<!DOCTYPE article PUBLIC "-//NLM//DTD JATS (Z39.96) Journal Archiving and Interchange DTD v1.0 20120330//EN" "JATS-archivearticle1.dtd">
<article xmlns:xlink="http://www.w3.org/1999/xlink">
  <front>
    <journal-meta>
      <journal-title-group>
        <journal-title>Digital Nominalism. Notes on the Ethics of Information Society in View of
the Ontology of the Digital. Ethics and Information Technology</journal-title>
      </journal-title-group>
    </journal-meta>
    <article-meta>
      <title-group>
        <article-title>Creative Coding at the arts and crafts school Robotti (Käsityökoulu Robotti)</article-title>
      </title-group>
      <contrib-group>
        <aff id="aff0">
          <label>0</label>
          <institution>Aalto-University, the school of Arts</institution>
          ,
          <addr-line>Design and Architecture</addr-line>
        </aff>
      </contrib-group>
      <pub-date>
        <year>2013</year>
      </pub-date>
      <volume>6</volume>
      <issue>4</issue>
      <fpage>223</fpage>
      <lpage>231</lpage>
      <abstract>
        <p>The increasing use of digital technologies presents a new set of challenges that, in addition to key economic and societal viewpoints, also reflects similar use in both education and culture. On the other hand, instead of a challenge, digitalisation of our environment can also be seen as new material and a new medium for expression. This article examines creative coding both as a method to better understanding of digital structures, and as the ability for selfexpression through digital technology. The research focuses on Käsityökoulu Robotti, a type of art school for children, which offers children teaching on art and technology. Through ethnographic research, this article examines how creative coding works as a teaching method in Käsityökoulu Robotti to promote both artistic expression and a critical understanding of technology.</p>
      </abstract>
      <kwd-group>
        <kwd>Art education</kwd>
        <kwd>digital culture</kwd>
        <kwd>digitality</kwd>
        <kwd>peer learning</kwd>
        <kwd>art +tech</kwd>
        <kwd>education</kwd>
        <kwd>creative coding</kwd>
        <kwd>media education</kwd>
        <kwd>critical thinking</kwd>
      </kwd-group>
    </article-meta>
  </front>
  <body>
    <sec id="sec-1">
      <title>1. Introduction</title>
    </sec>
    <sec id="sec-2">
      <title>2. Creative Coding</title>
      <p>
        Using digital technologies and programming in visual arts has an extensive history.
Greenberg traces it to the birth years of digital computing in the late 1950’s (2007);
moreover, art and technology share an even longer history as, noted for instance, by
Shanken (2001). Even though digital tools, in general, have now migrated into the arts
        <xref ref-type="bibr" rid="ref3">(Berry, 2015; Bishop, 2012)</xref>
        , it can be argued that programming has never been
mainstreamed in the art world
        <xref ref-type="bibr" rid="ref5">(Cox, 2013; Taylor, 2014)</xref>
        .
      </p>
      <p>
        Creative coding is described as a type of programming where expression is more
important than function. (PBS, 2013) Knochel and Patton liken creative coding to any
other practice undertaken in an art studio: By learning the basics of the medium, one
can start to express and even break the rules
        <xref ref-type="bibr" rid="ref16">(Knochel &amp; Patton, 2015)</xref>
        . Some
programming languages, programming environments, and even devices have already
!2
been built especially for creative coding. (For example:processing.org,
openframeworks.cc, arduino.cc, rasperrypi.org) Common to all of these is that they have
transformed programming into something one can today experiment with ease.
Furthermore, these platforms, as well as the culture of creative coding, expand programming
from the act of writing code to creative use of digital technologies in general. Instead
of just building software, many projects, like Arduino and Raspberry Pi, add
electronics, sensors, and interactivity to the domain of creative coding. This expansion
provides space for greater exploration and creative expression
        <xref ref-type="bibr" rid="ref1">(Author, 2016; Greenberg,
2007)</xref>
        .
      </p>
      <sec id="sec-2-1">
        <title>2.1 Creative Coding as pedagogy</title>
        <p>This current research effort suggests that creative coding can be both an artistic use of
code as well as a method for gaining an understanding of the surrounding digital
world. These two modes are not separate, but rather intertwined with each other.
Through coding, one creates art, and yet at the same time, one shapes the connection
to the world being created. As such, this research suggests creative coding as a
pedagogical method for raising more awareness through the act of creating in the digital
realm.</p>
        <p>
          The art educational view in this research takes inspiration from the experiential art
interpretation
          <xref ref-type="bibr" rid="ref10 ref13 ref22">(Erickson, 1999; Kolb, 2014 Räsänen, 2000)</xref>
          . Furthermore, this article
aligns with art educations role as creating and developing creative and critical
thinking, as well as exploring the tonalities and structures within the culture
          <xref ref-type="bibr" rid="ref18 ref9">(Efland et al.,
1996; Ettinger, 1988; Marner &amp; Örtegren, 2014; The Finnish Association of Art
Schools for Children and Young People, 2013)</xref>
          . One of the benefits of art education is
its interplay between individual experiences and abstract concepts
          <xref ref-type="bibr" rid="ref25">(Parsons, 1987;
Räsänen, 2000)</xref>
          . This interaction between the abstract and the concrete and the ability
to anchor abstract concepts to experience becomes crucial when dealing with the
digital world, which is abstract by its very nature
          <xref ref-type="bibr" rid="ref1">(Author, 2016; Lessig, 2009; Rushkoff,
2010; 2013)</xref>
          . From this perspective, artistic use of code can be seen as a way to
substantiate abstract concepts in each doer’s everyday life.
        </p>
        <p>
          Another significant aspect of art is its power to bring forth questions that might
otherwise be hard or impossible to formulate and to lift everyday themes under
particular introspection (Dissanayake, 1992;
          <xref ref-type="bibr" rid="ref24">Noë, 2015</xref>
          ). In the current post-digital
world, the questions about the conditions of post-digital are substantial. The sort of
commentary, critique, and understanding of the digital world that creative coding can
bring to the surface are of great importance. Cox suggests that code, like language in
general, ”evokes complex processes through which multiple voices can be expressed,
modified, and further developed”
          <xref ref-type="bibr" rid="ref4 ref5">(Cox, 2013,p.16)</xref>
          . As such, the artistic use of code
should be seen as a meaningful medium for commenting on the contemporary world
alongside other known and long used art mediums.
