.title[ ## THEORIZING AND ENACTING COMPUTATIONAL LITERACIES ] ### Or: What I've been up to Dr. Chris Proctor<br> August 23, 2022<br> <img src="/images/slides/brands/ub_gse.png" alt="UB GSE" style="width:300px;"> <img src="/images/slides/sketch_4_squat.png" style="width:425px;position:absolute;right:0;bottom:0;"> <!-- <img src="images/slides_qr.png">--> .refs[ chrisproctor.net/slides/2022-08-23-tltlab<br> Illustrations by Chris Proctor, based on fieldnotes and video ] --- .full-bleed[ .half-left[<img height="100%" src="/images/slides/sketch_2_pointing.png">] .half-right[ .half-frame[ # <span style="color:var(--sketch-line-purple);">Outline</span> - Theorizing computational literacies - Reimagining K12 computing - Logistics: Training teachers and building curricular pathways - Questions and discussion ]]] --- ## Theorizing computational literacies - Computational media as the basis for literacy practice .cite[1, 2, 3] - Reconceptualization of computational thinking (CT) - Recognized three framings of CT: cognitive, situated, and critical .cite[4] - Following literacies and E/LA pedagogy, aim for simultaneous learning at all three scales .cite[5] - Can we measure cognitive, situated, and critical CT learning and the relationships between them? .cite[6] .refs[ .anchor[1] Scribner & Cole, 1978 .anchor[2] diSessa, 2001 .anchor[3] Proctor & Blikstein, 2019 .anchor[4] Kafai, Proctor, & Lui, 2020 .anchor[5] Kafai & Proctor, 2021 .anchor[6] Proctor 2022 CAREER grant application ] --- background-image: url(archipelago.jpg) background-size: cover .title-slide[ # Joint Visual Attention<br>and Collaboration<br>in Minecraft .authors[ .author[  Chris Proctor .affiliation[ University at Buffalo SUNY ]] .author[  Dalia Antonia Caraballo Muller .affiliation[ University at Buffalo SUNY ] ]]] .refs[ Slides available at [chrisproctor.net/slides/2022-cscl-minecraft](https://chrisproctor.net/slides/2022-cscl-minecraft) ] --- class: black ### Introduction .full-bleed[ <video controls src="/slides/2022-cscl-minecraft/cscl_interview.mp4" width="100%"> ] ??? So the big interdisciplinary challenge of this research is to see whether we can bridge the disciplinary gap, identifying where CSCL constructs such as collaoboration and particularly intersubjectivity, meet Relacion and common places. (Embed video here) --- class: black background-image: url(collaboration.jpg) background-size: cover .heading-bottom[ # Collaboration<br>in Minecraft ] ??? - Minecraft is a multiplayer online game in which players inhabit and modify a blocky, pixellated world - Although it is evident that players of Minecraft engage in extensive in-game collaboration, it is unclear whether JVA plays the same coordinating role in Minecraft or other immersive online worlds that it plays in offline collaboration. - While playing Minecraft, players are embodied first in their corporeal bodies and secondly in their in-game avatars. - Visual attention has two layers here: first, how a player’s gaze moves across the screen, and second how the player orients her avatar to look around the world. Prior JVA research has tracked eye saccades, or quick darting shifts of focus around the visual field. In this research we assume the player’s ocular gaze is fixated on the center of her screen, and that she relies entirely on moving her avatar to look around. This is not an outrageous assumption: qualitative analysis of participants' gaze using Zoom video feeds shows them usually fixated on the center of the screen. One research assistant who is an avid gamer affirmed that, in contrast to first-person shooter games where situational awareness is paramount, it is common in Minecraft to remain fixated on the center of the screen, where a small crosshairs orients the eye to the location where block- building or block-removing actions will have their effect. - If JVA does function similarly in Minecraft as in other contexts, a potential advantage to online collaboration research is greater ecological validity (in an admittedly synthetic ecology). No further instrumentation is needed, players are free to may move around, manipulate their environment, and collaborate in groups larger than the dyads typically engaged in JVA research. The artifice of Minecraft could actually be helpful for research, as modalities of communication (e.g. gaze, gesture, movement and position, discourse, the manipulation of artifacts) can also be perfectly captured by the research setup. Given the limited articulation of avatars compared to the human body, face, and eyes, it may be easier to study the emergence of genres of multimodal interaction as players figure out how to work with what they have. --- # Research questions 1. Do high-collaboration groups in Minecraft engage in more joint visual<br>attention? 