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      <title-group>
        <article-title>Computational Fluency: Empowering Human Beings in the Digital Age</article-title>
      </title-group>
      <contrib-group>
        <contrib contrib-type="author">
          <string-name>Gerhard Fischer</string-name>
          <email>gerhard@colorado.edu</email>
          <xref ref-type="aff" rid="aff0">0</xref>
        </contrib>
        <aff id="aff0">
          <label>0</label>
          <institution>University of Colorado, Center for LifeLong Learning &amp; Design (L3D)</institution>
          ,
          <addr-line>Boulder, CO</addr-line>
          ,
          <country country="US">USA</country>
        </aff>
      </contrib-group>
      <abstract>
        <p>My contribution to the CoPDA workshop tries to enumerate different facets which can serve as starting points to create a meaningful shared understanding of the concept of “computational fluency”. I hope that the contributions from other participants and the discussions at the workshop will result in the clarification of the relevance of computational fluency in the digital age.</p>
      </abstract>
      <kwd-group>
        <kwd>1 Computational fluency</kwd>
        <kwd>barriers</kwd>
        <kwd>design trade-offs</kwd>
        <kwd>digital age</kwd>
      </kwd-group>
    </article-meta>
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  <body>
    <sec id="sec-1">
      <title>1. The Different Media Ages</title>
      <p>
        Table 1 characterizes the different media ages since reading and writing transformed oral to literal
societies almost 3000 years ago.
engage and have control in personally meaningful activities
independence of high-tech scribes:
fundamental changes for thinking, working, learning, and collaborating
technological changes are so fast that cultural transformations cannot keep up
2. Differentiating Computational Literacy and Computational Fluency
Literacy. Literacy with digital media [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] has often been characterized and practiced in educational
institutions to teach learners to acquire skills and a degree of competency with some of today’s computer
applications (e.g., word processing, email, html, drawing programs, etc.). It has focused on teaching
learners to generate syntactically correct expressions with the primary concern on form rather than
content. The limitations of literacy understood in this way are that it lacks conceptual understanding, it
is ill-suited to cope with change (e.g., no migration path to new skills are de- developed), and it prevents
people from using digital media for personally meaningful problems.
      </p>
      <p>
        Fluency. Fluency with IT [
        <xref ref-type="bibr" rid="ref1">1</xref>
        ] is defined as “the ability to reformulate knowledge, to express oneself
creatively and appropriately, and to produce and generate information rather than simply to comprehend
it” [
        <xref ref-type="bibr" rid="ref2">2</xref>
        ]. Fluency goes beyond traditional notions of computer literacy by requiring a deeper, more
essential understanding and mastery of IT, and it is a prerequisite to creating a personal and deep
relationship with media [
        <xref ref-type="bibr" rid="ref3">3</xref>
        ]. Fluency is characterized by different levels of sophistication. In addition,
it is dynamic and changes over time, requiring an engagement in lifelong learning. Fluency should not
be reduced to formalized knowledge about programming, especially if programming is understood as
writing step-by-step “recipes”, as it has been mostly conceptualized in the past. Fluency should include
contemporary skills such as using existing applications, supporting self-expression, and being engaged
in cultures of participation [4] by allowing users to tailor, customize, and evolve systems to their wants
in personally meaningful tasks thereby making users independent of high-tech scribes [5].
3. Why is computational fluency important in the digital age
Computational fluency is important in the digital age for several reasons including:
Dealing actively with personal meaningful problems: with computational artifacts readily available,
the primary concern (at least in many countries) has shifted from who has access to information
technologies to who will have the knowledge that will position them to design, create, invent, and use
the technologies to enhance their personal lives.
      </p>
      <p>Fostering Social Ties and Civic Engagement: a key ingredient of a healthy democracy is a vibrant
civil society. Achieving this requires an active citizenry with the values, skills, and knowledge to better
their communities. Computational fluency allows individuals to participate more fully in democratic
societies [6].</p>
      <p>Workplace Skills: In today's economy, many jobs require the use of computers and digital tools.
Having computational fluency is a crucial skill for the job market, and it can improve employability
and job performance. The ability to use technology efficiently will improve personal productivity,
organization, and communication.</p>
      <p>Digital Citizenship: In the digital age, being a responsible citizen means being able to navigate and
understand the digital world. Computational fluency allows individuals to participate more fully in
society, whether through online communication, accessing information, or engaging in online
communities.
