristics. A final example is presented using the culture
concept structured in the fashion of the computing concept.
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Figure 12: More on Concept in Culture Screenshot
Finally, on the last page entitled, ?Your Turn,? the learner is challenged to create their
own everyday example of the contextualized computing concept and its characteristics they
learned on the previous pages to demonstrate understanding. This can be seen in Figure 13. Hints
are provided along the way that relate back to what the learner has been exposed to throughout
the lesson to help guide them, to serve as a reference and to remind them of the meaning of the
new vocabulary they are being asked to create an example around.
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Figure 13:Your Turn Screenshot
4.2 Implementation and Evaluation
For the purpose of this study the C-CAL system will be implemented as within subjects
study. As such all participants will use both the control learning module and the experimental C-
CAL learning module. Figure 14 flowchart, demonstrates an example of this process. For
example, if a participant begins with the experimental learning module they will go through the
welcome page, the cultural example, the concept, the chance to demonstrate understanding, a
feedback section and then immediately loop through the corresponding pages for the control
learning module, and vise versa if they begin alternatively with the control. The C-CAL system
doesn?t require any training for the learners and because it is an e-Learning support tool, there
are no facilitators for the system.
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Figure 14: Learning Module Flowchart
Each scenario was fashioned around the dominant cluster attribute, for each given cluster.
These attributes reflect the ?what they do? portion from the CIF, derived primarily from the
sections of industry, hobbies and traditions. Scenarios created around industry were designed to
reflect the basic knowledge of someone, in the industry, with no more than a trade school level
of education or training. Scenarios derived from the hobbies and traditions culture segments
reflect the general culture knowledge that is commonly shared and understood by participants of
that activity and that often are understood at a surface level explanation of the activity. Though,
in creating the scenarios, the culture cluster attribute was used as the base, and the ?who you are?
information gathered to frame the scenario. For example, for a participant in the in the cultural
activity of golf, golf balls and clubs is understood. After a series of iterative tests and from what
is known about our target audience time restraints, the researcher made sure that each scenario
was as clear and direct as possible.
4.3 Conclusion
Finally, in creating the learning instruction, using the ontology drawn from the database
and based upon the links created, an information retrieval model was used to do a document
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comparison and create content using the ontology from the identified culture. Within every
culture there is a shared ontology, an organizational structure of knowledge, rich with language
and vocabulary that is understood by participants of that culture, representing knowledge and the
organization of knowledge in a particular domain for problem solving (Merrill, 1999). The
researcher believes that culturally relevant software should reflect the ontology of the culture to
which it aims to teach. For example, the instructions given should emulate the manner in which
instruction is given within the target audience's culture. In the domain of football, if one were
designing a piece of software for football players, the instructions would be very brief and
concise, without the use of superfluous language, much like the interaction between a football
coach and his players. Similarly, the manner in which feedback is given should be representative
of the way in which feedback is generally given within the culture of the targeted audience. It is
also important that the learning technology makes use of the vocabulary common to the culture
of its audience. Furthermore, the learning technology should use a familiar vocabulary when
discussing the main ideas, abstract concepts, as well as activities found within the tool.
Generally speaking, all spoken or written words within the context of the educational software
should also utilize the language conventions practiced by the target audience. The assessment
will be designed based on the ontology.
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Chapter 5
Experimental Design & Findings
Building from the discussion in Chapters 3 and 4, of the design and the implementation
strategies of the C-CAL system, this chapter presents the experimental design used to address the
research question, and the findings from the analysis. The research question: ?Is culture based
learning a feasible option to introduce adults to computing; and does culture based learning
enhance the learning experience for adult learners when being introduced to computing
concepts?? will be answered by looking to the C-CAL system first via its components, then as a
system in its entirety in addressing/answering the research question.
The experiments used in this study assess the design of C-CAL, test and evaluate it as a
means for capturing a person?s cultural understandings, uses these cultural understandings to
construct a learning module teaching culturally relevant computing constraints, and then assesses
the usability of the system in its entirety.
The study is designed to gain a better understanding of how one?s various silos of
knowledge concerning the culture in which he or she participates can be used to enhance their
learning experience of computing constraints. Specifically, the purpose of this study is to
increase the understanding of how to utilize culture in the design of computing artifacts.
Findings from this study are intended to inform computing designers and developers. The data
to be analyzed in the study were collected from several iterations of experiments that shaped the
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development of the final system. This study is a complete analysis of data using both descriptive
statistics and inferential analysis.
Each experiment is discussed below, in the context of the research question and the C-
CAL system. The experimental design and findings are presented in the format of the approach
and the results are followed by the analysis. The approach used will expound upon a hypothesis;
the experimental method used; the procedure followed; an overview of the participants and the
measures, if a user study was conducted, else, an overview of the design strategy and
implementation used to address specific aspects of the research question. This chapter presents
the methods used in this research study, the purpose and design of the study, population and
sample selection, instrument validity and reliability, and data collection strategies.
Data Collection: Several data collection methodologies were employed throughout this
research. A focus group protocol, survey instruments, and a questionnaire were all employed for
data collection. Participants were informed before each part of the study of what the study would
entail, their rights to withdraw from the study at any time, and the estimated time commitment.
Analysis: Various statistical analyses were employed throughout this body of research,
comparable to the data collection used. Descriptive statistics were analyzed using statistical
software, such as Microsoft Excel and Statistical Tools, to use for the Kolmogorov-Smirnov test
(Kirkman, 1996) to provide a thorough analysis of the data. In addition, all the data received
from the focus groups, instruments and questionnaires were then compared and analyzed for any
noticeable trends or phenomena originally not accounted for throughout the study and the
literature.
Delimitation and Limitation of Study: Though the research produced in this study can be
applied to various groups of learners, a delimitation of the study includes those people of color of
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African descent, 19 years of age or older, and having limited, advanced, or formal education. The
sample population is composed of a range of adult learners from all walks of life. The sample
population was selected based upon availability and accessibility of subjects to the researcher
and how closely they resembled the target audience.
There are certain limitations to this study. The surveys were dispersed via an online
system. The researcher had no control over response time, willingness and accuracy; however,
because it is a self-reporting study, an accurate response is assumed. In addition, this delivery
method opened the research up to participants that do not fit neatly into the confinements of the
target population, thus, adding some variability to the demographics. This method was chosen
because it was the most effective for this study. Another limitation that the researcher is aware
of, is regarding the data collection method of experiments conducted on the entire system.
Participants that complete both parts of the study could reflect the segment of participants that
are self-driven and motivated.
5.1 Understanding Culture of Participation (Component1):
In chapter 3, System design section (3.2.1), the use of focus groups was demonstrated and
proven to be a viable means to determine the adaptive responses and/or activities that reflect a
person?s knowledge base as a participant of that cultural practice. By asking adults about their
shared experiences regarding their participation within a community of practice, they reveal
cultural attributes that provide insight into how they identify themselves as participants of these
cultures.
The design of a culturally relevant system depends heavily on the system?s ability to
identify the culture(s) of which the learner is a participant and how the notion of culture is then
fitted onto the learner. Because this body of research employs a definition of culture that is a
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conjunction of the two more commonly used definitions of culture, there was a need for a tool
that reflected a more holistic view of the learner. The challenge of component 1 was how to
create such a tool. The replicable process presented in chapter 3 of the creation of the CIF
demonstrates how to create such a tool and meet the need. As a result the CIF produces a holistic
profile of each learner?s culture of participation as provided by the learner.
5.2 Mining for culture (Component 2):
Culture data mining is the second component of the C-CAL system. To validate C-CAL?s
ability to determine the dominant culture of participation for a group and correlating processes, a
validation study was conducted using the CIF to collect participant?s information and the
Application Quest? algorithm to analyze the data.
5.2.1 Hypothesis
Application Quest? is an effective algorithm to accurately determine the dominant culture of
participation for a group of CIF users.
Independent variable: Dominate culture determination
Dependent variable: Accuracy of dominant culture participation
5.2.2 Method
The questionnaire methodology of the CIF tool was used to collect participants?
information as it provided several benefits. Using the questionnaire methodology, responses are
gathered in a standardized way, so questions are more objective. It also allows for faster
collection of information from a large portion of a group. The questionnaire methodology also
65
presents a sense of familiarity to most people; it reduces bias because of its uniform question
presentation; and allows for easy quick analysis. Thus, the data collected from the questionnaire
allows for a snapshot of culture to be depicted by the system that can be easily fed into a cluster
algorithm for further analysis.
5.2.3 Procedure and Participants
After obtaining human subjects approval, participants were recruited from Auburn
University Comp 1200, which is the introduction to computing course, and Auburn University
Human-Centered Computing Lab. Notices of the study were announced to students during their
respective class times. Participants were first provided with a link to an information letter that
explained the purpose of the study. The link to CIF was located at the bottom of the information
letter. Participants were informed that the study would last about 5 minutes. Upon completing the
CIF, the data was submitted and entered into the database. The study ran for about a week, just
until there were approximately 100 participants. Upon completion of the study, the data was
downloaded from the database, uploaded into Applications Quest?, collated, and tabulated.
5.2.4 Measure
Standard statistical data provided little information on nominal data, thus, the researcher
relied on Application Quest? for measuring the data.
5.2.5 Results and Analysis
Overall, the study had 104 participants of which 65% were male, 35%, female. Eighty-
one percent said they were in the age range of 19-24, 16% said they were in the age range of 25-
34, and 3% were in the age range of 45-54. Regarding ethnicity, participants identified
66
themselves as 79% Caucasian, 17% African American, and 4% Asian. The demographic
information for this study is depicted in Table 4.
Table 4: Validation Study Demographic
Demographic Variable N %
Gender
female 36 35.0%
male 68 65.0
Age
19-24 84 81.0%
25-34 17 16.0
45-54 3 3.0%
Ethnicity
asian 4 4.0%
black 18 17.0
white 79 79.0%
Education
col 74 71.15%
ged 16 15.38
grad 13 12.50%
Totals 104
Application Quest? was run on the 104 collected responses. In reviewing the collected
data, it was decided to manually regroup attributes, such as hobbies and traditions into buckets,
much like clustering methods used in data mining. After reviewing the entries for hobbies and
traditions, it was discovered that there were several overlaps. Thus, the researcher decided to
condense these separate entries into one larger grouping. For example, several entries included:
?sports?, ?football?, ?basketball?, and ?sports in general?. All such entries were then identified
under the larger category of sports. Another example, the entries of ?watching TV? and ?watching
67
movies?, was condensed to the category of entertainment. The buckets created for hobbies can be
seen below in Table 5. A complete list of all the entries and buckets created based on these
entries are in Appendix D. A similar approach was taken for the traditions attribute. For the
traditions question, the participants entered more of an explanation of what their tradition
entailed. For example, one entry would be ?Christmas dinner with the family?. Observing the
entries, the researcher created buckets around the central themes and checked all that apply for
each given tradition. Using the example above, holidays, dinner, and family would have been the
buckets checked off. The majority of participants in this particular study didn?t enter a tradition,
and given the amount of variability in the entries, it was not included it in the final analysis.