!3
        </p>
        <p>
          In this article the meaning-making method of creative coding is also seen through
phenomenology. The Finnish craft professor, Kojonkoski-Rännäli, following
Heidegger, considers making by hand the basis of human existence: Making is not only a
creation of an object; it is also active sense-making that relates one to the surrounding
world
          <xref ref-type="bibr" rid="ref15">(Heidegger, 1952; Kojonkoski-Rännäli, 1998)</xref>
          . Digital world can often appear
distanced and abstract(Fuller, 2008). In this framework, creative coding can be seen
as a process that creates a tangible and embodied understanding of digital
construction. Although the notion of coding as an act of making by hand is debatable as it does
not involve a direct connection with the material, but rather a connection to an
intermediary medium of code. However, it can be argued that code could be seen as the
very material of digital technology, in its way it constructs the digital world (Berry,
2016; Lessig, 2009; Rushkoff, 2010). Moreover, many programmes identify
themselves to artisans (Buechley &amp; Perner-Wilson, 2012; Cox, Mclean, &amp; Ward, 2005;
Greenberg, 2007). Even further, programmers can be seen, in Heideggerian terms, to
’tend’ the digital world highlighting attachment and sense of relation to the digital
world.
          <xref ref-type="bibr" rid="ref15">(Heidegger, 1952; Kojonkoski-Rännäli, 1995)</xref>
          . For instance, Free software
movement is not only a political and ideological movement, but it also cares for the
way in which we construct the digital world
          <xref ref-type="bibr" rid="ref31">(Stallman et al., 2009; Ratto, 2011)</xref>
          .
        </p>
      </sec>
      <sec id="sec-2-2">
        <title>2.2 Code Literacy and Creative Code</title>
        <p>
          As discussed in the introduction, one of the challenges of ever-increasing
digitalisation is the inequality between those who can and those who cannot code. However,
requiring everyone to learn master coding, a rather specific skill, may be too much to
ask. Nevertheless, when one considers the ubiquity of the digital, coding could be
seen as being transformed from a particular skill to a democratic right
          <xref ref-type="bibr" rid="ref31">(Lessig, 2009;
Rushkoff, 2010; Stallman et al., 2009)</xref>
          . In essence, the need for individuals to learn
programming could be likened to literacy: It is more about the ability to read and
write than using those skills to produce a masterpiece. Code literacy can be linked to
several theories and traditions, such as media education
          <xref ref-type="bibr" rid="ref29">(Rushkoff, 2010; Saariketo,
2015)</xref>
          , software studies (Fuller et al., 2008), and even societal studies of the digital
          <xref ref-type="bibr" rid="ref14">(Berry, 2016; Hayles, 2010)</xref>
          . In general, code literacy refers to the understanding of
the prevailing biases and laws in digital technologies as well as to the understanding
of the malleability of code, namely, that coded structures are not invented, but rather
created. As such, code is political, commercial, cultural, and ideological
          <xref ref-type="bibr" rid="ref1">(Author,
2016; Lessig, 2009; Rushkoff, 2010; 2012)</xref>
          . This article discusses how creative
coding can benefit the understanding of digital technologies and its underlying code.
        </p>
      </sec>
      <sec id="sec-2-3">
        <title>2.3 Other cultural perspectives related to creative coding</title>
        <p>
          One of the cultural aspects of creative code is its involvement in the Free/Libre and
Open Source Software (FLOSS) ideologies. The general idea of FLOSS is that the
ability to see how a program is built is a democratic right. Without seeing how a piece
of software is written, we have no way of knowing what the software does, nor the
possibility to change it.
          <xref ref-type="bibr" rid="ref31">(Stallman et al., 2009; Vaden, 2005)</xref>
          . Regarding creative
cod!4
ing, FLOSS means the ability to benefit from and build on the work of others. For
example, machine learning or other sophisticated algorithms may be out of reach for
the average creative user; yet with openly usable code, anyone can benefit from using
these techniques (See, for example, https://aiexperiments.withgoogle.com/)
        </p>
        <p>
          The maker movement is a broader cultural movement that focuses on the
resurgence of making by hand, coupled with an interest in the new digital technologies for
production and sharing
          <xref ref-type="bibr" rid="ref2 ref21 ref4 ref7">(Anderson, 2012; Blikstein &amp; Krannich, 2013; Dougherty,
2012; Halverson &amp; Sheridan, 2014; Hatch, 2013; Martinez &amp; Stager, 2013)</xref>
          . Creative
coding shares that same attraction to digital technologies as well as an interest in
making by hand
          <xref ref-type="bibr" rid="ref1">(Author, 2017)</xref>
          . Underlying both the maker movement and creative
coding is an interest in code, digital technologies and also the world created using that
code
          <xref ref-type="bibr" rid="ref5">(Buechley &amp; Perner-Wilson, 2012; Cox, 2013; Lang, 2013)</xref>
          .
        </p>
        <p>Creative coding as a culture, as well as the maker movement and the
FLOSS-culture, bring forth the cultural, political, economic, legislative and societal aspects of
digital technologies. As a culture and practice that is closely linked to FLOSS and the
maker movement, creative coding presents educators with opportunities that go well
beyond the usual understanding of coding.</p>
      </sec>
    </sec>
    <sec id="sec-3">
      <title>3. Research Subject and Methods</title>
      <p>
        As mentioned in the introduction Robotti is a non-profit organisation that focuses on
the fusion of art and technical education. Robotti was founded in 2012 with the
objective of establishing a “child-friendly hacker space.” Currently, one of the core ideas of
Robotti is to provide continuous teaching in the field of art and technology to
”encourage children for creative and adventurous inquiry in the digital domain through
art”
        <xref ref-type="bibr" rid="ref18">(Käsityökoulu Robotti, 2017)</xref>
        .
      </p>
      <p>Käsityökoulu Robotti identifies itself with the art school system in Finland.
