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Luis Morales-Navarro

Publications and source records attributed to Luis Morales-Navarro.

At least 19 recordsLinked to original sources

Understanding teens' self-beliefs when learning to construct and deconstruct AI/ML systems: Developing a survey instrument

Despite growing calls to foster AI literacy, there are few available survey instruments designed for children and youth that study computational empowerment alongside construction and deconstruction activities. In such activities, learners' beliefs about their abilities and attributes can impact their engagement. In this paper, we introduce and validate a survey instrument with constructs related to construction (creative expression and problem-solving self-beliefs) and deconstruction (auditing self-efficacy and fascination with auditing), along with more general self-beliefs related to design justice and the value of learning about AI/ML. We administered the instrument to 124 teenagers and assessed the six-factor structure of the instrument using confirmatory factor analysis. In addition to confirming the structure, we found that design justice beliefs strongly correlated with problem-solving, auditing self-efficacy, and creative expression.

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Building to Understand: Examining Teens' Technical and Socio-Ethical Pieces of Understandings in the Construction of Small Generative Language Models

The rising adoption of generative AI/ML technologies increases the need to support teens in developing AI/ML literacies. Child-computer interaction research argues that construction activities can support young people in understanding these systems and their implications. Recent exploratory studies demonstrate the feasibility of engaging teens in the construction of very small generative language models (LMs). However, it is unclear how constructing such models may foster the development of teens' understanding of these systems from technical and socio-ethical perspectives. We conducted a week-long participatory design workshop in which sixteen teenagers constructed very small LMs to generate recipes, screenplays, and songs. Using thematic analysis, we identified technical and socio-ethical pieces of understandings that teens exhibited while designing generative LMs. This paper contributes (a) evidence of the kinds of pieces of understandings that teens have when constructing LMs and (b) a theory-backed framing to study novices' understandings of AI/ML systems.

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Rapid Testing, Duck Lips, and Tilted Cameras: Youth Everyday Algorithm Auditing Practices with Generative AI Filters

Today's youth have extensive experience interacting with artificial intelligence and machine learning applications on popular social media platforms, putting youth in a unique position to examine, evaluate, and even challenge these applications. Algorithm auditing is a promising candidate for connecting youth's everyday practices in using AI applications with more formal scientific literacies (syncretic designs). In this paper, we analyze high school youth participants' everyday algorithm auditing practices when interacting with generative AI filters on TikTok, revealing thorough and extensive examinations, with youth rapidly testing filters with sophisticated camera variations and facial manipulations to identify filter limitations. In the discussion, we address how these findings can provide a foundation for developing designs that bring together everyday and more formal algorithm auditing.

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Learning AI Auditing: A Case Study of Teenagers Auditing a Generative AI Model

This study investigates how high school-aged youth engage in algorithm auditing to identify and understand biases in artificial intelligence and machine learning (AI/ML) tools they encounter daily. With AI/ML technologies being increasingly integrated into young people's lives, there is an urgent need to equip teenagers with AI literacies that build both technical knowledge and awareness of social impacts. Algorithm audits (also called AI audits) have traditionally been employed by experts to assess potential harmful biases, but recent research suggests that non-expert users can also participate productively in auditing. We conducted a two-week participatory design workshop with 14 teenagers (ages 14-15), where they audited the generative AI model behind TikTok's Effect House, a tool for creating interactive TikTok filters. We present a case study describing how teenagers approached the audit, from deciding what to audit to analyzing data using diverse strategies and communicating their results. Our findings show that participants were engaged and creative throughout the activities, independently raising and exploring new considerations, such as age-related biases, that are uncommon in professional audits. We drew on our expertise in algorithm auditing to triangulate their findings as a way to examine if the workshop supported participants to reach coherent conclusions in their audit. Although the resulting number of changes in race, gender, and age representation uncovered by the teens were slightly different from ours, we reached similar conclusions. This study highlights the potential for auditing to inspire learning activities to foster AI literacies, empower teenagers to critically examine AI systems, and contribute fresh perspectives to the study of algorithmic harms.