Table 5: Hobby Bucket
Hobies HobyBucket
crafting arts
singing arts
theatre arts
colector colector
cars colector
watching
movies entertainment
watching TV entertainment
music entertainment
surfing the web entertainment
video games entertainment
swiming sports
basketbal sports
runing sports
golf sports
socer sports
basebal sports
tenis sports
sports sports
Hunting sports
hiking sports
Triathlons sports
68
Upon uploading the data to Application Quest?, k the desired number of clusters the
responses to be grouped into, had to be determined. As with other clustering algorithms the
researcher randomly determines the k-means clustering value. In doing so, the researcher will
determine, using trial and error, which k-value is appropriate and will yield the best partitions of
n cultures. So several numbers were tried with the goal that the clusters would remain relevant an
acceptable result, where irrelevant entries are not grouped or forced together, and that did not
result in several clusters all having one entry. Thus, after several runs and trials the k-means
clustering value, the number of clusters, was set to nine. k-means clustering value of 9 was
chosen because it provided a more logical distribution. For example, k larger than 9 resulted in
several clusters with only one entry, however k smaller than 9 produced a cluster that placed well
over half of the participants into one cluster. Table 6, below, is a summary overview of the
results. There were 84 participants in the age range 19-24, 17 in the age range 25-34 and 3 in the
age range 45-54. Fifty-eight partipants identified their computer level as intermediate, 34 as
expersts and 11 as novice. When asked where they most frequently use the computer 89
particpants said at home, 8 said at work and 6 said another location. Sixty-four particpants
identified the highest-level education obtained at some college, 16 said diploma/GED, and 13
siad graduate or professional degree. Seventy-nine identified their ethnicity as White or
Caucasian 18 as Black or African American and four as Asian. Participants were asked about
how often they used the internet for personal use 96 participants said daily, 6 said weekly and
one no response. Sixty-eight of the partipants identified themselves as males and 36 as females.
Participants listed a range of hobbies they participated in, for example 46 participants listed some
69
kind of a sport as a hobby 22 listed some form of entertainment such as watching T.V. or surfing
the web, and five participants listed fishing as a hobby.
Table 6: AQ Summary
AU AQ Aplication Sumary (104 aplications and 9 clusters)
Diference Index for al Aplications 26.97% Standard Deviation 17
Diference Index for Recomended Aplications 48.07% Standard Deviation of 14
Age: 19-24 (84) 25-34 (17) 45-54 (3)
CompLevel:
intermediate (inter)
(58) expert (34) novice (1)
CompUsage: home (89) work (8) another (6)
Education:
some colege (col)
(64)
Diploma/GED (ged)
(16)
Graduate or profesional
(grad)(13)
Ethnicity: white (79) black (18) asian (4)
Frequency: daily (96) wekly (6) empty (1)
Gender: male (68) female (36)
Hobies: sports (46) entertainment (2) fishing (5)
Of the nine clusters, 86 participants fell into clusters one, five, and eight. The dominant
attributes of those clusters are depicted in
Table 7 below. Cluster number 5 has 44 applications (Table 8 below). Of the 44
applications, all of them had attributes of age and gender in common while the majority, 50
percent or more, of them had the attributes that indicated where they gained access to a
computer (computer usage), how frequently they used a computer (frequency), and
ethnicity in common. Clusters 8 and 1 had a similar break down with twenty-two and
twenty-one applications, respectively, as can be seen below in
Table 7. Table 8-Table 10 are a summary of each of these dominant clusters produced by
Application Quest?.
70
Table 7: Dominant Attribute
Cluster
Number of
Applications
Dominate Attributes
5 44 Age, gender, Usage, ethnicity, Frequency
8 22 Usage, frequency Gender,
level
Age
1 20 Frequency Level Gender
Table 8: Cluster 5 Summary
Cluster 5 Sumary (4 Aplications)
Diference Index for this Cluster 9.2% Standard Deviation 8
Age: 19-24 (4)
CompLevel: inter (37) novice (5) expert (2)
CompUsage: home (41) another (3)
Education: col (30) GED (8) AS (6)
Ethnicity: White (42) Black (1) Hispanic (1)
Frequency: daily (41) wekly (3)
Gender: male (4)
Hobies: sports (27) fishing (4) entertainment (3)
Cluster 5 profile depicts primarily white males, ranging in ages of 19-24, that utilize the
internet for personal use daily from home that consider themselves regarding internet usage, as
?intermediate;? and in which more than half of them identified sports as a hobby. Also in cluster
five, understanding the homogeneity of the group and that the majority of the study?s participants
were recruited from an undergraduate course populated by majority freshmen and sophomores,
one can also determine that the difference in the ?highest level of education attained? depicted in
this group can be really a matter of perspective. The highest levels of education attained in this
group were ?some college?, high school diploma/GED, and associates degree. These categories
were separated to allow for a variation in description to provide participants with a variety of
71
options as to how they view their academic level, however, for this body of research they will be
viewed as similar and grouped together. This is done because the participants from this study
were primarily college freshman and sophomore, thus, their prior education is considered
similar. For example, the options of ?some college? and ?having obtained an associates degree?
can be viewed as one and the same for participants. Thus, reducing the variability and further
displaying cluster five as comprised of participants with very similar dominate cultures of
participation.
Cluster 8 profile depicts primarily white females, ranging in ages of 19-24, that utilize the
internet for personal use daily from home that consider themselves, in regards to internet usage
as ?intermediate?. Thus, cluster eight is similar to cluster five with one major difference, gender.
Cluster 8, gender population is majority female. Much like cluster 5, there is a similarity in
education in that the two dominant selections for highest education attained were ?some college?
and high/GED which can, once again, based on prospective of the participant, be reduced to
being one in the same, especially in regards to the participants in this clusters whose selection for
highest education attained were graduate or professional degree.
Table 9: Cluster 8 Summary
Cluster 8 Sumary (2 Aplications)
Diference Index for this Cluster 12.25% Standard Deviation
9
Age: 19-24 (20) 25-34 (1) 45-54 (1)
CompLevel: inter (21) novice (1)
CompUsage: home (2)
Education: col (14) GED (5) grad (2)
Ethnicity: White (17) Black (3) Asian (2)
Frequency: daily (2)
Gender: female (21) male (1)
Hobies: entertainment (7) sports (6) traveling (3)
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Cluster 1 profile depicts primarily white males, ranging in ages of 19-24, that utilize the
Internet for personal use daily from home, that consider themselves regarding internet usage as
?expert?. Thus, cluster 1 is similar to cluster 8 with one major difference, the participant?s
perceived level expertise of Internet usage. The majority of participants within cluster one
consider their level of expertise regarding Internet usage as ?expert?.
Table 10: Cluster 1 Summary
Cluster 1 Sumary (20 Aplications)
Diference Index for this Cluster 13.98% Standard Deviation
10
Age: 19-24 (17) 25-34 (3)
CompLevel: expert (19) novice (1)
CompUsage: home (17) another (2) work (1)
Education: col (15) GED (3) grad (2)
Ethnicity: White (15) black (3) asian (1)
Frequency: daily (20)
Gender: male (18) female (2)
Hobies: entertainment (8) sports (8) dancing (1)
5.2.6 Conclusion
The clusters produced by Applications Quest? provide an accurate and efficient way to
capture the dominant cultures of participation. The efforts of determining dominant cultures of
participation are normally determined after extensive ethnography studies. Which entails a
researcher conducting fieldwork while living like those they are studying usually for a year
(Genzuk, 2003). Though valuable are the findings and discoveries of such fieldwork regarding a
deeper understanding of a given culture, this process isn?t always feasible. Application Quest?
within the C-CAL system provides a similar conclusion to that of an ethnographic study would
have reached requiring much more time and effort. Thus, AQ tremendously aids in the effort to
73
capture the same essence of a learner in a quantitative approach. In this very basic study it was
easy to see and draw logical conclusions regarding each cluster. In running Application Quest?,
industries and traditions were excluded in the specified attributes to simplify the data analysis.
The similarities were so few they did not contribute to the clusters.
5.3 Culture Dyads (Component 3):
Using the dominate culture clusters provided from component 2, culture dyads, are
formed as prescribed by the design of component 3. Here a demonstration of is provided of the
use of component 3 for the matching of culture processes to the corresponding processes of
computing concepts.
5.3.1 Hypothesis
A culture process can be correlated to one or more computing concept.
Independent variable: Culture & Computing concept
Dependent variable: culture processes, correlation between culture & computing concept
5.3.2 Method
The method used to match the culture and computing concept will follow the steps
prescribed in the system design chapter. Thus, by seeking out the tasks, steps, purpose,
procedures, objectives, and goals of the culture concept found within culture practices as related
to the computing concept the correlations between culture and computing will be made.
.
5.3.3 Procedure and Participants
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In this initial design of C-CAL, the matching of culture processes and computing
concepts will be done manually. The dominant culture processes produced from the database will
be researched to discover parallel phenomena concepts, logic, etc. to that of the computing
concepts. Ideally, the procedure for this method will flow closely to that of Information
Retrieval. Information Retrieval (IR) is the process in which the information retrieval system
responds to a request by presenting documents to the patron in a sequence, gathering feedback as
the process proceeds, and using this information to modify future retrieval presenting a means to
capture expressed information and text collection (Bookstien, 1983). IR?s two main components,
indexing and query processing, allows for an effective means for an independent search of
documents and subdocuments. Gauging the information needed via an entered query, IR attempts
to make decisions regarding document relevance, thus, dictating the appropriate action
(Bookstien, 1983). Indexing, mostly done by an inverted list, enables fast access to a list of
documents containing a term (Singhal, 2001). The probabilistic model of information retrieval,
as discussed by Singhal (2001), ranks documents in a collection by decreasing probability of
their relevance to a query based on the estimated probability of relevance. Probability of
relevance for a document D is denoted by P(R|D). The Bayesian approach to IR uses the
probabilistic IR model and applies Bayes? Law. This approach circumvents the shortcomings of
the probabilistic model, by requiring an alternative method to produce the initial document
ranking for the relevance judgment for the current query to estimate its parameters as discussed
by Keim, Lewis & Magidan (1997). The Bayesian approach is able to produce an initial
document ranking without relying on alternative retrieval methods or ad-hoc considerations,
using the same model both before and after relevance feedback data is available, and allows for
75
incorporation of relevance feedback information from other queries. Future works of C-CAL will
entail the automation of this portion of the tool.
5.3.4 Measure
The actual deliverables will themselves serve as the measure, thus, providing a yes or no
to the feasibility of this question.
5.3.5 Results and Analysis
Using the method indicated above, the cultures were correlated with the given concepts
and formulated examples/scenarios bridging the two notions. Table 11 below demonstrates some
of the correlations that were formed. These correlations or links/matches were made across
hobbies, traditions, and industries. A more thorough list can be found in Appendix E.
Table 11: Sample of Correlated Culture and Concept
Culture
Name
Link Concept Example
music play-list objects
It?s a nice day and you just got some new music to
ad your computer. You figured this would be a
god time to create a new play-list. So you sort al
your music by title and gather your favorite tracks
that wil give you the sound you are seking for this
play-list. Then you sort your music by rhythm and
search through and se what other songs in your
colection would be a god fit. You want one more
short song to ad your play-list so then you search
through your list of songs my time periods. Your
play-list is just about done. Now its time to put it to
the test.