Seeking to educate children on both the artistic use of digital technologies as well as
the culture surrounding it, Käsityökoulu Robotti sees itself to deviate from code
school projects (code.org, in Finland koodikoulu.fi). All of the teachers in
Käsityökoulu Robotti have gained education in fields related to the arts or crafts, many of them
being art educators. Figure 1 situates Robotti in its thematic context based on the
topics that were raised in interviews, questionnaires, and informal discussions during this
particular research effort.</p>
      <sec id="sec-3-1">
        <title>3.1 Research Methodology</title>
        <p>The research into Robotti was a longitudinal ethnographic process for the five years
of Robotti’s existence. The ethnographic material consists of direct observations, as
!5
well as several field notes and many informal discussions at Robotti. During the
research, project questionnaires were given to both to students and teachers at
Käsityökoulu Robotti. In the final year of the research, interviews were arranged with the
central teachers at Käsityökoulu Robotti (3 Interviews), and also an online
questionnaire was given to all the teachers of Käsityökoulu Robotti. Further, during the
research process, several videos and photographs were shot; however, they are used
only for illustrative purposes in this current article.</p>
        <p>Diagram 1, Situating Käsityökoulu Robo8i in its thematic context</p>
        <p>The results gathered from Käsityökoulu Robotti on creative coding were
contrasted, as well as their perspective broadened, by two interviews with professors’
specialising in digital art education and new media. Dr. Robert Sweeney is an Art
Education Professor at the Indiana University of Pennsylvania, who specialises in
digital culture in art education. Dr. Ryan Patton works at the Virginia Commonwealth
University as an Assistant Professor and has specialised in new media art education
and created the currentLab, a new media art education research initiative
(http://currentlab.art.vcu.edu). Further still, online surveys given to students and teachers’ taking
creative coding classes at the University of Turku were gathered. Through close
reading, these materials were analysed according to their relevance and perspective on
creative coding. Due to the newness of the school, no clear data on the children’s
understanding of creative coding, nor the development of that understanding, could be</p>
        <p>Diagram 2. Situating Creative Coding in its thematic context
seen. Therefore, this article only uses the questionnaires and remarks from children
for illustrative purposes.</p>
      </sec>
      <sec id="sec-3-2">
        <title>3.2 Researcher Bias</title>
        <p>
          The collected materials present a historical perspective on the development of Robotti
and the thinking behind its declared role. However, at the same time, the researcher
acknowledges the possible subjectivity as well as biases inherent in ethnographic
research
          <xref ref-type="bibr" rid="ref19">(LeCompte, 1987)</xref>
          . Thus, this research offers one interpretation of the teaching
in Robotti. However, this potential weakness of the research is partly compensated for
by hearing the teachers both in an interview as well as an anonymous questionnaire
and contrasting their views to the theories presented here. Furthermore, interviews
with art education professors expert in the field were added to broaden and question
the perspective.
        </p>
      </sec>
    </sec>
    <sec id="sec-4">
      <title>4. Findings and Discussion</title>
      <p>Analysis of the research materials offers a diverse picture of the teaching at
Käsityökoulu Robotti. This article uses the concept of creative coding to talk generally about
the teaching methods used in Robotti and the theories behind them. From this context,
!7
a shared general direction and purpose of Robotti can be seen among all the teachers
at Robotti. For instance, all the three interviewed teachers saw art as an essential
educational method for examining digital technology. Two teachers saw art as a
differentiator between Robotti and, for example, the code schools. Art was said, ”to give more
freedom to explore digital technologies as well as situate themselves in the digitalised
world than, as a comparison, mathematics or technology education can offer
them” (Interview, 17.3.2017). Even though many questions and possible pathways
arose during the research project, for instance, gender issues in technology education
and disability and technology, the primary question of this research project was to
examine creative coding as a teaching method.</p>
      <sec id="sec-4-1">
        <title>4.1 The Concept of Creative Coding</title>
        <p>All of the teachers in Robotti are familiar with the term creative coding, although
each teacher emphasises different aspects of creative coding. Creative coding can thus
be seen as a way to deal with the understanding of our digitalised environment to a
one person, and for the other person, creative coding can be perceived as more of an
issue of beautiful code. The figure (figure 2.) below illustrates the three top
perspectives and sub-themes of creative coding that emerged through a close reading of the
research material during this research project. The position of each sub-theme is
displayed as it relates to the three main perspectives. For example, while the teachers
mostly talked about artistic research regarding the perspective on art, there were also
philosophic and societal aspects of that code present. However, the position of the
sub-themes does not present the exact relationship of the sub-themes to each other but
instead is a way to visualise the approximate position of each sub-theme overall.</p>
      </sec>
      <sec id="sec-4-2">
        <title>4.2 Code as a Freedom and a Right</title>
        <p>
          In the philosophical and societal context, creative coding acts as a method to
concretise the questions of code into the everyday lives of children as well as to questions of
code literacy and empowerment in the post-digital era
          <xref ref-type="bibr" rid="ref1 ref23 ref31">(Author, 2016; Morozov, 2014;
Rushkoff, 2010; 2013; 2016; Stallman et al., 2009)</xref>
          . Among the teachers of Robotti,
creative coding was seen as a liberating method, differing from the more rigid
engineer approach and thus making it easier to deal with the ethical and societal questions
related to digital technologies. One teacher described this method as a technology
unchaining itself from its utility and instead emphasising the feeling of the
technology. Moreover, the hands-on method of creative coding was seen to bring forth better
comprehension of the digital world. In an interview, one teacher expressed this
perspective as follows: “Creatively examining our coded structures can evoke a critical
understanding of these surroundings”(Interview 17.3.2017). Another teacher linked
his view more directly with the ideologues of Free Software (FLOSS), stating that
through coding and specifically through using and altering other people’s code, the
importance of free software becomes easier to demonstrate and understand (Interview
6.7.2017).
        </p>
      </sec>
      <sec id="sec-4-3">
        <title>4.3 Digital Handicrafting</title>
        <p>The second perspective approaches creative coding through the maker movement,
which includes the more craft-like qualities of creative coding. All the interviewed
teachers at Robotti identified the school in some way with the maker movement.