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Investigating Youth's Technical and Ethical Understanding of Generative Language Models When Engaging in Construction and Deconstruction Activities

The widespread adoption of generative artificial intelligence/machine learning (AI/ML) technologies has increased the need to support youth in developing AI/ML literacies. However, most work has centered on preparing young people to use these systems, with less attention to how they can participate in designing and evaluating them. This study investigates how engaging young people in the design and auditing of generative language models (GLMs) may foster the development of their understanding of how these systems work from both technical and ethical perspectives. The study takes an in-pieces approach to investigate novices' conceptions of GLMs. Such an approach supports the analysis of how technical and ethical conceptions evolve and relate to each other. I am currently conducting a series of participatory design workshops with sixteen ninth graders (ages 14-15) in which they will (a) build GLMs from a data-driven perspective that glassboxes how data shapes model performance and (b) audit commercial GLMs by repeatedly and systematically querying them to draw inferences about their behaviors. I will analyze participants' interactions to identify ethical and technical conceptions they may exhibit while designing and auditing GLMs. I will also conduct clinical interviews and use microgenetic knowledge analysis and ordered network analysis to investigate how participants' ethical and technical conceptions of GLMs relate to each other and change after the workshop. The study will contribute (a) evidence of how engaging youth in design and auditing activities may support the development of ethical and technical understanding of GLMs and (b) an inventory of novice design and auditing practices that may support youth's technical and ethical understanding of GLMs.

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Building babyGPTs: Youth Engaging in Data Practices and Ethical Considerations through the Construction of Generative Language Models

As generative language models (GLMs) have gained popularity, youth are increasingly using them in their everyday lives. As such, most research has centered on supporting youth as users of GLM-powered systems. However, we know little of how to engage youth in the design of these models. Building on the rich legacy of child-computer interaction research that positions youth as designers of computing systems, we explore how to support young people in designing GLMs. Through a case study of three teenagers (ages 14-15) building a babyGPT screenplay generator, we illustrate how the team developed a model while engaging in artificial intelligence/machine learning-relevant data practices and addressing ethical issues. This paper contributes a case study that demonstrates the feasibility of engaging youth in building GLMs.

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Youth as Advisors in Participatory Design: Situating Teens' Expertise in Everyday Algorithm Auditing with Teachers and Researchers

Research on children and youth's participation in different roles in the design of technologies is one of the core contributions in child-computer interaction studies. Building on this work, we situate youth as advisors to a group of high school computer science teacher- and researcher-designers creating learning activities in the context of emerging technologies. Specifically, we explore algorithm auditing as a potential entry point for youth and adults to critically evaluate generative AI algorithmic systems, with the goal of designing classroom lessons. Through a two-hour session where three teenagers (16-18 years) served as advisors, we (1) examine the types of expertise the teens shared and (2) identify back stage design elements that fostered their agency and voice in this advisory role. Our discussion considers opportunities and challenges in situating youth as advisors, providing recommendations for actions that researchers, facilitators, and teachers can take to make this unusual arrangement feasible and productive.

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Learning About Algorithm Auditing in Five Steps: Scaffolding How High School Youth Can Systematically and Critically Evaluate Machine Learning Applications

While there is widespread interest in supporting young people to critically evaluate machine learning-powered systems, there is little research on how we can support them in inquiring about how these systems work and what their limitations and implications may be. Outside of K-12 education, an effective strategy in evaluating black-boxed systems is algorithm auditing-a method for understanding algorithmic systems' opaque inner workings and external impacts from the outside in. In this paper, we review how expert researchers conduct algorithm audits and how end users engage in auditing practices to propose five steps that, when incorporated into learning activities, can support young people in auditing algorithms. We present a case study of a team of teenagers engaging with each step during an out-of-school workshop in which they audited peer-designed generative AI TikTok filters. We discuss the kind of scaffolds we provided to support youth in algorithm auditing and directions and challenges for integrating algorithm auditing into classroom activities. This paper contributes: (a) a conceptualization of five steps to scaffold algorithm auditing learning activities, and (b) examples of how youth engaged with each step during our pilot study.

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What Can Youth Learn About Artificial Intelligence and Machine Learning in One Hour? Examining How Hour of Code Activities Address the Five Big Ideas of AI

The prominence of artificial intelligence and machine learning in everyday life has led to efforts to foster AI literacy for all K-12 students. In this paper, we review how Hour of Code activities engage with the five big ideas of AI, in particular with machine learning and societal impact. We found that a large majority of activities focus on perception and machine learning, with little attention paid to representation and other topics. A surprising finding was the increased attention paid to critical aspects of computing. However, we also observed a limited engagement with hands-on activities. In the discussion, we address how future introductory activities could be designed to offer a broader array of topics, including the development of tools to introduce novices to artificial intelligence and machine learning and the design of more unplugged and collaborative activities.