76
training
preparing
to teach a
training
clas
functions
Its a nice day and a friend is in ned of your
expertise to help him prepare to present his first
training clas. You carefuly explain and
demonstrate the detailed proces of preparing the
leson, gathering and sorting the material, creating
handouts, and creating visual aids. Finaly, you are
done, and your friend sems to be ready to start
his first training clas. Now, its training day, and al
we have to do is wait, for the traine's to arive.
shoping
loking for
something
in a store
variables
It was a nice day. You are out shoping. Sudenly,
something caught your eye. It is an ad for a Big
scren LCD TV on sale for only $20. Imagine
entering the very large store with lots of
departments, tables, shelves, etc. Al these places
have diferent things stored in them. You head to
the department for your Big scren LCD TV. Once
you find the right department, you have to find the
type that was on sale.
golf golf bals objects
Its a great day for golf, and a friend has asked you
to help them learn the basics. As you make your
way acros the gren you start of by explaining
some basic golf fundamentals the diference in golf
clubs, golf bals, varying golf holes, while using
examples that include known golf players and
comonly known golf concepts. You make it over
to the first hole, after a couple of demonstrations,
you guide them through their first swing.
server
training a
traine
functions
Its a nice day and you are heading into work at the
restaurant today, they just hired a new server and
asked you to train him. You carefuly explain and
demonstrate the detailed proces of a servers
responsibility of explaining the menu to the
customer, taking the customer's order, and
delivering the customer's meal from the chef.
Finaly the training sesion is over, and the new
server sems to be ready to start serving the
customers. Now al we have to do is wait, for them
to arive.
5.3.6 Conclusion
77
Using the process designed and outlined in this body of research, culture concepts and
computing concepts were successfully linked. Thus, demonstrating the feasibility of creating
such dyads and concluding on a method to correlate culture to computing.
5.4 Creating culture based learning modules (Component 4):
The use of culture data mining for the creation of culture based learning modules uses the
dyads of component 3 to facilitate creating tailored lessons as discussed in the design of
component 4. The creation of culture based learning modules using the above-mentioned
components is demonstrated below.
5.4.1 Hypothesis
A tailored lesson based on the correlated matches of the culture processes and computing
concepts can be manifested.
Independent variable: culture
Dependent variable: correlated matches, lessons
5.4.2 Method
Basic modules were designed around these matches to reflect the computing concept to
be learned. Thus, there will be template lessons for each of the computing concepts with portions
that can be interchanged to personalize the learning experience. Drawing from the database,
which will store the ontology derived from the focus group and the additional ontology entered
in the CIF, methods derived from the Wizard of Oz study will be used, to match the ontology of
the participant in the portions of the template lesson to create the tailored lessons.
5.4.3 Procedure and Participants
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The procedure for creating the learning modules followed the five phases to designing
eLearning instruction: Analyze, Design, Develop, Implement, and Evaluate as discussed in the
system design chapter.
5.4.4 Measure
The actual deliverables will serve as the measure, thus providing a yes or no to the
feasibility to this question.
5.4.5 Results and Analysis
Using the correlated matches of the culture attributes and computing concepts, along with
the method discussed above, learning modules/lessons were successfully created, which were
accessed as web pages online. The modules were broken down into four or five pages (the
experimental module contained one more page than the control). The first page of the modules
began on with a culturally situated example that demonstrated an idea, process, or notion that is
understood within the given culture, but also demonstrated the computing concept. On the next
page, using the module template, a very basic overview of the computing concept is introduced
in hopes to lay the foundation for the learner. On the same page, immediately after the
introduction of the computing concept, the previously culturally situated presented example is
recalled. This is done in hopes to assist the learner to situate this new knowledge in their mental
model as it pertains to their already understood and accepted understanding of their culture
activities (see Figure 15). The next page, with additional basic details of the computing concept,
provides a more in-depth understanding of the concept. Also provided, is an additional example
79
situated within the same culture scenario that was originally introduced but presented in the
fashion, naming the attributes of the concept (see Figure 16).
Figure 15: Learning Module Sample Page 1
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Figure 16: Learning Module Sample Page 2
5.5 Enhancing the learning experience of adult learners when being introduced to
computing concepts
5.5.1 Data Collection
To initiate the study, potential participants were provided a link via email or a message
sent directly to them via Facebook, a social network site, which connected them directly to the
information letter. At the bottom of the information letter another link was provided to the
Culture Inquiry Form (CIF). Participants were asked to complete the form in its entirety.
Participants were told that the purpose of the form was to obtain demographic information and
some basic information regarding hobbies, traditions, and industries they have worked in
81
previously. An approximate time commitment of less than five minutes was also mentioned.
Additional instructions regarding part two of the study was also provided. The initial groups
were told they would receive a link via email to part two of the study a week later. This was due
to having to populate the database before the initial clusters could be run. The time frame for
later participants was drastically reduced because the links for part two were then available
within hours. Participants were informed that the purpose of the lesson was to introduce them to
a computer concept. Finally, approximate time commitment of the second portion of the study
was approximated to being about 15 minutes.
5.5.2 Method
Study participants for this portion ranged in age, gender, and education background (see
Table 12: Full Study Demographics). Female participants accounted for more than 63% of this
study, of which 46% ranged in the age of 25-34 years of age. African-Americans accounted for
more than 62% of all participants. Over 66% of the participants reported their education level as
ranging from some college to an associates degree.
Table 12: Full Study Demographics
Demographic Variable N %
Gender
female 51 63.75%
male 29 36.25
Age
19-24 20 25.0%
25-34 37 46.25
35-44 10 12.50%
45-54 5 6.25
55-59 4 5.0%
82
60-64 3 3.75%
65-74 1 1.25
Ethnicity
asian 3 3.75%
black 50 62.50
hispanic 5 6.25%
other 1 1.25
white 21 26.25%
Education
AS 22 27.50%
BS 15 18.75
col 31 38.75%
ged 9 1.25
grad 3 3.75%
Totals 80
5.5.3 Control Treatment
The control treatment for this study represents traditional instructions used for
introduction to computing. One of the challenges for this task was the lack of resources available
that focused on the targeted audience. The majority of the introduction to computing materials
the researcher came across was geared towards traditional students enrolled in a degree seeking
program at an institution of higher learning, or assumed that the user has some computing
background prior to beginning the lessons. Thus, the researcher sought a control treatment with
claim and purpose for a similar type target audience, geared towards learners that have no prior
computing experience. For this reason, the researcher was lead to selecting Mark Guzdial and
Barbara Ericson?s (2006) ?Introduction to Computing and Programming in Java: A Multimedia
Approach? as the control treatment. Though this text was designed for use in an institution of
higher learning, it contains a core focus on introducing computing and programming to novice
learners culturally situated in a multimedia context. Thus, it appeared to be the best-case scenario
83
in a selecting a tool to compare to C-CAL that had, generally speaking, a related method to reach
a comparable audience.
5.5.4 System design to support system usability for adult learners
5.5.4.1 Hypothesis
The learners will deem the design of the system as being usable in respect to usability.
Independent variable: culture
Dependent variable: usability factor
5.5.4.2 Method
After participants navigate through the C-CAL system, they are directed to a feedback
page. The participants were asked to provide their feedback for the C-CAL system, in which
questions on the usability of the system are explored. The Technology Acceptance Model
(TAM) was adapted to determine the perceived ease of use and the perceived usefulness of the
C-CAL system to gauge usability. TAM is frequently used in information systems research to
gauge users perception towards accepting and using technology (Davis, 1989; Davis, Bagozzi, &
Warshaw, 1989; Gao, 2005). Derived from psychology research of Theory of Reasoned Actions
(TRA), TAM proposes that perceived ease of use and perceived usefulness of technology are
predictors of user attitude toward using the technology, subsequent behavioral intentions, and
actual usage (Gao, 2005). Perceived usefulness (PU) is defined by Davis as "the degree to which
a person believes that using a particular system would enhance his or her job performance
(Davis, 1989)". Davis defines perceived ease-of-use as the degree to which a person believes that
84
using a particular system would be free from effort. TAM has been used in a variety of studies.
In this study, TAM is used to assess the C-CAL system in its purpose of delivering information
to and interacting with the user through a computer interface.
The instrument was designed so that it measured the perception towards the use of the C-
CAL system. The questionnaire, written in English, is adapted from the questionnaires of Davis
(1993). The primary modification was the rewording of the question items and reducing the
number of items to five items per construct. Items were removed that were not directly
applicable to this proof of concept of the C-CAL system and that did not reflect the overall goal
of the instrument. Several items in the original Davis questionnaire (1993) were in regards to
the participant?s perception of the tool in relation to their jobs. All such questions were removed
in the adapted version employed. These questions were seen as irrelevant to the study. All the
items utilized a five-point Likert scale ranging from ?strongly agree? to ?strongly disagree? with
a middle neutral point.
5.5.4.3 Procedure & Participants
Upon completion of the learning module, the participants were redirected to a survey
hosted by Survey Monkey? where they were provided with five questions regarding perceived
usefulness and five questions regarding perceived ease of use. They were asked to fill out the
survey to provide a subjective evaluation of the system performance. Because the study is based
on a within study design, if participants conduct the experimental version of the study first, they
are directed to the survey to provide feedback and then redirected to the control version of the
study, and finally another feedback page for the control version. This occurs in reverse if the
participant begins with the control version first.
85
5.5.4.4 Measure
Descriptive statistics, such as the mean, the standard deviation, and the range, were
collected from the survey. Cronbach?s alpha was used to measure the reliability of the
instrument. Further inferential statistical analysis was conducted by using the t-test and the
Kolmogorov-Smirnov test (K-S-test) analysis to determine if a statistical difference exists
between the control and experimental groups of the study. The t-test assesses whether the means
of two groups are statistically different from each other. The K-S test is a nonparametric test,
which makes no assumption about the distribution of data, for the equality of continuous one-
dimensional probability distributions (Kirkman, 1996). The K-S test quantifies a distance
between the maximum vertical deviation of the two cumulative proportion or curve of the
treatment versus the control, as the statistic D. Given the statistic D, a P-value is also able to be
determined, which is ultimately use to determine if there is a statistical significance between the
treatment and control group by evaluating the distributions considered under the null hypothesis.
5.5.4.5 Results & Analysis
After removing all erroneous and incomplete entries from the data set, the data was
organized for analysis. The remaining thirty complete entries were assessed and are summarized
below.
5.5.4.5.1 Perceived Usefulness
86
Respondents were asked via five items how useful they perceived the C-CAL system.
Below, their response of the experimental treatment (Table 13) is compared to that of the control
treatment (Table 14).
a. On average, responses for question one revealed that 86.7% and
76.6% of participants of the experimental treatment and of the
control strongly agreed or agreed that they found the program
useful, respectively.
b. On the second question, ?using this program would make it easier
to learn computing concepts,? 90% and 83.3% of participants of
the experimental treatment and of the control, respectively,
strongly agreed or agreed that they found the program useful.
c. On the third question, ?this program appears to do everything I
would expect it to do,? 80% and 73.3% of participants of the
experimental treatment and of the control, respectively, strongly
agreed or agreed that they found the program useful.
d. On the fourth question, ?using this program would enhance my
effectiveness in learning computing concepts,? 86.6% and 76.6 of
participants of the experimental treatment and of the control,
respectively, strongly agreed or agreed that they found the program
useful.
e. On the final question, ?This program would make the things I want
to accomplish easier to get done,? 90% and 76.6% of participants
87
of the experimental treatment and of the control, respectively,
strongly agreed or agreed that they found the program useful.