4. Barriers for Becoming and Remaining Computational Fluid
Information, Participation, and Choice Overload: The space of computational artifacts available
today is overwhelming (e.g.: there are approximately 9 million apps available worldwide, with 2 million
available in the Apple App Store). Even the most sophisticated and dedicated individuals can only know
a tiny fraction of them, Search tools and AI tools (e.g.: supporting user and task modeling and learning
on demand) are a necessity to assist users in selecting the tools that may be relevant for the problems
and tasks they are facing.</p>
      <p>Lifelong Learning Requirements for Coping with Rapidly Evolving Technologies: Digital tools
and technologies are constantly evolving, and it is an ongoing challenge to keep up with new
developments and changes making it a demanding and time-consuming task to maintain computational
fluency over time.</p>
      <p>Having Control of deciding not to participate in specific parts of digital life. People should be able
without suffering too many disadvantages to choose and exercise digital abstinence and information
celibacy (at least for parts of their daily activities and their lives).
5. Support environments for Reducing the Efforts and Learning Demands to
Acquire Computational Fluency
Human Problem Domain Interaction: Domain-orientated environments [7] will bring tasks to the
forefront and support domain designers with human problem-domain communication with a layered
architecture as indicated in the figure.</p>
      <p>Problem
Domains</p>
      <p>Design
Environments</p>
      <p>Programming</p>
      <p>Languages</p>
      <p>Assembly
Languages
User
Computer
Domain
Designer</p>
      <p>Environment
Developer</p>
      <p>Compiler
Developer</p>
      <p>Supporting Rich Ecologies for Computational Fluency: Computational Fluency is not a binary
concept being either absent or mastered. There are many different levels for participation in systems
such as Scratch [8], Wikipedia or Open Source Environments. Our empirical research [9] has identified
the different roles of participation in Open Source Environments as indicated in the figure below.</p>
      <p>Finding the Right Mixture between Skills and Challenges: the challenge level of the task is an
important factor in both computational fluency and flow. In order to enter a state of flow [10], the task
must be challenging enough to require the individual's attention and skills, but not so challenging that
it becomes overwhelming or frustrating. Similarly, in order to develop computational fluency,
individuals must be challenged with tasks that are appropriate for their skill level, and gradually increase
in difficulty over time. Systems that meet this demand will need a “Low Threshold and High Ceiling”.</p>
      <p>Transcending the Power of Printed Media. Innovative uses of digital media should transcend and
exploit the unique properties of computational media that are absent in principle in printed media.
Printed media do not have interpretive power — they can convey information, but they can- not analyze
the work products created. For example, simulation is a process that can show us the implications of
our assumptions and allow us to engage in “what-if” problem-solving, and critiquing is a process that
analyzes our work products and increases the “back-talk” of an artifact [11] by presenting a reasoned
opinion about it [12].</p>
      <p>An Example for Putting Owners of Problems in Charge: An interview that we conducted some
time ago with a geoscientist at CU Boulder highlighted the importance of supporting end-user
development as an important characteristic of computation fluency. The geoscientist used a couple of
domain-specific software systems to analyze his research data but none of the existing systems could
provide complete solutions to his problems as his research unfolded and his understanding of the
problem, data, and results proceeded. During the interview, he says:</p>
      <p>Comments by the Geoscientist Underlying Rational and Justification
“I spend in average an hour every day developing there is an infinite number of different problems
software for myself to analyze the data I in the world à there is a need for an infinite
collected because there is not any available number of software systems
software”
“Even if there is a software developer sitting next ill-defined problems cannot be delegated; they
to me, it would not be of much help because my require “unselfconscious cultures of design”
needs vary as my research progresses and I
cannot clearly explain what I want to do at any
moment.”
“Even if the software developer can manage to back-talk of the artifact under construction has to
write a program for me, I will not know if he or go back to the owner of the problem
she has done it right without looking at the code.”
“So I spent three months to gain enough “to get by” is an important objective
programming knowledge to get by”.
“Software development has now become an The rationale for engaging in end-user
essential task of my research, but I do not development in domains that are personally
consider myself a software developer and I don’t relevant
know many other things about software
development.”</p>
      <p>Clearly, this geoscientist is not a professional software engineer, and he does not intend to become
one. He is not a mere end-user either because he engages regularly in intensive software development
that goes beyond what most end-user programming environments have tried to support. The activity of
software development is not anymore an exclusive activity of professional software engineers. Many
domain experts (such as the geoscientist) are engaging in software development as intensive and
technically challenging as many professional software engineers, but for the problems of their own
rather than the problems of others, and as an instrument for a larger context rather than an end artifact
to be delivered.