Likewise, all the interviewed teachers, as well as those who answered the
questionnaires, saw making by hand as an essential skill close to Kojonkoski-Rännäli’s
phenomenological view (1995), that was considered to be an essential way of building a
better understanding of the possibilities of digital technology. One teacher stated that
building something from scratch integrates that child more into the world s/he is
building (Interview 17.3.2017).</p>
        <p>On the questionnaire, one of the teachers in Robotti wrote that the open-ended
discovery and interest in taking things apart are aspects that he recognises in his teaching
(Online Questionnaire answered 12.12.2014). Teachers also saw the using of tools
and opening devices as giving children the courage to investigate digital domain. One
teacher stated that one child was astonished that she was allowed to open devices
even though there was a ”Warranty void if opened” sticker on the back of it
(Interview 6.7..2017). Other teacher talked about ”creative tool use” by which he meant
that during the school year children had become proficient enough with tools that they
could implement standard pliers instead of side-cutting pliers or try a lead in a circuit
without instruction or fear (Interview 17.3.2017).
!9
Student exploring digital components and creating his own
elec</p>
        <p>tronic ”herbarium”. Photo by Roi Ruuskanen 2016.</p>
      </sec>
      <sec id="sec-4-4">
        <title>4.4 Artistic Freedom</title>
        <p>
          The third perspective looks at the creative coding through art and art education. Based
on interviews, questionnaires, and notes from the teacher meetings, teachers
accentuated the adventurous and investigative role of experiental art education
          <xref ref-type="bibr" rid="ref25">(Parsons,
1987; Räsänen, 2000)</xref>
          and postmodern art education
          <xref ref-type="bibr" rid="ref9">(Efland 1996; Ettinger, 1988)</xref>
          .
For instance, one teacher described the open-ended inquiry as a helpful attitude: ”I
think that the art educational perspective is accomplished best through attitude. It
allows for experimentation and mistakes are permitted. I try to make failures into
observations and to courage to try again. Art education allows for creating and making
without being an expert in the field.” (Interview 7.3.2017). Furthermore, art education
was seen as diminishing the preconceptions toward technology and at the same time
evoking more balanced and even critical thinking of technology (Berry, 2014; Bogost,
2007). For instance, one teacher told they had listened to electricity through the
speaker, rather than measuring that same electricity with a multi-meter. The teacher
saw this listening effort as empowering an abstract digital environment by bringing
the digital to sensory experience (Interview 17.3. 2017). Other teacher mentioned the
importance of beautiful code: ”Even if no one sees it, the way the code is written can
be substantial and have an effect on the feeling of the work” (Interview 6.7.2017).
Another teacher stressed the value of a piece of well-thought-out artwork that can
express the maker's thoughts, feelings, or opinions (Interview 21.6 .2017).
!10
        </p>
        <p>In sum, for the teachers at Robotti, creative coding appears to be a technique as
well as a framework for art making and art education, which enables both teacher and
student to leave both the pre-conceptions and the misconceptions about the digital
technology behind and thereby approach digital technology from a much more
personal perspective.</p>
        <p>Students interactive art work. Photo by Roi Ruuskanen 2017.</p>
      </sec>
      <sec id="sec-4-5">
        <title>4.5 The Challenges of Combining Art and Digital Technology</title>
        <p>In general, both students and teachers appeared satisfied with the teaching in Robotti,
although teachers did mention various difficulties. One of the most common problems
among the teachers was the dichotomy between open-ended discovery and a strict
top-down style of teaching. For example, programming is a technology that requires
that some rules be followed to produce an actual outcome. This following of
instructions was difficult for some students and appeared tedious to some teachers. In the
questionnaires, teachers wished for more guidance on where to draw the line between
helpful, practical advice and creative discovery. Another common difficulty was
finding ways to support the students, so they would have the courage to explore and try
independently.</p>
        <p>The data collected from the students and their parents were erratic and too
insufficient to draw broader conclusions, but an analysis of the questionnaires, the artwork
!11
as well as the field notes, appeared to be in line with the teachers’ thinking. As an
example, the children’s more technologically oriented fantasy wishes at the beginning
of the school year, such as creating walking and talking destroyer robot, had morphed
into more concrete thoughts about repairing a broken RC (radio controlled) car or
creating an interactive art installation. Few students stated that they now could see
programming everywhere and wondered how it had been built. Concerning the art,
some students indicated that they now understood that art does not only have to be
something made with pens and brushes, but it can, for instance, be a programmed
effort.</p>
        <p>Another set of common problems was the preconceptions of digital technologies in
general, generally seen as misguided by popular culture. For example, for some
children, coding was a magical process that required supernatural skills, and/or hacking
was something dangerous linked to terrorism or explosions. On the other hand,
contemporary computer games and apps are now so sophisticated that the gap between
them and the reality of what one can do alone becomes disappointing. In Robotti, one
way to overcome these challenges was to create a shared goal for the semester in the
form of an exhibition. The exhibition gave students enthusiasm to concentrate on their
projects, even though the project would not have met their expectations at the
beginning (Interview 21.6 .2017). Another teacher added that the exhibition also alleviated
parents expectations and in that way students expectations (Online questionnaire
answered 12.12.2014). Unfortunately, in an informal meeting, two teachers stated that
some students do drop out because of their expectations had not been met.</p>
        <p>As the teachers in Robotti are a somewhat homogenous group, they share similar
ideologies without necessarily much critical thought ever expressed about these
ideologies. To compensate for this bias, this research also interviewed two professors
who were familiar with creative coding as well as giving a questionnaire directly to
the participants of a creative coding course at the University of Turku. This group
included both university students and arts and craft teachers already working in the
field. The analysis of these materials coincided with the findings from Robotti and
revealed new perspectives on creative coding.</p>
        <p>The ubiquitous nature of digital technologies, as well as the need for education to
discuss the nature of this ubiquity, was widely recognised. In general, creative coding
was associated with the ability to generate critical thinking and an understanding of
digital technologies. One teacher who took part in the creative coding course stated
that learning programming in this way helped her to relate to digital technologies as
well as see the importance of teaching programming in the basic curriculum (Finland
recently started teaching programming as a part of the basic curriculum.) (Online
questionnaire answered 10.11.2016). Dr. Patton and Dr.Sweeney offered game studies
as an alternative perspective into creative coding (Interview 6.10.2017, 9.10.2016).