88
Table 13: Perceived Usefulness Experimental Results
EXPERIMENTAL
PERCEIVED USEFULNES
Answer
Options
Strongly
Agre
Agre Neutral Disagre
Strongly
Disagre
Response
Count
I found this
program
useful
15 50.0% 11 36.7% 4 0 0 30
Using this
program
would make it
easier to
learn
computing
concepts
16 53.3% 11 36.7% 2 1 0 30
This program
apears to do
everything I
would expect
it to do.
14 46.7% 10 3.3% 6 0 0 30
Using this
program
would
enhance my
efectivenes
in learning
computing
concepts
13 43.3% 13 43.3% 3 1 0 30
This program
would make
the things I
want to
acomplish
easier to get
done.
14 46.7% 13 43.3% 3 0 0 30
answered questions 30
skip questions 0
89
Table 14: Perceived Usefulness Control Results
CONTROL
PERCEIVED USEFULNES
Answer
Options
Strongly
Agre
Agre Neutral Disagre
Strongly
Disagre
Response
Count
I found this
program
useful
10 3.3% 13 43.3% 6 1 0 30
Using this
program
would make it
easier to learn
computing
concepts
10 3.3% 15 50% 4 1 0 30
This program
apears to do
everything I
would expect
it to do.
9 30.0% 13 43.3% 7 1 0 30
Using this
program
would enhance
my
efectivenes
in learning
computing
concepts
10 3.3% 15 43.3% 4 1 0 30
This program
would make
the things I
want to
acomplish
easier to get
done.
11 36.7% 12 40.0% 6 1 0 30
answered questions 30
skip questions 0
At first glance, the initial findings of perceived usefulness show there is little to no
difference between respondents? perception of the experimental treatment and the control. There
appears to be a slight preference for the experimental treatment, however, it is not clear if there is
a statistical difference, thus, an additional analysis was conducted. Table 15 displays the mean,
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the standard deviation, and the minimum and maximum of the experimental treatment and the
control treatment and the results of the performed t-test. Assuming the null hypothesis, the
probability of this result is 0.184. Using the conventional significance p- value of 0.05 we are
unable to reject the null hypothesis, thus, indicating there is no statisical difference between the
experimental treatment and the control for perceived ease of use.
Table 15: PU Analysis
PU
N 30
Exp PU Mean 8.33
Con PU Mean 9.567
Exp PU SD 3.437
Con PU SD 3.64
Exp PU Max 17
Con PU Max 20
Exp PU Min 5
Con PU Min 5
Exp PU Range 12
Con PU Range 15
t-test= 0.184
The t-test assumes normal distribution. Given the increase risk of error with a t-test on
non-normal distributions and when datasets are not sufficiently large a K-S-test was also
conducted. The K-S-test was conducted on each question that pertained to perceived usefulness.
In addition, it was conducted on the sum of the responses of each question. In conducting the K-
S-test it is confirmed that both datasets do not show a normal distribution. Table 16 shows the
statistic D and the corresponding p-value for each question regarding perceived usefulness and
91
the statistic D and corresponding p-value for the sum of each question. The p-values for each of
the K-S-tests conducted are all well above the conventional significance value of 0.05. The
results of the K-S-test of each question and of the sum of questions confirm the t-test findings
and the initial assumption of no significant difference between the experimental treatment and
the control. Figure 17 shows the cumulative fraction plot that displays how the data is
distributed.
Table 16: PU K-S-Test Results
PU D P-value
I found this program useful 0.167 0.760
Using this program would make
it easier to learn computing
concepts 0.200 0.5370
This program apears to do
everything I would expect it to
do. 0.167 0.760
Using this program would
enhance my efectivenes in
learning computing concepts 0.100 0.970
This program would make the
things I want to acomplish
easier to get done. 0.133 0.9360
SUM 0.167 0.76
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Figure 17: PU K-S-Test Plot
5.5.4.5.2 Perceived Ease of Use
Respondents were asked via five items to express their perceived of ease of use of the C-
CAL system. Below, their response of the experimental treatment (Table 17) is compared to that
of the control (Table 18).
a. On average their responses for the first question ?Learning to use this
program would be easy to me,? 90% and 83.3% of participants of the
experimental treatment and of the control strongly agreed or agreed that
they found the program useful respectively.
b. On the second question, ?I would find it easy to get this program to do
what I want it to do,? 83.3% and 80% of participants of the experimental
treatment and of the control, respectively, strongly agreed or agreed that
they found the program useful.
5 10 15 20
.9
.7
.5
.3
.1
KS?Test Comparison Percentile Plot
X
Percentile
93
c. On the third question, ?My interaction with this program would be clear
and understandable,? 90% and 83.3% of participants of the experimental
treatment and of the control strongly agreed or agreed that they found the
program useful, respectively.
d. On the fourth question, ?It would be easy for me to become skillful at
using this program,? 96.6% and 83.3% of participants of the experimental
treatment and of the control, respectively, strongly agreed or agreed that
they found the program useful.
e. On the final question, ?I would find this program easy to use,? 83.3% of
participants of the experimental treatment and of the control, strongly
agreed or agreed that they found the program useful, respectively.
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Table 17: Perceived Ease of Use Experimental Results
EXPERIMENTAL
PERCEIVED EASE OF USE
Answer
Options
Strongly
Agre
Agre Neutral Disagre
Strongly
Disagre
Response
Count
Learning to use
this program
would be easy
for me
17 56.7% 10 3.3% 3 0 0 30
I would find it
easy to get this
program to do
what I want it
to do
16 53.3% 9 30.0% 5 0 0 30
My interaction
with this
program would
be clear and
understandable
12 40.0% 15 50.0% 3 0 0 30
It would be
easy for me to
become skilful
at using this
program
19 63.3% 10 3.3% 3 0 0 30
I would find
this program
easy to use
14 46.7% 11 36.7% 5 0 0 30
answered questions 30
skip questions 0
95
Table 18: Perceived Ease of Use Control Results
CONTROL
PERCEIVED EASE OF USE
Answer Options
Strongly
Agre
Agre Neutral Disagre
Strongly
Disagre
Response
Count
Learning to use
this program
would be easy
for me
15 50.0% 10 3.3% 5 0 0 30
I would find it
easy to get this
program to do
what I want it
to do
13 43.3% 11 36.67% 6 0 0 30
My interaction
with this
program would
be clear and
understandable
13 43.3% 12 40.0% 5 0 0 30
It would be
easy for me to
become skilful
at using this
program
13 43.3% 12 40.0% 5 0 0 30
I would find this
program easy
to use
13 43.3% 12 40.0% 5 0 0 30
answered questions 30
skip questions 0
There appears to be a bit more variability between the experimental treatment and the
control of the perceived ease of use compared to that of perceived usefulness judging by the
projections of the initial tables. Though there appears to be more of a range within the individual
questions regarding percentage, the majority of the respondents seem to favor both systems
equally. Additional analysis is conducted to determine if there is a significant difference
between the two groups. Table 19 displays the mean, the standard deviation, and the minimum
and maximum of the experimental treatment and the control and the results of the performed t-
test.
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Table 19: PEOU Analysis
PEOU
N 30
Exp PEOU Mean 8.1
Con PEOU Mean 8.63
Exp PEOU SD 3.294
Con PEOU SD 3.615
Exp PEOU Max 15
Con PEOU Max 15
Exp PEOU Min 5
Con PEOU Min 5
Exp PEOU Range 10
Con PEOU Range 10
t-test= 0.53
Assuming the null hypothesis, the probability of this result is 0.553. Using the
conventional significance value of 0.05, we are unable to reject the null hypothesis, thus,
indicating there is no statistical difference between the experimental treatment and the control for
perceive ease of use.
The t-test assumes normal distribution. Given the increase risk of error with a t-test on
non-normal distribution and when datasets are not sufficiently large, a K-S-test was also
conducted. The KS-test was conducted on each question pertaining to perceived usefulness. In
addition, it was conducted on the sum of the responses of each question. In conducting the KS-
test, it is confirmed that both datasets do not show a normal distribution.
Table 20 show the statistic D and the corresponding p-value for each question and the
statistic D and corresponding p-value for the sum of each question. The p-values for each of the
KS-tests conducted are all well above the conventional significance value of 0.05.
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Table 20: PEOU K-S-Test Results
PEOU D P-value
Learning to use this program
would be easy for me 0.067 1.00
I would find it easy to get this
program to do what I want it to
do 0.100 0.970
My interaction with this program
would be clear and
understandable 0.067 1.00
It would be easy for me to
become skilful at using this
program 0.133 0.9360
I would find this program easy to
use 0.033 1.00
SUM 0.100 0.97
The results of the KS-test of each question and of the sum of questions confirm the t-test
findings and the initial assumption of no significant difference between the experimental
treatment and the control. Figure 18 shows the cumulative fraction plot, which displays how the
data is distributed.
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Figure 18: PEOU K-S-Test Plot
The solid line represents the data for the experimental treatment and the dotted line
represents the data for the control treatment responses. Using a logarithm scale for the x-axis it
is clearer to see where the majority of the data is positioned. PU in Figure 17 appears to show
more of a non-normal distribution than PEOU in Figure 18. Both plots confirm previous findings
of no statistical difference between the two treatment groups.
5.5.5 Demonstrating cognitive understanding
5.5.5.1 Hypothesis
The participants will be able to immediately apply their knowledge by constructing their
own culturally based example of the computing concept they just learned.
5.5.5.2 Method
6 8 10 12 14
.9
.7
.5
.3
.1
KS?Test Comparison Percentile Plot
X
Percentile
99
The participants will be required to create an example of the computing concept covered
in the given lesson with all its parameters.
5.5.5.3 Procedure & Participants
After participants engage in the learning experience via the learning module they are
given an opportunity to demonstrate their knowledge. Given a definition, description, and
example of the computing concept, the participant created their own example. Participants in
this study were recruited from online via email or media groupings such as Facebook. This
study targeted adult learners with limited to no classroom experience beyond a high school
diploma and/or those removed from engaging in the learning process during the course of the
technology age.
5.5.5.4 Measure
Bloom?s Taxonomy was applied to assess the results of the examples generated by the
participants in the C-CAL portion entitled ?Your Turn.? The results were coded using the top
level of the cognitive process dimension, based on Thompson et al (2008) categories of the
revised taxonomy, to assess participants? demonstrated understanding of the material they just
learned. The cognitive process dimension across the top of the level consists of six levels defined
as Remember, Understand, Apply, Analyze, Evaluate, and Create (Forehand, 2005). Thompson
et al (2008) description of these cognitive categories was used, in which they provide an
interpretation along with examples specific to computing geared towards computer science
100
educators as our guide to assessing participants? inputs in hopes this will better equip us in
assessing the participants cognitive understand of the material.