2. Does joint visual attention interact with other modalities in Minecraft? Is coordination between modalities dependent on effective collaboration? .image-inset[ <img src="collaboration.jpg" style="width: 40%; display: inline;"> <img src="hypotheses_0.jpg" style="width: 55%; display: inline;"> ] ??? 1. Do high-collaboration groups in Minecraft engage in more joint visual attention? We hypothesize that groups which collaborate more successfully will also exhibit more joint visual attention. 2. Does joint visual attention interact with other modalities in Minecraft? Is coordination between modalities dependent on effective collaboration? We hypothesize that the rate of block activity (placing and removing blocks) will be different in JVA and non-JVA intervals, with a greater difference in high-collaboration groups. --- count: false # Research questions 1. **Do high-collaboration groups in Minecraft engage in more joint visual attention?** 2. Does joint visual attention interact with other modalities in Minecraft? Is coordination between modalities dependent on effective collaboration? .image-inset[ <img src="collaboration.jpg" style="width: 40%; display: inline;"> <img src="hypotheses_1.jpg" style="width: 55%; display: inline;"> ] ??? While our research questions are not causal, they are consistent with the following diagram. --- count: false # Research questions 1. Do high-collaboration groups in Minecraft engage in more joint visual<br>attention? 2. **Does joint visual attention interact with other modalities in Minecraft? Is coordination between modalities dependent on effective collaboration?** .image-inset[ <img src="collaboration.jpg" style="width: 40%; display: inline;"> <img src="hypotheses_2.jpg" style="width: 55%; display: inline;"> ] --- # Context - Eight-week summer workshop for ten-year-old children focused on collaboration in Minecraft. - Entirely online: Participants logged into customized Minecraft server and Zoom. - Curriculum posed collaborative challenges in groups of two or three. ### Data sources .image-inset[ <img src="data_segments.png" style="width: 90%;"> ] .refs[ Repository link: [chrisproctor.net/research/proctor_2022_joint](https://chrisproctor.net/research/proctor_2022_joint) ] ??? - Eight-week summer workshop for ten-year-old children focused on collaboration in Minecraft. 10 participants, recruited through existing social ties; all were experienced players of MC. - Entirely online: Participants logged into customized Minecraft server and Zoom. - Curriculum posed collaborative challenges in groups of two or three. In the collaborative episodes studied in this paper: - Build a single structure which represents everyone in your group. - Build a prototype structure for the world’s spawn point (the starting location) which represents everyone in the workshop and the qualities we want for this world. - Build a prototype of a structure or object which creates a sense of unity and inclusiveness for our world. - One of this paper's major contributions is a package for analyzing We don't have time to go into the details today, but please check out the paper, the git repository --- background-color: #333 class: black ### Case study: High-collaboration group .full-bleed[ <video controls src="/slides/2022-cscl-minecraft/case_study.mp4" width="100%"> ] --- ## Logistics: Training teachers and building curricular pathways - Two big practical challenges in broadening K12 CS ed: no teachers and no courses - Both problems depend on community ownership and support - Community-based teacher residency helps teacher candidates see themselves as accountable to people, not test scores. .cite[1] - Broad community participation is needed in designing CS curricular pathways. .cite[2] - So let's tackle both problems at the same time! .refs[ .anchor[1] Gorlewski, et al, 2021 .anchor[2] Proctor, Bigman, & Blikstein, 2019 ] <img src="/images/nsf.png" style="width: 150px; position: fixed; bottom: 5%; right: 5%;"> --- ## Bootstrapping community agency .image-inset[ <img src="cs4all_logic_model.png" style="width: 90%; display: inline;"> ] --- .title[ ## THEORIZING AND ENACTING COMPUTATIONAL LITERACIES ] ### Or: What I've been up to Dr. Chris Proctor<br> August 23, 2022<br> <img src="/images/slides/brands/ub_gse.png" alt="UB GSE" style="width:300px;"> <img src="/images/slides/sketch_4_squat.png" style="width:425px;position:absolute;right:0;bottom:0;"> <!-- <img src="images/slides_qr.png">--> .refs[ chrisproctor.net/slides/2022-08-23-tltlab<br> Illustrations by Chris Proctor, based on fieldnotes and video ]