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Critical Computing

Posted by on Tuesday, June 11, 2024 in Uncategorized.

Although elementary school-aged children use and have interest in technologies with integrated Artificial Intelligence (AI) applications, they rarely critically investigate the sociopolitical contexts in which people consume and produce AI technology. Without engaging in this form of critical computing, elementary school students will not be prepared to participate ethically in a digitally reliant society and tackle the increasingly discriminatory affects of algorithmic decision-making as they continue their schooling and careers. S.P.O.T. is a hybrid role-playing game for elementary students to engage in Critical Computing. In S.P.O.T, learners interact with machine learning (ML) within real-life sociopolitical contexts and examine how ML predictions impact their daily lives and communities. Through the immersion of stories that mirror children’s lived experiences, S.P.O.T. provides elementary school aged children with opportunities to learn how machine learning applications function and develop children’s abilities to critically examine, question, and reimagine the consequences of ML decisions in the real world.

How to Get Involved:

The Critical Computing team is looking for partners who can 1) help refine and develop the SPOT game tool, and 2) use and test the SPOT game.

Critical Computing PI

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Golnaz Arastoopour Irgens
Assistant Professor, Human-Centered Learning Technologies

Critical Computing Personnel

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Atefeh Behboudi
PhD Student, Teaching and Learning

Core Publications

Adisa, I.O., Thompson, I., Famaye, T., Sistla, D., Bailey, C., Mulholland, K., Fecher, A., Lancaster, C., & Arastoopour Irgens, G. (2023). S.P.O.T: A Game-Based Application for Fostering Critical ML Literacy Among Children. Proceedings of the International Design for Children Conference (IDC) 2023.

Arastoopour Irgens, G., Vega, H., Adisa, I.O., & Bailey, C. (2022). Characterizing Children’s Conceptual Knowledge and Computational Practices in a Critical Machine Learning Educational Program. International Journal of Child-Computer Interaction. 34(Dec 22).

Arastoopour Irgens, G., Adisa, I.O., Bailey, C., & Vega, H. (2022). Designing with and for Youth: A Participatory Design Research Approach for Critical Machine Learning Education. Education, Technology, & Society, 25(4), 126-141. https://doi.org/10.30191/ETS.202210_25(4).0010

Funding Sources

 

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