5.5.5.5 Results & Analysis
The ?Your Turn? portion of the study focused specifically on the participants? ability to
demonstrate understanding of the computing concept they just learned and to use it to create their
own culturally situated example of the same concept. All respondents had to agree to the
consent document to get access to begin the C-CAL study. Thus, it was not needed to begin this
portion of the study. Skip logic was not added, thus, participants could choose to complete all
parts or no parts of the ?Your Turn? portion of the study. Respondents were not obliged to make
a selection. The results were filtered based upon completion. Therefore, if participants? entries
were left completely blank, their entry was filtered out. There was also a means to filter out
responses with large blocks of missing data. After cleaning the data, 25 pairs remained. Because
the study was conducted as a within study, it resulted in 50 valid entries which were analyzed.
The computing concept variables, portion of the ?Your Turn? did not have sufficient entries for
both the control and experimental for analysis, so it was removed. This can be attributed to
participants not returning to complete the study or beginning the study and then opting not to
complete both parts. It was observed that, in the randomization, participants that began the study
as a part of the control group had a substantial higher withdrawal rate either.
Every lesson for each concept ended with participants being given the opportunity to
demonstrate their understanding. This was called ?Your Turn?. The participants were asked to
come up with their own illustration of the computing concept. They had to create an example of
the computing concept in which they had to specify all of its parameters or attributes. Table 21
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and Table 22 are samples of the ?Your Turn? responses of the control treatment group and the
experimental treatment group, respectively, of which the computing concept was functions. For
the functions concept participants had to supply a name, a set of parameters, and a return value
for their function. As you can see in the tables below, the quality of their responses varied
greatly. Further analysis was conducted to better assess the findings.
Table 21: Results for "Your Turn" for the Functions Concept -Control Group
CONTROL
functionID fName fparameters freturn
1 Creating a triangle
Gp forward in a diagonal directionb for 30 steps, then
turn around and walk diagonaly forward in the
oposite direction, then turn right and go forward
until you reach your starting point Triangle
2 cuting a mat board
determine materials neded by (1) measuring (2)
resources available framed picture
5 hairdreser
firstaval thisis the step to wash the hair . you drap the
customer you make sure they don't wait than you
wash. a god job
6 Party Planing
Geting the necesary drinks and fod, Inviting the
necesary guests, Finding the necesary venue one great party
7 turning on your car
1) unlock driver side dor 2) open dor and sit 3)take
key and place it in the ignition 3) turn your key away
from you 4) wait to hear your car fuly start then shift
into Drive basic skil
8
Art of
Comunication
noun + verb = sentence. A naming word + Another
word that aserts something about the naming word
and voila!
A complete
sentence
9 Rectangle
Go forward 10 steps, then turn right, Go forward 20
steps, then turn right, Go forward 10 steps, then turn
right, Go forward 20 steps, then turn right, Draws a rectangle
10 Painter
Buy paint, Put paint on surface to be painted, Clean
up brushes Painted surface
11 adition ad one to one 2
102
Table 22: Results for "Your Turn" for the Functions Concept- Experimental Group
EXPERIEMNTAL
1
sending an
email log-in, new-mesage, write, find sender, send sent email
2
Responding to
studies
decide if you want to help that person calculate
risks involved decline or acept solicitation
satisfaction that time was wel
spent
4
Babysiting
Children
1. Be very gentle and caring towards the children.
2. Folow their parents instructions. 3. Make sure
you have a list of emergency contacts. Hapy children and parents.
6 Busines Employe's God Busines
7
Living on your
own
1)moving out of your parents home 2) buying your
own grocery?s 3)suporting yourself independence
8
Art of
Comunication
II
n+v and n+v = cs To every sentence ad a
conjunction (and, or, nor, but, yet, so,) plus
another set of noun and verb. Compound Sentence
9 Teacher
Explain concept, give asignment, grade
asignment
Taught a group of high schol
students
10 Seder Buy sed, Load sed, Drive tractor to spread sed
11 Student Take notes and study for test God grades
Similarly, Table 23 and Table 24 are samples of the ?Your Turn? responses of the control
treatment group and the experimental treatment group, respectively, of which the computing
concept was objects. For the objects concept, participants had to supply an object name, some
attributes associated with the object and a method for the object. As you can see in the tables
below the quality of their responses varied greatly. Further analysis was conducted to better
assess the findings.
103
Table 23: Results for "Your Turn" for the Objects Concept- Control Group
CONTROL
objectID oName oAtr oMethod
17 Walet Leather
Discretely transport personal
items
16 Steak juicy, brown, large fry it or bake it and eat it
19 learningT learningTe LearningTest
20 A job 40 hours a wek it wil give me pice of mind
21 Dres Blue Sewn
22 auto blue transport me
23 medication smal round water pil swalow the pil
24
cokie caled 'Colege
Days'
oatmeal raisin with choclate chips
and pecans it can be sold or eaten
25 papers medium, white, lined writen on, fold, picked up
26 Phone smal/compact
comucation/conect with others
by dailing
33 motorbike two whels acelerate
41 bal round bounce
42 a batery smal. round, with opsite ends
generate power for an eletric
device
43 home 3 bedrom provides shelter
44 lamp hologen shine
45 It is a fruit,mango gren and litle bit of yelow
First of al it neds to be planted
and the ground and wait a couple
years before you can have it ready
to eat.
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Table 24:Results for "Your Turn" for the Objects Concept -Experimental Group
EXPERIMENTAL
objectID oName oAtr oMethod
16 CD Spindle Round, Plastic
Neatly stack multiple compact
disks
15 Jeans Size 7, color dark blue
Make you lok thiner while
wearing them
19 job 40 hours a wek give me a pice of mind
20 Frame 8x10 place a picture within it
21 computer laptop help me gather info
22 clasmate M loves to have fun taught to dance
23
musical baby
swing beige and soft
play music and swing in 2
direction
24 Bentley car, red, convertable, slek it drives, stops, plays music
25 Haven Camp for HIV + Kids
Having fun in a safe place /
teaching healthy living,etc.
28 ibruprofen round, pink, hard stops imflamatory
29 pen
round, with a point and is about 5in
long
helps put words on a page, writes
with ink, or it can draw a picture
30 celphone Samsung, blue, flip style
make cals, provides date and
time, take pictures
31 botle blue can be filed
32 Lesly F. Maniga
He is one of the most famous
haitian that stil alive.
He is very educated and he can
rebuild the haitian education
system.
Following a similar analysis convention as discussed in Thompson et. al (2008), a team
of computer scientists, those that were instrumental in conceptualizing the learning modules,
were assembled to code and classify the responses using Blooms Taxonomy. Because the
learning module presented a very basic understanding of the concepts and the manner the ?Your
Turn? portion was framed, it was decided that only the lower three levels of Blooms Taxonomy,
Recall, Understand, and Apply, would be applicable in assessing the responses. Each person was
given a breakdown of Thompson et. al (2008) cognitive categories as seen below:
105
Remember is defined as ?retrieving relevant knowledge from long-term memory?
(Anderson et al. 2001). In the revised taxonomy, this category includes recognizing and
recalling. This is interpreted in programming assessment terms to mean:
1. Identifying a particular construct in a piece of code;
2. Recognizing the implementation of a subject area concept;
3. Recognizing the appropriate description for a subject area concept or term;
4. Recalling any material explicitly covered in the teaching program. This might be
factual knowledge, the recall of a conceptual definition, the recall of a process, the recall of an
algorithm, the recall of a design pattern, or the recall of a particular algorithm or design pattern
implemented as a solution to a specific problem in exactly the same context as a classroom based
exercise.
Understand is defined as ?constructing meaning from instructional messages, including
oral, written, and graphical communications?. In the revised taxonomy, this category includes
Interpreting, Exemplifying Classifying, Summarizing, Inferring, Comparing, and Explaining.
This is interpreted in programming assessment terms to mean:
1. Translating an algorithm from one form of representation to another form;
2. Explaining a concept or an algorithm or design pattern;
3. Presenting an example of concept or an algorithm or design pattern.
Apply is defined as ?carrying out or using a procedure in a given situation?. In the revised
taxonomy, this category includes Executing and Implementing. This is interpreted in
programming terms to mean:
106
1. That the process and algorithm or design pattern is known to the learner and both
are applied to a problem that is familiar, but that has not been solved previously in the same
context or with the same data or with the same tools; or
2. That the process and algorithm or design pattern is known to the learner and both
are applied to an unfamiliar problem
In addition, the analyzers were also supplied with the definitions of functions and objects
that the participants were presented with in the study (see Appendix F). Each analyzer was
instructed to code the responses as a 1 if they thought the learner demonstrated that cognitive
category and 0 if they did not. As a caveat, the analyzers were cautioned that the participants
were novice learners, who completed these responses immediately after completing the learning
module. Table 25 and Table 26 present the descriptive statistics and the probability value as a
result from the t-test for the objects and functions, respectively.
Table 25: Object Concept Analysis
Objects
N (exp/con) 16/15
Exp Obj Mean 2.13
Con Obj Mean 2.063
Exp Obj SD 1.060
Con Obj SD 1.181
Exp Obj Max 3
Con Obj Max 3
Exp Obj Min 0
Con Obj Min 0
t-test= 0.86208758
Table 26: Functions Concept Analysis
Functions
N (exp/con) 13/14
Exp Func Mean 1.786
Con Func Mean 1.462
Exp Func SD 1.12
Con Func SD 0.87
Exp Func Max 3
Con Func Max 3
Exp Func Min 0
Con Func Min 0
t-test= 0.41324582
107
In addition, we also conducted a KS-test as presented in Table 27 as an additional step to
account for the non-normal distribution. Figure 19 and Figure 20 depict the K-S-Test comparison
percentile plot as a visual of the distribution for the objects response and the functions response
respectively.
Table 27: Results for "Your Turn" K-S-Test Analysis
KS-Test D P
Functions 0.2308 0.828
Objects 0.133 0.98
Figure 19: Objects K-S-Test Plot
0 1 2 3
.8
.6
.4
.2
KS?Test Comparison Percentile Plot
X
Percentile
108
Figure 20: Functions K-S-Test Plot
In observing the results from the t-test and the p-value of the KS-Test, we can conclude
there is no statistical difference between the experimental treatment and the control treatment for
the ?Your Turn? responses. In understanding the context of which the ?Your Turn? was
completed, the researcher realizes there are several factors that played into the responses.
Because this was conducted as a within study, some participants could have experienced fatigue
as they moved into the second test. Also, participants were asked to demonstrate understanding
on concepts they were still processing. In general, for many learners, more time is required for
the learned information to be absorbed and computed before they can successfully apply it in a
useful manner.
0 1 2 3
.8
.6
.4
.2
KS?Test Comparison Percentile Plot
X
Percentile
109
Chapter 6
Conclusion
6.1 Summary
The C-CAL system gave rise to a new methodology and design that allows for the use of
culture in the introduction of computing concepts to adult learners that are not formally educated.