For instance, Dr. Sweeney presented an example of how investing in designing one’s
own computer game can encourage a student to seek new ways to program that game
to make it better.
!12</p>
        <p>One of the most common frustrations among all was the complexity and
technicality of digital technologies. In particular, there was a fear of incompetence when
surrounded by increasingly evolving digital technology and the uncertainty of not
knowing where to start with the digital technologies. Dr. Sweeney indicated that critical
thinking, as well as some technological knowledge, is needed among art educators to
adjust their teaching accordingly. Indeed, the place and purpose for implementing
digital technologies in art education should be most carefully considered (Interview
6.1.2016). Some of the questions raised by the interviewees as well as those who
answered the questionnaire were: How much knowledge should one have of the
technological foundations of digital technologies, or how much understanding should one
have of the conventions and hierarchies of programming? Moreover, how much
“artistic freedom” can one take with the boundaries of digital technology? In the
example on “creative tool use” the teacher in Käsityökoulu Robotti remarked on a
situation where the student independently tried to couple a LED light parallel to a direct
current (DC) motor without a resistor: This coupling produced the wanted effect
(LED light works) but still wasn’t correctly coupled (Interview 7.3.2017). Should the
teacher then delve deeper into electricity and talk about current, voltage, and
resistance, or should the teacher leave the project as it is because it now does work?</p>
        <p>Further still, if knowledge of electricity is required, then can one presume art
educators will have this kind of knowledge? Dr. Sweeney and Dr. Patton pointed out
similar problems when using digital software in general, i.e., making movies or
animations, or editing using a photo editing application. All require some knowledge of
their operations and even more to be able to understand their inner workings or
advanced tools. How much technological guidance is needed in art education, and does
that guidance and the choices of material hinder the reciprocity that is needed
between experiential knowledge and abstract concepts? The answers to these questions
will shed further useful light on the development of art education.</p>
      </sec>
    </sec>
    <sec id="sec-5">
      <title>5. Conclusion and Future Research</title>
      <p>This article examined creative coding as a method that combines the critical
examination of our coded structures and its functions as an artistic tool to create art using
digital technologies. Creative coding is widely understood as the creative use of
programming where expression outweighs function. This article broadens that definition
to include the critical inspection of digital technologies and the interplay between the
individual experience and the abstract concepts that are so inherent in art education.
The research here focused on the ways that creative coding is implemented for
successful teaching at the Käsityökoulu Robotti.</p>
      <p>The primary outcome of this research is the beneficial use of creative coding
to make digital technologies easier to understand. Creative coding was seen as giving
space and freedom to students so that they can find their position regarding these
digi!13
tal technologies. Using creative coding was also seen as allowing the inspection of
digital technologies from new, maybe less common, angles of analysis. As one
teacher in Robotti said, it is great to be able to “collide students with themes and
perspectives they would not otherwise ever explore” (interview on 6.7.2017). The space
for exploration was in the best cases also seen as giving students self-reliance and the
courage to dig deeper. On the other hand, this perceived freedom was seen as
challenging, as there are no clear guides as yet to follow or even precise places to start.</p>
      <p>As this research focused mostly on Käsityökoulu Robotti and the concept of
creative coding is indeed a novel one, further research is still required. Methods for
using the different aspects of creative coding can be developed further by providing
art educators easier access to creative coding. In sum, creative coding can prove to be
a unique, valuable and exciting way to approach digital technologies. It offers
multiple perspectives, such as the philosophical and societal aspect or the maker movement
aspect. This focus can help each teacher when choosing an approach that is the most
comfortable for her and her students.
!14</p>
    </sec>
  </body>
  <back>
    <ref-list>
      <ref id="ref1">
        <mixed-citation>
          <string-name>
            <surname>Author</surname>
          </string-name>
          (
          <year>2017</year>
          ,
          <year>2016</year>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref2">
        <mixed-citation>
          <string-name>
            <surname>Anderson</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>Makers: The New Industrial Revolution</article-title>
          . London: Random House Berry,
          <string-name>
            <surname>D.</surname>
          </string-name>
          (
          <year>2016</year>
          ).
          <source>The Philosophy of Software</source>
          . London: Springer. http://doi.org/ 10.1057/9780230306479 Berry,
          <string-name>
            <given-names>D.</given-names>
            , &amp;
            <surname>Dieter</surname>
          </string-name>
          ,
          <string-name>
            <surname>M.</surname>
          </string-name>
          (
          <year>2015</year>
          ). Postdigital
          <string-name>
            <surname>Aesthetics. (D. M. Berry</surname>
            &amp; M. Dieter, Eds.). London: Springer. http://doi.org/10.1057/9781137437204 Berry,
            <given-names>D. M.</given-names>
          </string-name>
          (
          <year>2014</year>
          ).
          <article-title>Critical Theory and the Digital</article-title>
          . A&amp;
          <string-name>
            <surname>C Black</surname>
          </string-name>
          .
        </mixed-citation>
      </ref>
      <ref id="ref3">
        <mixed-citation>
          <string-name>
            <surname>Bishop</surname>
            ,
            <given-names>C.</given-names>
          </string-name>
          (
          <year>2012</year>
          ,
          <article-title>September)</article-title>
          .
          <source>Digital Divide</source>
          . ArtForum International.
        </mixed-citation>
      </ref>
      <ref id="ref4">
        <mixed-citation>
          <string-name>
            <surname>Blikstein</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Krannich</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          (
          <year>2013</year>
          ).
          <article-title>The makers' movement and FabLabs in education: experiences, technologies</article-title>
          , and research (pp.
          <fpage>613</fpage>
          -
          <lpage>616</lpage>
          ).