6. Design Trade-Offs associated with Computational Fluency</p>
      <p>Another opportunity to gain a deeper understanding of Computational Fluency is to identify relevant
design trade-offs for the concept such as:
§ Enriching and empowering (with Intelligence Augmentation (IA) approaches) versus
automating human activities (with Artificial Intelligence (AI) approaches leading to
Overreliance and deskilling;
§ Democratizing decision-making processes versus overburdening citizens with personally
irrelevant information and activities;
§ Being in control (autonomy) versus being controlled (prescriptive guidance);
§ Finding a balance between flexibility and stability in working life;
§ Increasing versus decreasing the digital divide [13].</p>
    </sec>
    <sec id="sec-2">
      <title>7. Topics and Objectives for the Workshop</title>
      <p>A core objective of the workshop should be creating a (shared) understanding of computational fluency
as a fundamental objective for the digital age. Topics for discussion at the workshop could be:
§ Will AI hinder or promote Computational Fluency?
§ Will ChatGPT have a substantial impact to rethink Computational Fluency?
§ Will Meta-Design and End-User development hinder or promote Computational Fluency?
§ How can the learning demands associated with Computational Fluency be reduced?
§ Will Computational Fluency be an essential capability to contribute positively to
quality-oflife issues (e.g.: actively engaging in personally meaningful activities, having control,
assisting in sense-making, and supporting a desirable work/life balance in the digital age)?
8. The Past, the Present, and the Future of the CoPDA Workshops
I would like to repeat an argument that I have made previously:</p>
      <p>The IS-EUD’2023 workshop is the 7th CoPDA workshop (see Figure below). An important
challenge for the researchers getting together in the workshop this year will be to explore the
foundational idea(s) that these workshops have pursued and how they are related to each other. A
particular objective of all previous CoPDA workshops has been to collectively identify important and
interesting themes for future workshops and my hope is that this will happen again this year.</p>
      <p>IS-EUD’2015: Coping with Information,
Participation, and Collaboration Overload</p>
      <p>NordiCHI’2016: From “Have to” to
“Want to” Participate
AVI’2014: Social Computing for
Working, Learning, and Living
IS-EUD’2013: Empowering End Users
to Improve their Quality of Life</p>
      <p>CoPDA: Cultures of Participation
in the Digital Age</p>
      <p>AVI’2018: Design Trade-offs for
an Inclusive Society
AVI’2022: AI for Humans
or Humans for AI
Identification of Fundamental Challenges</p>
      <p>for the Digital Age
[4] Fischer, G., Understanding, Fostering, and Supporting Cultures of Participation. ACM Interactions
2011. XVIII.3: p. 42-53.
[5] Fischer, G., Computational Literacy and Fluency: Being Independent of High-Tech Scribes, in
Strukturieren - Modellieren - Kommunizieren. Leitbild mathematischer und informatischer
Aktivitäten, J. Engel, R. Vogel, and S. Wessolowski, Editors. 2005: Hildesheim. p. 217-230.
[6] Jenkins, H., Confronting the Challenges of Participatory Cultures: Media Education for the 21st</p>
      <p>Century. 2009, Cambridge, MA: MIT Press.
[7] Fischer, G., Domain-Oriented Design Environments. Automated Software Engineering, 1994.</p>
      <p>1(2): p. 177-203.
[8] Resnick, M., et al., Scratch: Programming for All. Communications of the ACM, 2009. 52(11): p.</p>
      <p>60-67.
[9] Fischer, G., K. Nakakoji, and Y. Ye, Meta-Design: Guidelines for Supporting Domain Experts in</p>
      <p>Software Development. IEEE Software 2009. September/October: p. 37-44
[10] Csikszentmihalyi, M., Creativity — Flow and the Psychology of Discovery and Invention. 1996,</p>
      <p>New York, NY: HarperCollins Publishers.
[11] Bruner, J., The Culture of Education. 1996, Cambridge, MA: Harvard University Press.
[12] Fischer, G., et al., The Role of Critiquing in Cooperative Problem Solving. ACM Transactions on</p>
      <p>Information Systems, 1991. 9(2): p. 123-151.
[13] Schön, D.A., B. Sanyal, and W.J. Mitchell, eds. High Technology and Low-Incoming
Communities. 1999, MIT Press: Cambridge, MA.</p>
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