Its main goal is to provide a means to capture a learners culture(s) of participation; organize them
into workable clusters based upon their culture of participation; use the dominate culture of each
cluster and link it with a computing concept; and then create learning modules based upon the
association created of the dominate cluster and the computing concept. Through
experimentation, the C-CAL system has shown to be a viable alternative to introducing
computing concepts to adult learners. The combination of the Culture Inquiry Form (CIF) and
the Application Quest? clustering algorithm proved to be an informative means to identify a
persons culture and organize and present it in a fashion that it can be used as an input for future
design endeavors. Using an iterative design process, two methodologies were developed by
which culture and computing can be correlated and then a learning module could be crafted.
There was no statistical difference between the C-CAL system and the control in regards to
perceived ease of use and perceived usefulness, thus indicating the C-CAL system performed
just as well as the control. However, C-CAL was consistently rated higher than the control on
along all measures.
110
This manuscript began by asking three key questions that led to the development of the
C-CAL system.
First, the researcher asked, if one?s culture of participation can be identified and captured.
In attempting to gain the rich culture information captured via ethnographic studies the CIF was
crafted to capture a holistic view of individuals. The focus groups conducted provided the scope
of questions that respondents best connected to, the ontology associated with some common
cultures of participation and in-depth understanding of how participants relate and participate in
their respective cultures. CIF resulted in as the electronic manifestation of those findings.
Second, the researcher asks if culture data mining can be used to create culture
based learning modules. To answer this question, three sub-questions were addressed. Can C-
CAL accurately capture a learners? culture of participation and correlating processes? This
question was answered via a validation study utilizing the Application Quest? clustering
algorithm. This algorithm proved to be an informed means for capturing and organizing clusters
of responses based upon the common culture attributes and processes the participants identified.
Next, can culture processes be matched to the corresponding processes of computing concepts
and can tailored lessons be designed around these matches? Using an iterative design process a
methodological approach and template were forged for the correlating culture and computing and
for design of learning modules that employ culture in introductory lessons computing concepts.
Based on the positive findings of the sub-questions and the designed deliverables produced, the
question of the use of culture data mining in the production of learning modules can be answered
in the affirmative.
Finally, the researcher addressed, does culture based learning enhance the learning
experience for adult learners when being introduced to computing concepts? This question was
111
also examined in two sub-questions. Initially, does the design of the system support the system?s
intended use in terms of usability for adult learners? Results of the Technology Acceptance
Model revealed that, on average, over 50% of all participants perceived the C-CAL system to
being useful and easy to use. Next researchers had to determine if participants could
demonstrate cognitive understanding of the concepts they just acquired via their interactions with
the C-CAL system. In constructing their own culturally based example of the computing
concept they just learned, participants were able to demonstrate their ability to recall, understand,
and apply their knowledge at a rate comparable to that of the control method. In addition, there
was no statistical difference found between the C-CAL system and the control. Indicating that
the C-CAL system performed just as well as current methodology introducing computing
concepts making it a viable alternative. However, C-CAL outperformed the control across all
measures.
6.2 Conclusion
This research puts forth the novel idea of the C-CAL system that embodies the notion of
a design that meets the needs of non-traditional learners in computing education by the use of
computing tactics such as data mining and informational retrieval to create a self-directed online
autonomous learning application. As a result of experimentation, this experimental concept was
compared and found to perform just as well, and sometimes slightly better than traditional, non-
culturally engaging methods currently used. Thus indicating the C-CAL system is a feasible
system to utilize whose benefits can manifest itself in the array of adult learners returning to
educate them. The nuances of this study basically accumulated into one overarching thought, is
culture based learning a feasible option to introduce adults to computing and does culture based
112
learning enhance the learning experience for adult learners when being introduced to computing
concept? Can one capture culture, and use it as a design parameter that will prove to being
beneficial for adult learners in learning computing. At the conclusion of this study the C-CAL
system has proven its ability to answer in the affirmative on this question. Further studies are
required to assess C-CAL?s full range of capabilities and impacts on learning and the ultimately
get a statistical gain in C-CAL over the control.
6.3 Contributions
This research demonstrated that the C-CAL system is a viable alternative to current
methods of introducing computing concepts to adult learners. The C-CAL system in all its
components fills a void in making the following contributions to the field of Human Centered
Computing and Computer Science Education:
? A practical tool for identifying culture of participation for a group
o Research in better understanding and connecting with users is ongoing. In
the design world there are frequent collaborations and efforts to connect
with social scientists to gain a deeper understanding of the target audience.
However, in situations where those connects do not exist, many of our
technological designers suffer. It is unfeasible and illogical to ask a
resource restricted project or scientist to spend years collecting the rich
culture understanding of people that ethnographers have been doing for
years. Yet is that very knowledge that is needed to ensure that our designs
are capable of reaching our globally diverse society. Thus, the Culture
113
Inquiry Form is the first step in bringing the two worlds together when it
would have not been possible otherwise.
? Modeling a process for the use of culture as a design construct
o Though there is some research on the significance of culture in computing,
and an assortment of efforts of how best to account for it in computing
designs, there are still some challenges of how exactly do we use a holistic
view of the target audience culture of participation within the design
construct. This model presents a process by which a computationally
enriched learning experience can be fashioned around the learner?s culture
of participation using their own ontology and their views of how things
relate within that culture context.
? Introduced a new system for increasing digital fluency for among Adult learners
o The C-CAL system provides a rich culturally induced learning
environment, where culture is dictated and defined by the target audience.
6.4 Future Research
The C-CAL system was designed as a proof of concept, thus there were several lessons
learned in the course of this design and discoveries made during analysis that warrant further
investigation and continued research.
A portion of this study was conducted as a Wizard of Oz study. After refining a process
that appears to capitalize fully on the information that can be used in better depicting and
providing detailed picture of a cultural concept, it is now possible to complete the system design
such that C-CAL can be a fully autonomous system. It is also speculated that the replacing of
the wizard of oz study could eliminate chances of human error that could factor into the
114
participants perception of the system. A comparison study on the replacement of the Wizard of
Oz study with an Information Retrieval design, would be interesting to explore the trade-offs of
the system with the inclusion and removal of the human element.
In this study the researcher was fortunate to have conducted a focus group in which we
obtained much of the background information and ontology associated with various culture
attributes later used in the study. Future research would be heavily dependent upon semantic
relations established in areas of ?add hobby.? Thus the next version of C-CAL should require a
response from all participants for such options. In additions the same semantic relations should
be utilized in gaining a better understanding the industries participants have been worked in, in
the past.
Future research is needed on testing the C-CAL system with a homogeneous group of
participants. Participants in the C-CAL study were from all walks of life various regions of the
country and from abroad. However there is much to be learned on the impact of C-CAL on a
group having range of commonalities. For example, it would be interesting to conduct the study
with a group of construction workers.
The Technology Acceptance Model (TAM) has been expanded to the Unified Theory of
Acceptance and Use (UTAUT) Model where the core constructs are performance expectancy,
effort expectancy, social influence, and facilitating conditions that were not featured in this study
but are worthwhile in future research (Venkatesh et. al., 2003).
Though the C-CAL system and all its components was designed primarily for culturally
relevant computing for adult learners, it uses can been seen in other domains. The ability to
better connect with a target audience is a universal need that spans product development, military
strategy and various other markets. Further research is needed on this matter.
115
6.5 Final Thought
?Start where you are. Use what you have. Do what you can?- Arthur Ashe
This research endeavor began with a man who wanted to be a grocery bagger. The
researcher watched a man enter a grocery store to apply for a job as a bagger. As the man was
directed to a nearby computer to complete an application, she watched on as disappointment and
defeat came over his face and he turned and left the store. The man looked to be in his mid-
forties, his education status and academic background is unknown, his acquired skills and area of
expertise is also unknown. However what is assumed is that he lacked the basic skills needed to
seek employment that would impact his earning capacity and change his life.
In December 2007, the US had officially entered into a recession. This resulted in job
loss placed at 8.4 million (Bureau of Labor Statistics, 2010). The hardest impacted group over
the course of the recession, and the group that still struggles to find employment, are adults who
possessed, limited to no formal education beyond high school. As a result it is probable, that
millions of Americans have found themselves in the same position as the researcher?s want-a-be
bagger did years ago. Many of them will turn to education, willing or reluctantly. Though armed
with a lifetime of knowledge that now seems void and useless, these digital immigrants will have
to learn fast beyond, the basic skills they have acquired from past employment or their
occasional web surfing or social networking or face marginalization.
The C-CAL system is an effort to reach out to this growing sector of our population. It is
an attempt to help them start where they are and use what they have, with the lifetime of
knowledge and skills they already have there by building confidence and lowering the entry bar.
116
It is an attempt to provide guidance into a new way of thinking that can lead to them being
contributors of our ever changing society. The researcher understands that in looking at the
bagger story it would have suffice to simply embark on a design that would introduce basic
computer skills (such as this a mouse, this is a screen, etc). However as discussed by the National
Academies of Science, those skills are not enough to sustain one in this society. Fluency, the
ability to continue on with the learning process as technology evolves, and an understanding that
computational thinking is already embedded in their current knowledge set can empower people.
117
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Appendices
Appendix A: Culture Participation Focus Group Protocol (CPFGP)
Adult Learners Focus Group Protocol
May 2008
Culture of Participation
Overview
Goal: The goal of this focus group is to help us discover the culture of
participation that is most prominent for these adult learners. Thus, we seek
to get a better understanding of the knowledge and experiences these
learners bring to their learning experience. The goal is to capture the
understanding and language of the cultural attributes that these adult
learners do as part of their individual or joint activities, events, and
planning. We are interested in discovering the general and particular
contexts for computing relevant teaching and practice, so we are
encouraging adult learners to talk freely and describe and discuss their
interactions and strategies.
Timeframe: 1-2 hours
Guidelines:
Instructional Sheet
Welcome participants and hand out informational sheets as they come in.
The moderator will read the information sheet out loud, as participants
follow along on their own copy. Each participant must agree to participate
and to being recorded prior to beginning the study and recording.
Establish rapport.
You want the participants to feel as comfortable as possible. Offer snacks.
Make sure you introduce yourself and what you are doing at Auburn
University and how you are part of this study. You should give them a
simple explanation of the study such as, We are trying to discover the
different activities things that they participate in that, together or alone,
that may use the same fundamental concepts of problem solving skills in
computing. Computing constraints may be under the surface of their
favorite activities, so we want to learn about the ones that are most
127
obvious to you, and we will want to ask about all kinds of other activities
that you participate in.
Emphasize that the interview does not have any right or wrong answers,
does not count towards grades, and is separate from the school. Explain
that we will record the interviews with digital voice recorders so we can
remember exactly what they say and look back when they are all talking
together. Make sure to tell them that the audio is for research purposes and
they will be given fictitious names when we use the audio records.
Tell them the basic structure of the interview and the timeline. Make sure
to tell them that they do not have to answer any questions that make them
uncomfortable, and they can end the interview at any time. Make sure to
tell them where the lavatories are, and remind them that they will have a
break about one-half way through the interview.
TURN ON THE AUDIORECORDER
HIT RECORD
Be sensitive to your interviewee?s situation.
Remember that people?s lives are private places. Let people speak as
much as they want and try not to rush them too much. People may want to
add to each other?s stories and descriptions, and that will be wonderful.
