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Scratching the coding surface: tackling algorithms for inclusion and learning

Enrico Gandolfi (College of Education Health and Human Services, Kent State University, Kent, Ohio, USA)
Richard E. Ferdig (Research Center for Educational Technology, Kent State University, Kent, Ohio, USA)

International Journal of Information and Learning Technology

ISSN: 2056-4880

Article publication date: 2 October 2018

Issue publication date: 20 November 2018

282

Abstract

Purpose

The purpose of this paper is to present computational algorithms as potential bearers of biases and also tools for reflection, and to advance strategies for engaging with them in education.

Design/methodology/approach

Three example games (Dwarf Fortress, RimWorld, FreeCiv) are provided for introducing algorithms as meaningful and critical processes. Therefore, a three-step instructional strategy is advanced for introducing students to the topic.

Findings

The examples reported point to hidden values embedded in the computational algorithms and opportunities for reflecting about their role, setting the stage for critical thinking and participative design sections.

Originality/value

The originality of this paper relies on framing algorithms beyond their functional orientation (the current emphasis in literature), targeting critical connotations and biases that they may imply. Such an attention can make a difference in fostering awareness toward the topic in young learners, and entail novel possibilities for creativity and inclusiveness with and through coding.

Keywords

Citation

Gandolfi, E. and Ferdig, R.E. (2018), "Scratching the coding surface: tackling algorithms for inclusion and learning", International Journal of Information and Learning Technology, Vol. 35 No. 5, pp. 368-378. https://doi.org/10.1108/IJILT-06-2018-0071

Publisher

:

Emerald Publishing Limited

Copyright © 2018, Emerald Publishing Limited

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