          <source>Presented at the In Proceedings of the 12th International Conference on Interaction Design and Children (IDC '13)</source>
          , New York, New York, USA: ACM. http://doi.org/10.1145/2485760.2485884 Bogost,
          <string-name>
            <surname>I</surname>
          </string-name>
          (
          <year>2007</year>
          )
          <article-title>Persuasive games: The expressive power of videogames</article-title>
          . Cambridge, MA: MIT Press Buechley,
          <string-name>
            <given-names>L.</given-names>
            , &amp;
            <surname>Perner-Wilson</surname>
          </string-name>
          ,
          <string-name>
            <surname>H.</surname>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>Crafting Technology: Reimagining the processes, materials, and cultures of electronics</article-title>
          .
          <source>ACM Transactions on Computer-Human Interaction (TOCHI)</source>
          ,
          <volume>19</volume>
          (
          <issue>3</issue>
          ),
          <fpage>21</fpage>
          -
          <lpage>21</lpage>
          . http://doi.org/10.1145/2362364.2362369 Ceruzzi,
          <string-name>
            <surname>P. E.</surname>
          </string-name>
          (
          <year>2012</year>
          ). Computing. MIT Press.
        </mixed-citation>
      </ref>
      <ref id="ref5">
        <mixed-citation>
          <string-name>
            <surname>Cox</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          (
          <year>2013</year>
          ). Speaking Code. MIT Press.
        </mixed-citation>
      </ref>
      <ref id="ref6">
        <mixed-citation>
          <string-name>
            <surname>Cox</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>McLean</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          , and
          <string-name>
            <surname>Ward</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2004</year>
          ).
          <article-title>Coding praxis: Reconsidering the aesthetics of code</article-title>
          . In (Goriunova,
          <string-name>
            <given-names>O.</given-names>
            and
            <surname>Shulgin</surname>
          </string-name>
          , A., eds),
          <source>read_me Software Art and Cultures</source>
          , (pp.
        </mixed-citation>
      </ref>
      <ref id="ref7">
        <mixed-citation>
          <string-name>
            <surname>Dougherty</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          (
          <year>2012</year>
          ).
          <article-title>The Maker Movement</article-title>
          . Innovations: Technology, Governance, Globalization,
          <volume>7</volume>
          (
          <issue>3</issue>
          ), (pp.
          <fpage>11</fpage>
          -
          <lpage>14</lpage>
          ). http://doi.org/10.1162/inov_a_00135 Dissanayake,
          <string-name>
            <surname>E.</surname>
          </string-name>
          (
          <year>1992</year>
          ).
          <article-title>The Core of Art: In Homo aestheticus, where art comes from and why</article-title>
          .
        </mixed-citation>
      </ref>
      <ref id="ref8">
        <mixed-citation>
          New York: The Free Press. (pp.
          <fpage>1</fpage>
          -
          <lpage>26</lpage>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref9">
        <mixed-citation>
          <string-name>
            <surname>Efland</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Freedman</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Stuhr</surname>
            ,
            <given-names>P. L.</given-names>
          </string-name>
          (
          <year>1996</year>
          ).
          <article-title>Postmodern Art Education</article-title>
          .
          <source>National Art Education Assn.</source>
        </mixed-citation>
      </ref>
      <ref id="ref10">
        <mixed-citation>
          <string-name>
            <surname>Erickson</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Räsänen</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>1999</year>
          ).
          <article-title>Building Bridges, Experiential Art Understanding: A Work of Art as a Means of Understanding and Constructing Self</article-title>
          .
          <source>Studies in Art Education</source>
          ,
          <volume>40</volume>
          (
          <issue>4</issue>
          ), 381. http://doi.org/10.2307/1320557 Ettinger,
          <string-name>
            <surname>L. F.</surname>
          </string-name>
          (
          <year>1988</year>
          ).
          <article-title>Art Education and Computing: Building a Perspective</article-title>
          .
          <source>Studies in Art Education</source>
          ,
          <volume>30</volume>
          (
          <issue>1</issue>
          ), 53. http://doi.org/10.2307/1320652 Fuller,
          <string-name>
            <given-names>M.</given-names>
            ,
            <surname>Goffey</surname>
          </string-name>
          ,
          <string-name>
            <given-names>A.</given-names>
            ,
            <surname>Robinson</surname>
          </string-name>
          ,
          <string-name>
            <given-names>D.</given-names>
            ,
            <surname>Pold</surname>
          </string-name>
          ,
          <string-name>
            <given-names>S.</given-names>
            ,
            <surname>Kittler</surname>
          </string-name>
          ,
          <string-name>
            <given-names>F.</given-names>
            ,
            <surname>Mackenzie</surname>
          </string-name>
          ,
          <string-name>
            <surname>A.</surname>
          </string-name>
          , et al. (
          <year>2008</year>
          ). Software
          <string-name>
            <surname>Studies. (M. Fuller</surname>
          </string-name>
          , Ed.). MIT Press.
        </mixed-citation>
      </ref>
      <ref id="ref11">
        <mixed-citation>
          <string-name>
            <surname>Freire</surname>
            ,
            <given-names>P.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Freire</surname>
            ,
            <given-names>A. M. A.</given-names>
          </string-name>
          <year>1</year>
          ., &amp; de Oliveira,
          <string-name>
            <surname>W.</surname>
          </string-name>
          (
          <year>2016</year>
          ). Pedagogy of Solidarity. Routledge.
        </mixed-citation>
      </ref>
      <ref id="ref12">
        <mixed-citation>
          http://doi.org/10.4324/9781315422817 Giroux,
          <string-name>
            <surname>H. A.</surname>
          </string-name>
          (
          <year>2011</year>
          ).
          <article-title>On Critical Pedagogy</article-title>
          . Bloomsbury Publishing USA.
        </mixed-citation>
      </ref>
      <ref id="ref13">
        <mixed-citation>
          <string-name>
            <surname>G r e</surname>
          </string-name>
          <article-title>e n b e r g , I . ( 2 0 0 7 ) . P ro c e s s i n g . B e r k e l e y, C A : A p r e s s</article-title>
          . h t t p : / / d o i .
          <source>o r g / 10</source>
          .1007/978-1-
          <fpage>4302</fpage>
          -0310-0
          <string-name>
            <surname>Halverson</surname>
            ,
            <given-names>E. R.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Sheridan</surname>
            ,
            <given-names>K.</given-names>
          </string-name>
          (
          <year>2014</year>
          ).