Use prompts.
Ask for examples as a way to prompt. Also pick up their language and ask
what they mean. For example, ?Well, I always estimate, but that?s not
computing. Ask, ?Tell me more about the times you estimate?? Head the
conversation to examples of things that they mention that may be on the
inventory. Ask them to be specific and Give you a problem and the ways
they approach or solve it.
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Questions
A. Ice Breaker
1. Tell me how things are going for you.
a. Explore further on specifics of response, if student doesn?t provide details: e.g., if
student says, ?It?s been a lot harder than I thought,? ask, ?In what ways??
Note: Follow the subject?s lead on how to handle this question ? in some cases, it might be
best used as an icebreaker, just to begin the conversation and move on to other
questions. However, some subjects will have quite a lot to say, on a range of topics. In
this case, don?t be too quick to move off of this question ? explore all of the issues the
subject seems willing to get into.
b. Before moving on to other questions, give subject a chance to say more, e.g.,
?What else is happening with you these days??
B. Contexts and activities:
?People participate in all kinds of activities in different places and times.
We will talk about some of these places and times and ask you to tell us
about your own experiences.
Home Design and Improvements:
Have you decorated or made any improvements to the inside or outside of
your home? What are they? Can you describe what you did? When you
do it? A favorite story about it? Who do you do it with? Where?
What was the most fun about the project? Most complicated?
What needs or challenges have you had in making your home ?work? for
you? How have you addressed them?
*Hobbies, Collections:
Do you have hobbies? What are they? Can you describe what you do?
When you do it? A favorite story about it? Who do you do it with?
Where?
Do you have a collection? Tell me about it? How do you learn about your
collection?
*Special/favorite Activities/Leisure
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How do you like to spend your free time? Family time? How do you
prepare for those events?
Any special holidays or celebrations? What do they involve?
Out of school or home activities? Play games? Play or watch sports?
Courses you take? Arts or music you watch or participate in? Programs
you participate in? Do you do anything special on weekends or in the
summer?
Do you play games? Which ones? With whom? When? How do you get
new games to play?
Cooking:
Does anyone in the family cook? Who? How often? What are your
favorite dishes to cook? Can you tell me about the recipes? Any favorite
cooking stories? Do you cook for parties, charity events? A large number
of people? What is that like? What do you prepare? Tell me about a time
you cooked a large quantity?
Shopping:
What kind of things do you like to shop for? Food? Clothing? Tools?
Browse? Tell us about some shopping excursions and stories?
Work:
What kind of work experiences did you have in the past? Was training
necessary to get that job? Are there any favorite stories from work?
Planning travel:
Do you travel locally or long distance? What travel? How do you plan for
it?
Tell me about a trip you have taken or are planning. Describe how you
think about it?
Do you commute to work or to school?
Special Family Events:
What are the most special events to you? Can you tell us about them and
how you prepare for them?
*Communication Structures and Patterns
How do you keep in touch with family and friends?
Relatives live close by or some distance away?
Do you use cell phones, land lines, email, Internet, cards and letters, face-
to-face to arrange and meet with them?
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End-of Interview Questions:
Is there anything else you think we should know?
131
Day 2: Full Group
A. Strategies
1. What would you say has been the most difficult thing here for you so far? [Students might
mention non-academic difficulties. Make sure to explore further to get at academic
difficulties.]
a. How did you handle (or how are you handling) that?
The following sub-questions can be asked if time permits.
b. What else have you found difficult?
i. How have you handled that?
c. Do you have strategies for handling difficult situations?
i. Explore further for specific examples.
2. What?s been easy for you here so far?
a. Explore further if subject doesn?t elaborate.
B. Task
Teach Task
Instruct participants to think about their favorite activity. Think
about why it?s their favorite.
Learning Sources
How did you learn or get involved in that activity/task?
How often do you participate in that task? Can you name some times
when you used that activity? Can you tell me more about that? Describe a
day or time to me? A story?
Then explain to the group how to do some part of that activity or how
best to engage in that activity. Give them 15 minutes to write it down,
and then each person will report out to or teach the group how to do
this activity. We will give them a worksheet to help organize their
thoughts and let them know we have paper, pens/pencils, etc
available.
C. Computing in a minute story
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Can each of you tell me about an experience you had with computing that
reminded you of some other activity that you do? It can be from school or
home, positive or negative, recent or distant past. Try to tell it in one
minute.
Prompts: Have a story about computing in your own life prepared and tell
it in less than a minute. For example: ?When I lived in New Jersey I
wallpapered the kitchen in my apartment with a large patterned paper. I
had to measure the walls and calculate the number of rolls I needed. It was
complicated because of the length and width, plus the length of the pattern
and getting it to line up evenly down each panel. The paper was expensive
and I was on a budget so I didn?t want to purchase too much. The people
in the store were really helpful. I had to match the design on the paper
with the measurements I took of the walls. I felt good that I finished the
wall and got it right and didn?t have too much extra paper left over.?
D. What is computing to you
Can you think of any other time you might use computing that we
have not mentioned?
Start with simple computing and work up:
Here is a list of kinds of computing. Can you tell me a time when you do
them? (Show list that includes the following kinds of computing
constraints and an example for each: data structures, condition statements,
variables, odds, logical reasoning.
Abstraction and decomposition in tackling a large complex task.
Looking up a name in an alphabetically sorted list
? Linear: start at the top
? Binary search: start in the middle
? Standing in line at a bank, supermarket, customs & immigration
? Performance analysis of task scheduling
? Putting things in your child?s knapsack for the day
? Pre-fetching and caching
? Taking your kids to soccer, gymnastics, and swim practice
? Traveling salesman (with more constraints)
? Cooking a gourmet meal
? Parallel processing: You don?t want the meat to get cold while
you?re cooking the vegetables.
? Cleaning out your garage
? Keeping only what you need vs. throwing out stuff when you run
out of space.
? Storing away your child?s Lego pieces scattered on the LR floor
? Using hashing (e.g., by shape, by color)
? Doing laundry, getting food at a buffet
? Pipelining the wash, dry, and iron stages; plates, salad, entr?e,
dessert stations
133
For any they choose:
When?
How often?
Can you tell me about a time you remember doing this?
Closing
End the interview by thanking them for their time and asking if they have
any questions for you. Recheck their contact information and ask if they
would be interested in participating in other research and activities.
134
Appendix B: Culture Participation Survey
Culture Participation Survey
Please respond to the following questions by marking next to the response that best describe you
Male Age:20-24 yearsFamily size:
Female 25-34 years Number of adults in
35-44 yearshouse (18 or older)
Ethnicity: 45-54 years
American Indian and Alaska Native55-59 years Number of children (0-17)
Asian 60-64 years
Black or African American 65-74 years
Hispanic or Latino75-84 years
Native Hawaiian and Other Pacific Islander 85 years and over
White or Caucasian
Industry (Please check the job category(s) that best describe your past job experience(s))
Accounting/ Auditing/ Financial ServicesEducation/ TrainingLibrary
Advertising/ Marketing/ Public RelationsEmployment Services/RecruitingLobbying/ Grass Roots/Advocacy
Aerospace/ Aviation EngineeringMaintenance/ Repair
Agriculture/ Forestry/ FishingEnvironmentalManufacturing/ Electronics
ArchitectureFashion/ ModelingMedia/ Publishing/ Journalism
Arts/ EntertainmentGovernment/ MilitaryNonprofit/ Charitable
AssociationsGraphics/ DesignOther
Automotive/ Motor Vehicle/ PartsHealthcare/ MedicalPrinting
Banking High Tech / ITReal Estate
Beauty/ Personal CareHospitality/ Tourism/ TravelRestaurant/ Food Service
Biotechnology/ PharmaceuticalHuman ResourcesSales/ Retail/ Wholesale
Communications/Public RelationsInsuranceScience
Computer-Hardware/SoftwareInterior Design/ FurnishingsSocial Services
Construction/ Trades International/ International TradeSports/ Fitness
Consulting ServicesInternet/ E-CommerceTelecommunications
CounselingLandscaping Transportation/ Logistics
Defense Law Enforcement/ SecurityUtilities/ Gas/ Electric
Domestic/ Childcare/ EldercareLegal Veterinary/ Animal Care
Economics
Highest levelLess than high school/ no diploma
Where do you use the computer most often? of educationHigh school diploma (including equivalency)
(Please check all that apply) AttainedSome college, no degree
Own a home computerAssociate degree
Have a PC at work Bachelor's degree
Utilize a PC at another locationGraduate or professional degree
What level do you consider yourself in regards to internet usage:How often do you use the internet for personal use :
No experience Daily Monthly
Novice Weekly Rarely
Intermediate Bi-weeklyNever
Expert
Machines, electronic and Computers:
What machines, electronics do you have in your house?
What do you do with the ones you have?
How much time do you spend with the various machines in your home?
Where else do you get access to machines? (friends, work, family members, libraries, schools)
135
Appendix C: Culture Inquiry Form
136
137
Appendix D: Hobbies and Traditions Buckets
Hobby Bucket
Hobies HobyBucket Hobies HobyBucket
church church basketbal sports
watching
movies entertainment sports sports
swiming sports golf sports
crafting arts church church
basketbal sports Hunting sports
watching TV entertainment Hunting sports
reading reading Hunting sports
reading reading fishing fishing
colector colector sports sports
traveling traveling
watching
movies entertainment
watching
movies entertainment fishing fishing
reading reading watching TV entertainment
runing sports
watching
movies entertainment
shoping shoping music entertainment
also runing sports flying flying
sports in
general sports
sports in
general sports
traveling traveling
dirt biking,
girlfriend sports
fishing fishing music entertainment
golf sports runing sports
watching TV entertainment singing arts
shoping shoping runing sports
flying flying tenis sports
watching
movies entertainment
surfing the
web entertainment
church church
beach,
boyfriend entertainment
sports in
general sports watching TV entertainment
formula
team,
building col
stuf
dirt biking,
girlfriend
fishing fishing sports sports
138
watching
movies entertainment church church
runing sports sports sports
socer sports
sports in
general sports
sports in
general sports hiking sports
sports in
general sports coking coking
sports in
general sports sports sports
Basebal sports Hunting sports
reading reading coking coking
socer sports
watching
movies entertainment
fishing fishing golf sports
swiming sports socer sports
dirt biking,
girlfriend Triathlons sports
watching
movies entertainment tenis sports
cars colector music entertainment
tenis sports
surfing the
web entertainment
watching TV entertainment basketbal sports
dancing dancing Basebal sports
basketbal sports video games entertainment
reading reading watching TV entertainment
traveling traveling Hunting sports
tenis sports shoping shoping
sports sports Friends friends
traveling traveling working out sports
beach,
boyfriend entertainment theatre arts
basketbal sports Friends friends
Traditions Bucket
139
TraditionsTfamilyTholidaysTreligiousTgamedayTpartyTget2getherTmovieNightTvacationTsharedMealsTdrinkingTstudying
family reunion, major holidaysxx
n/a
holiday dinnersx x
kwanzaa
fireworks with family on 4th of July.xx
.
