Screening Bot: a Playground for Critical Algorithmic Literacy Engagement with Youth

Ezequiel Aleman, L. Nadolny, Alejandro Ferreira, Bruno Gabetti, Guillermo Ortíz, Martín Zanoniani
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引用次数: 2

Abstract

Our growing reliance on technologies are bringing to the forefront ethical and cultural biases built into digital spaces. In this work-in-progress we examine the relationship between algorithms and culture and present a novel gaming experience for youth to engage in algorithmic literacy practices. While there are many opportunities for learners to engage in computer science education, we found that educators often feel underprepared to engage in teaching algorithmic literacy practices. Additionally, we identify there is a need for more educational content that introduces ethical dilemmas related to the use of algorithms to collect, track and sort data to make decisions about who gets access to certain opportunities. Screening Bot is a narrative-driven sandbox game in which learners play the role of a policing bot in charge of monitoring access to a space habitat which provides better living conditions for populations across the galaxy. While learners create algorithms to determine who enters the new habitat, they will find out that even the best algorithms can be subject to bias. This game will invite learners and educators to examine current bias in algorithmic models and help them become more reflective about the tensions related to algorithms in their lives.
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筛选机器人:与青少年进行关键算法扫盲的游乐场
我们对科技日益增长的依赖,正将嵌入数字空间的伦理和文化偏见推向前台。在这项正在进行的工作中,我们研究了算法与文化之间的关系,并为年轻人提供了一种新颖的游戏体验,以参与算法素养实践。虽然学习者有很多机会参与计算机科学教育,但我们发现,教育工作者常常觉得自己在教授算法素养实践方面准备不足。此外,我们认为需要更多的教育内容,介绍与使用算法收集、跟踪和分类数据有关的道德困境,以决定谁可以获得某些机会。《筛选机器人》是一款叙事驱动的沙盒游戏,在游戏中,学习者扮演一个负责监控进入太空栖息地的警察机器人,该栖息地为整个银河系的人口提供了更好的生活条件。当学习者创建算法来确定谁进入新的栖息地时,他们会发现即使是最好的算法也会受到偏见的影响。这个游戏将邀请学习者和教育工作者检查算法模型中的当前偏见,并帮助他们更多地反思与算法相关的紧张关系。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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