          <article-title>The maker movement in education</article-title>
          .
          <source>Harvard Educational Review</source>
          ,
          <volume>84</volume>
          (
          <issue>4</issue>
          ), (pp.
          <fpage>492</fpage>
          -
          <lpage>494</lpage>
          ). http://doi.org/10.17763/haer.84.4.b1p1352374577600 Hatch,
          <string-name>
            <surname>M.</surname>
          </string-name>
          (
          <year>2013</year>
          ).
          <article-title>The Maker Movement Manifesto: Rules for Innovation in the New World of Crafters, Hackers, and</article-title>
          <string-name>
            <given-names>Tinkerers. McGraw Hill</given-names>
            <surname>Professional</surname>
          </string-name>
          .
        </mixed-citation>
      </ref>
      <ref id="ref14">
        <mixed-citation>
          <string-name>
            <surname>Hayles</surname>
            ,
            <given-names>N. K.</given-names>
          </string-name>
          (
          <year>2010</year>
          ).
          <source>My Mother Was a Computer</source>
          . University of Chicago Press.
        </mixed-citation>
      </ref>
      <ref id="ref15">
        <mixed-citation>
          <string-name>
            <surname>Heidegger</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2009</year>
          ).
          <article-title>Vortrage und Aufsätze (Pfullingen) (11 ed</article-title>
          .).
          <source>Stuttgart: Klett-Cotta. Original work published</source>
          <year>1952</year>
          .
        </mixed-citation>
      </ref>
      <ref id="ref16">
        <mixed-citation>
          <string-name>
            <surname>Knochel</surname>
            ,
            <given-names>A. D.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Patton</surname>
            ,
            <given-names>R. M.</given-names>
          </string-name>
          (
          <year>2015</year>
          ).
          <article-title>If art education then critical digital making: Computational thinking and creative code</article-title>
          .
          <source>Studies in Art Education</source>
          .
          <volume>57</volume>
          (
          <issue>1</issue>
          ), (pp.
          <fpage>21</fpage>
          -
          <lpage>38</lpage>
          ): Knochel,
          <string-name>
            <given-names>A. D.</given-names>
            , &amp;
            <surname>Patton</surname>
          </string-name>
          ,
          <string-name>
            <surname>R. M.</surname>
          </string-name>
          (
          <year>2014</year>
          ).
          <article-title>As we may publish: Digital scholarship and the future(s) of art education</article-title>
          .
          <source>International Journal of Education Through Art</source>
          ,
          <volume>10</volume>
          (
          <issue>3</issue>
          ), (pp.
          <fpage>269</fpage>
          -
          <lpage>285</lpage>
          ). http://doi.org/10.1386/eta.10.3.
          <issue>269</issue>
          _1 Kojonkoski-Rännäli,
          <string-name>
            <surname>S.</surname>
          </string-name>
          (
          <year>1995</year>
          ).
          <article-title>Ajatus käsissämme. Käsityön käsitteen merkityssisällön analyysi. Turun yliopisto, Rauman opettajankoulutuslaitos</article-title>
          .
          <source>Nide</source>
          <volume>109</volume>
          / Turun Yliopiston julkaisuja.
        </mixed-citation>
      </ref>
      <ref id="ref17">
        <mixed-citation>
          <string-name>
            <surname>Kolb</surname>
            ,
            <given-names>D.A.</given-names>
          </string-name>
          (
          <year>1984</year>
          )
          <article-title>:</article-title>
          .
          <article-title>Experiential learning: experience as the source of learning and development</article-title>
          . Englewood Cliffs, NJ: Prentice Hall.
        </mixed-citation>
      </ref>
      <ref id="ref18">
        <mixed-citation>
          <string-name>
            <given-names>Käsityökoulu</given-names>
            <surname>Robotti</surname>
          </string-name>
          (
          <year>2017</year>
          )
          <article-title>Art &amp; Craft School Robotti</article-title>
          .
          <source>Retrieved January 16</source>
          ,
          <year>2018</year>
          , from https://www.kasityokoulurobotti.fi/swe-eng/ Lang,
          <string-name>
            <surname>D.</surname>
          </string-name>
          (
          <year>2013</year>
          ). Zero to Maker. Sebastopol: Maker Media.
        </mixed-citation>
      </ref>
      <ref id="ref19">
        <mixed-citation>
          <string-name>
            <surname>LeCompte</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>1987</year>
          ).
          <article-title>Bias in the Biography: Bias and</article-title>
          Subjectivity in Ethnographic Research.
        </mixed-citation>
      </ref>
      <ref id="ref20">
        <mixed-citation>
          <string-name>
            <given-names>Anthropology &amp; Education</given-names>
            <surname>Quarterly</surname>
          </string-name>
          ,
          <volume>18</volume>
          (
          <issue>1</issue>
          ), (pp.
          <fpage>43</fpage>
          -
          <lpage>52</lpage>
          ). Retrieved from http://www.jstor.
          <source>org/ stable/3216340 Code 2</source>
          .0 Lessig,
          <string-name>
            <surname>L.</surname>
          </string-name>
          (
          <year>2010</year>
          ).
          <source>Code 2</source>
          .
          <fpage>0</fpage>
          . New York: Basic Books.
        </mixed-citation>
      </ref>
      <ref id="ref21">
        <mixed-citation>
          <string-name>
            <surname>Martinez</surname>
            ,
            <given-names>S. L.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Stager</surname>
            ,
            <given-names>G.</given-names>
          </string-name>
          (
          <year>2013</year>
          ).
          <source>Invent to Learn</source>
          . (C. Sinclair, Ed.) (1st ed.). Constructing Modern Knowledge Press.
        </mixed-citation>
      </ref>
      <ref id="ref22">
        <mixed-citation>
          <string-name>
            <surname>McReynolds</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Hubbard</surname>
            ,
            <given-names>S.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Lau</surname>
            ,
            <given-names>T.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Saraf</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Cakmak</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Roesner</surname>
            ,
            <given-names>F.</given-names>
          </string-name>
          (
          <year>2017</year>
          ).
          <source>Toys that Listen</source>
          (pp.