Gift exchange with family on
Christmas day. xx
family reunions on my Grandfather
birthday xx
Mid-week bible studyx
volunteering on christmas and/or
thanksgivingx
none
Family Christmas reunion - cookingxx x
Churchx
Familyx
easter egg huntx
annual family vacationsx x
sunday game day/lunchx x
opening presents on Christmas day,
not any earlierx
party x
Fraternity x
occasional trip to europe to see my
familyx x
Thanksgiving family reunionx
Family traditionsx
eating at the tablex
Sunday lunch with the whole family!x
drinking x
thanksgivingx
National Lampoon's Christmas
Vacation at christmas time with my
family. xx
christmas
dinner as a family once a weekx x
toomers corner, thanksgiving,
christmasx x
Family get togethers for
thanksgiving/christmas/new yearsxx
get-to-gethersx
movie nights x
yearly vacation x
Auburn Football x
Family traditionsx
religous trx
family traditionsx
spring Festival x
Sunday Morning Worship Servicex
Homework and studyingx
family traditionsx
tailgating
family traditionsx
family dinners
x
Basketball x
Eating x
Christmas dinnerx
holiday get-togethersx
movies every christmasx x
christmas
family traditionsx
going out with friendsx
furious masturbation
Christmas with the familyxx
family traditions
Christmas breakfastx x
family reunions.x
sunday lunches x
holiday mealsx
Christmas
Holidays togetherxx
Aunts house every year for
Christmas. Thanksgiving traditions.xx
Thanksgiving Dinner
supper time x
having pasta for christma dinnerx
Holidays togetherx
y Gatheringsx
family traditionsx
Thanksgiving, Christmas, going to
football gamesx x
snowboarding
Tailgating, Family Functionsx x
family traditions including holiday
dinnersxx x
Christmas
Churchx
Thanksgiving at my cousin's housexx
family traditions
Family Reunionx
family traditions
we always get together for
thatnksgiving every yearxx
annual family christmas dinnerx
family holiday traditions
140
Appendix E: Culture-Concept Examples
Culture Name Concept Example
fishing objects
A colection of atributes and behaviors describing
something For example, take a brand new cel phone,
each contact in the contact list has the same blank
lines, names, number, email etc. When you fil it up,
you create an instance of a contact by giving it
atributes (the contact name) and behaviors (get a
number)
shoping objects
It was a nice day. You was surfing the Internet.
Sudenly, something caught your eye. It is Big
scren LCD TV on sale for only $20 and even beter,
fre shiping!
You clicked the advertisement
link and went to the online store, found the
discounted Big scren LCD TV, and put it into
shoping cart. Since you are a member of the store
already, al you had to do was enter your user ID and
pasword, click the "Login" buton, selected the
saved biling/shiping adres, selected the credit
card for payment, clicked "check out" buton and..
Done!
The online store sent a confirmation e-
mail to you. Now al you have to do is wait. And, you
know, it's always the most dificult part.
shoping variables
It was a nice day. You are out shoping. Sudenly,
something caught your eye. It is an ad for a Big
scren LCD TV on sale for only $20. Imagine
entering the very large store with lots of
departments, tables, shelves, etc. Al these places
have diferent things stored in them. You head to the
department for your Big scren LCD TV. Once you
find the right department, you have to find the type
that was on sale.
141
baking functions
It was a nice day. Some kids in the comunity have
come to you to learn how to bake cokies for their
fundraiser. You take out your baking suplies and
gather al your ingredients. Now its time to show
these eager beavers how its done. After explaining to
them when to ad al the ingredients and how to
measure acordingly we finaly have our big batch of
cokie dough.
Now you carefuly explain to
your captivated audience how to spon the dough
and its placement on the cokie shet. You stres the
importance of the amount of cokie dough per cokie
the efects of this size is to big or two smal. Then
you remind them to be mindful of the space betwen
the cokies so they have rom when they expand.
Finaly our cokie shet is filed with cokie
dough, and now its time to put them in the pre-
heated oven. Now al we have to do is wait. And, you
know, it's always the most dificult part.
142
holiday functions
Picture this, its the holidays, you have voluntered to
overse the comunity fundraising event of gift
wraping. You, several friends, and family have come
together to make it a suces.Prior to embarking on
your journey, you al sat through a briefing on the art
of gift wraping. This entailed detailed skils of:
1) gather your materials- lay them out on a clean,
flat work surface. Remember to remove the price tag
from the gift before wraping it
2) positioning
the gift: Place the box containing the gift along the
length of wraping paper and unrol enough paper to
wrap it around the box, leaving at least a 2-inch
overlap.
3) paper cuting- Eyebal the wraping
paper at the ends of the box. Trim away any extra
paper so that the remaining flaps are long enough to
cover the box but short enough to fold over smothly
into flaps. 4) edge folding- Position the gift box so
that one short end is facing you. Grasp the left and
right edges of the wraping paper and push the sides
in so that top and botom flaps are formed. Make
sure the edges are pushed in as far as they wil go
without riping the paper. Tape the edges to the
box.
5) tape placement- Bring one lengthwise
edge of the wraping paper to the center of the box
and secure it with tape. Turn the oposite edge of
the paper under aproximately 1 inch and bring this
to the center of the box as wel so that it overlaps the
first edge, and tape it down.
6) bow/ribon
tying- Wrap a long piece of ribon around the gift
box lengthwise, then twist the ribon at the
lengthwise seam to wrap it around the box width-
wise.
7) gift labeling- If you have a card, slide
it under the ribon and secure it with tape on the
underside. If you have a gift tag, use the lose ends
of the ribon to secure the gift tag (if it has a hole in
it), or adhere it directly to the gift (if it has adhesive
on it.)
So now you each pick a
comfortable spot, a wraping paper patern that you
prefer and you get started. The lines quickly form
and you al start wraping away pre-cautiously
wraping as you learned in your briefing.
143
dinerFamily objects
You have just sat down at the table of your family
holiday diner, and you quickly scan the table. The
table is filed with al your favorites, mac and chese,
mash potatoes, gravy, grens, etc. You are ready to
dig in. So you sip on your drink as you wait for
everyone to take their seats, and the host to enter to
begin the festivities.
familyTogether objects
You are at your family get together and seing family
you haven't sen in a long time. As they start to
arive you are trying to remember the names of al of
your first cousins, aunts and uncles based on your
childhod memories. So you start making a list of
names and some details that you remember about
them (like height, size,) and some random emories
(your aunt that makes your favorite pie or your
cousin wet the bed when you were kids). You are
quickly forming your list as the family starts pouring
in, and heading your way. Now to put your memory
to the test.
church functions
It is a nice day, you are headed to church. Once at
church, the church greter asks you to asist her in
seating people as they enter, because you are
expecting a lot of guests today. She explains a
detailed proces of greting, seating, and then giving
each guest a flier. Finaly you are ready to help seat
the guests. Now al we have to do is wait, for them to
arive.
music objects
Its a nice day and you just got some new music to
ad your computer. You figured this would be a god
time to create a new playlist. So you sort al your
music by title and gather your favorite tracks that wil
give you the sound you are seking for this playlist.
Then you sort your music by rhythm and search
through and se what other songs in your colection
would be a god fit. You want one more short song
to ad your playlist so then you search through your
list of songs my time periods. Your playlist is just
about done. Now its time to put it to the test.
144
charity objects
Its a nice day and a wealthy philanthropist has asked
you to recomend several nonprofit/charitable
organizations to donate, to based on your
background and experience in working with charities.
So you start to think about the best way to
diferentiate betwen the charities. As you start to
create your list, to simplify things, for each charity
that you recomend you provide the name, the
description and its purpose, so that the philanthropist
can be wel informed of the charity that they are
donating to. You've done a prety god job, so now
you send your list to the philanthropist so now you sit
and wait.
tcom variables
Picture this, you are working for a telecomunication
company and have ben charged with the task of
geting some new comunication equipment to
reduce cost. There are some products that you have
in mind. Your mision today is to figure out the
product information so you can get the right
products. For starters you realize that you at least
ned the make, the model, and the product ID
number for each product. Now the hunt is on.
movies objects
Its a nice day and you finaly got some time to relax
and catch a movie. First you have to decide what
kind of movie you are in the mod to se. You start
of by sorting them by category/genre (comedy,
action, drama, family, etc) to narow down your
movie choices. Then you sort the available movies by
leading actors (any of your favorite actors?) and then
plots (what's the subject of the movie). You are down
to your final two movies and you use the movie
length as the deciding factor. Now its time to start
the movie.
server functions
Its a nice day and you are heading into work at the
restaurant today, they just hired a new server and
asked you to train him. You carefuly explain and
demonstrate the detailed proces of a servers
responsibility of explaining the menu to the
customer, taking the customer's order, and delivering
the customer's meal from the chef. Finaly the
training sesion is over, and the new server sems to
be ready to start serving the customers. Now al we
have to do is wait, for them to arive.
145
healthcare objects
Its another great day at work in the healthcare
world, and your supervisor has just requested the
medical history of several patients. Your supervisor is
in a meting and has asked you to get some
information together on patients. You scan the
patients chart, picking out the key information for the
patient (such as patient name, medical
condition,medication, etc.) and quickly send over the
necesary information.
golf objects
Its a great day for golf, and a friend has asked you to
help them learn the basics. As you make your way
acros the gren you start of by explaining some
basic golf fundamentals the diference in golf clubs,
golf bals, varying golf holes, while using examples
that include known golf players and comonly known
golf concepts. You make it over to the first hole, after
a couple of demonstrations, you guide them through
their first swing.
training functions
Its a nice day and a friend is in ned of your
expertise to help him prepare to present his first
training clas. You carefuly explain and demonstrate
the detailed proces of preparing the leson,
gathering and sorting the material, creating
handouts, and creating visual aids. Finaly, you are
done, and your friend sems to be ready to start his
first training clas. Now, its training day, and al we
have to do is wait, for the traine's to arive.
146
Appendix F: Object and Function Analyzers Definition
Objects
What is an object? In computing, they say an object commonly means a data structure
consisting of data fields and procedures (methods) that can manipulate those fields. But
really, object is just the way computing world defines a THING. So any THING,
PERSON, OR PLACE can be an object.
For example, in the story you just saw, almost every noun can be defined as objects:
<> Defining objects, then putting them together to
construct a computer program to solve problems is called Object-Oriented Programming.
An object usually contains two parts - Attributes, and Methods.
Earlier we said that objects are what we in the computing world call THINGS.
Attributes describe the 'thing' characteristics. So attributes can be a name, size, style, type, etc
Methods describe what the 'thing' can do, the behavior. . So methods can be actions that the
'thing' can do, or that can be done on it
Functions
What is a Function? A Function is a portion of a program that independently performs when
you tell it to, its the behaviors or actions of a program. For example a song can be
played, an alarm can get or set time, and a dog can bark. A Function can be thought of
as the steps or the instructions of a portion of a program that you can repeat.
<>
Earlier we said that a Function is a portion of a program that independently performs when
you tell it to. A function is designed so that it can be coded to be started ("called")
several times and/or from several places within one execution of a program, including
from other functions.
A Functions can also be designed so that it can obtain a specific set of data values from the
program that called it (its parameters), and eventually provide a specific set of values to
it (its return values).