          <fpage>5197</fpage>
          -
          <lpage>5207</lpage>
          ).
          <source>Presented at the 2017 CHI Conference</source>
          , New York, New York, USA: ACM Press. http://doi.org/10.1145/3025453.3025735 Marner,
          <string-name>
            <given-names>A.</given-names>
            , &amp;
            <surname>Örtegren</surname>
          </string-name>
          ,
          <string-name>
            <surname>H.</surname>
          </string-name>
          (
          <year>2014</year>
          ).
          <article-title>Education through digital art about art</article-title>
          .
          <source>International Journal Of Education Through Art</source>
          ,
          <volume>10</volume>
          (
          <issue>1</issue>
          ), (pp.
          <fpage>41</fpage>
          -
          <lpage>54</lpage>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref23">
        <mixed-citation>
          <string-name>
            <surname>Morozov</surname>
            ,
            <given-names>E.</given-names>
          </string-name>
          (
          <year>2014</year>
          ). To Save Everything,
          <string-name>
            <given-names>Click</given-names>
            <surname>Here</surname>
          </string-name>
          . New York: Public Affairs.
        </mixed-citation>
      </ref>
      <ref id="ref24">
        <mixed-citation>
          <string-name>
            <surname>Noë</surname>
            ,
            <given-names>A.</given-names>
          </string-name>
          (
          <year>2015</year>
          ). Strange Tools, Art and
          <string-name>
            <given-names>Human</given-names>
            <surname>Nature</surname>
          </string-name>
          . New York: Hill Wang.
        </mixed-citation>
      </ref>
      <ref id="ref25">
        <mixed-citation>
          <string-name>
            <surname>Parsons</surname>
            ,
            <given-names>M. J.</given-names>
          </string-name>
          (
          <year>1987</year>
          ).
          <article-title>How We Understand Art: A Cognitive Developmental Account of Aesthetic Experience</article-title>
          . Cambridge University Press PBS, PBS Off.
          <article-title>(</article-title>
          <year>2013</year>
          ).
          <source>The Art of Creative Coding. Retrieved 12.3</source>
          .
          <year>2015</year>
          from: http://www.pbs.org/video/-book-art
          <article-title>-creative-coding/</article-title>
          <string-name>
            <surname>Rushkoff</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          (
          <year>2010</year>
          ).
          <article-title>Program Or Be Programmed</article-title>
          . New York: OR Books.
        </mixed-citation>
      </ref>
      <ref id="ref26">
        <mixed-citation>
          <string-name>
            <surname>Rushkoff</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          (
          <year>2012</year>
          , November 13).
          <article-title>Code Literacy: A 21st-Century Requirement</article-title>
          .
          <source>Retrieved March</source>
          <volume>12</volume>
          ,
          <year>2015</year>
          , from http://www.edutopia.org/blog/code-literacy
          <string-name>
            <surname>-</surname>
          </string-name>
          21st
          <article-title>-century-requirementdouglas-</article-title>
          <string-name>
            <surname>rushkoff Rushkoff</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          (
          <year>2013</year>
          ). Present Shock. New York: Penguin.
        </mixed-citation>
      </ref>
      <ref id="ref27">
        <mixed-citation>
          <string-name>
            <surname>Rushkoff</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          (
          <year>2016</year>
          ).
          <article-title>Throwing Rocks at the Google Bus</article-title>
          . London: Penguin UK.
        </mixed-citation>
      </ref>
      <ref id="ref28">
        <mixed-citation>
          <string-name>
            <surname>Räsänen</surname>
            ,
            <given-names>M.</given-names>
          </string-name>
          (
          <year>2000</year>
          ). Sillanrakentajat [Bridgebuilders]. Helsinki: Publications of the University of Art and Design, A
          <volume>28</volume>
          .
        </mixed-citation>
      </ref>
      <ref id="ref29">
        <mixed-citation>
          <string-name>
            <surname>Saariketo</surname>
            ,
            <given-names>M</given-names>
          </string-name>
          <year>2015</year>
          ,
          <article-title>Reflections on the question of technology in media literacy education. in S Kotilainen &amp;</article-title>
          R Kupiainen (eds),
          <article-title>Reflections on media education futures: contributions to the Conference Media Education Futures in Tampere</article-title>
          ,
          <year>Finland 2014</year>
          .
          <article-title>The International Clearinghouse on Children, Youth</article-title>
          and Media, University of Gothenburg, Nordicom, Göteborg, (pp.
          <fpage>51</fpage>
          -
          <lpage>61</lpage>
          ).
          <source>International Clearinghouse on Children, Youth and Media. Yearbook</source>
          , vol. 2015 Shanken,
          <string-name>
            <surname>E. A.</surname>
          </string-name>
          (
          <year>2001</year>
          ).
          <article-title>Art in the information age: Technology and conceptual art</article-title>
          .
          <source>Leonardo</source>
          <volume>35</volume>
          (
          <issue>4</issue>
          ), (pp.
          <fpage>433</fpage>
          -
          <lpage>438</lpage>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref30">
        <mixed-citation>
          <string-name>
            <surname>Shaw</surname>
            ,
            <given-names>D.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Wagelie</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          (
          <year>2016</year>
          ).
          <article-title>Studying artworks and their digital copies: Valuing the artist's aura</article-title>
          .
          <source>International Journal Of Education Through Art</source>
          ,
          <volume>12</volume>
          (
          <issue>1</issue>
          ), (pp.
          <fpage>57</fpage>
          -
          <lpage>69</lpage>
          ).
        </mixed-citation>
      </ref>
      <ref id="ref31">
        <mixed-citation>
          <string-name>
            <surname>Stallman</surname>
            ,
            <given-names>R. M.</given-names>
          </string-name>
          ,
          <string-name>
            <surname>Gay</surname>
            ,
            <given-names>J.</given-names>
          </string-name>
          , &amp;
          <string-name>
            <surname>Lessig</surname>
            ,
            <given-names>L.</given-names>
          </string-name>
          (
          <year>2009</year>
          ).
          <source>Free Software, Free Society</source>
          . Boston: Free Software Foundation.
        </mixed-citation>
      </ref>
    </ref-list>
  </back>
</article>