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Assessing Changes in Thinking about Troubleshooting in Physical Computing: A Clinical Interview Protocol with Failure Artifacts Scenarios

Purpose: The purpose of this paper is to examine how a clinical interview protocol with failure artifact scenarios can capture changes in high school students' explanations of troubleshooting processes in physical computing activities. We focus on physical computing since finding and fixing hardware and software bugs is a highly contextual practice that involves multiple interconnected domains and skills. Approach: We developed and piloted a "failure artifact scenarios" clinical interview protocol. Youth were presented with buggy physical computing projects over video calls and asked for suggestions on how to fix them without having access to the actual project or its code. We applied this clinical interview protocol before and after an eight-week-long physical computing (more specifically, electronic textiles) unit. We analyzed matching pre- and post-interviews from 18 students at four different schools. Findings: Our findings demonstrate how the protocol can capture change in students' thinking about troubleshooting by eliciting students' explanations of specificity of domain knowledge of problems, multimodality of physical computing, iterative testing of failure artifact scenarios, and concreteness of troubleshooting and problem solving processes. Originality: Beyond tests and surveys used to assess debugging, which traditionally focus on correctness or student beliefs, our "failure artifact scenarios" clinical interview protocol reveals student troubleshooting-related thinking processes when encountering buggy projects. As an assessment tool, it may be useful to evaluate the change and development of students' abilities over time.

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Unpacking Approaches to Learning and Teaching Machine Learning in K-12 Education: Transparency, Ethics, and Design Activities

In this conceptual paper, we review existing literature on artificial intelligence/machine learning (AI/ML) education to identify three approaches to how learning and teaching ML could be conceptualized. One of them, a data-driven approach, emphasizes providing young people with opportunities to create data sets, train, and test models. A second approach, learning algorithm-driven, prioritizes learning about how the learning algorithms or engines behind how ML models work. In addition, we identify efforts within a third approach that integrates the previous two. In our review, we focus on how the approaches: (1) glassbox and blackbox different aspects of ML, (2) build on learner interests and provide opportunities for designing applications, (3) integrate ethics and justice. In the discussion, we address the challenges and opportunities of current approaches and suggest future directions for the design of learning activities.

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Learning about Data, Algorithms, and Algorithmic Justice on TikTok in Personally Meaningful Ways

TikTok, a popular short video sharing application, emerged as the dominant social media platform for young people, with a pronounced influence on how young women and people of color interact online. The application has become a global space for youth to connect with each other, offering not only entertainment but also opportunities to engage with artificial intelligence/machine learning (AI/ML)-driven recommendations and create content using AI/M-powered tools, such as generative AI filters. This provides opportunities for youth to explore and question the inner workings of these systems, their implications, and even use them to advocate for causes they are passionate about. We present different perspectives on how youth may learn in personally meaningful ways when engaging with TikTok. We discuss how youth investigate how TikTok works (considering data and algorithms), take into account issues of ethics and algorithmic justice and use their understanding of the platform to advocate for change.

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Twenty Constructionist Things to Do with Artificial Intelligence and Machine Learning

In this paper, we build on the 1971 memo "Twenty Things to Do With a Computer" by Seymour Papert and Cynthia Solomon and propose twenty constructionist things to do with artificial intelligence and machine learning. Several proposals build on ideas developed in the original memo while others are new and address topics in science, mathematics, and the arts. In reviewing the big themes, we notice a renewed interest in children's engagement not just for technical proficiency but also to cultivate a deeper understanding of their own cognitive processes. Furthermore, the ideas stress the importance of designing personally relevant AI/ML applications, moving beyond isolated models and off-the-shelf datasets disconnected from their interests. We also acknowledge the social aspects of data production involved in making AI/ML applications. Finally, we highlight the critical dimensions necessary to address potential harmful algorithmic biases and consequences of AI/ML applications.

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Youth as Peer Auditors: Engaging Teenagers with Algorithm Auditing of Machine Learning Applications

As artificial intelligence/machine learning (AI/ML) applications become more pervasive in youth lives, supporting them to interact, design, and evaluate applications is crucial. This paper positions youth as auditors of their peers' ML-powered applications to better understand algorithmic systems' opaque inner workings and external impacts. In a two-week workshop, 13 youth (ages 14-15) designed and audited ML-powered applications. We analyzed pre/post clinical interviews in which youth were presented with auditing tasks. The analyses show that after the workshop all youth identified algorithmic biases and inferred dataset and model design issues. Youth also discussed algorithmic justice issues and ML model improvements. Furthermore, youth reflected that auditing provided them new perspectives on model functionality and ideas to improve their own models. This work contributes (1) a conceptualization of algorithm auditing for youth; and (2) empirical evidence of the potential benefits of auditing. We discuss potential uses of algorithm auditing in learning and child-computer interaction research.

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Investigating Youths' Everyday Understanding of Machine Learning Applications: a Knowledge-in-Pieces Perspective

Despite recent calls for including artificial intelligence (AI) literacy in K-12 education, not enough attention has been paid to studying youths' everyday knowledge about machine learning (ML). Most research has examined how youths attribute intelligence to AI/ML systems. Other studies have centered on youths' theories and hypotheses about ML highlighting their misconceptions and how these may hinder learning. However, research on conceptual change shows that youths may not have coherent theories about scientific phenomena and instead have knowledge pieces that can be productive for formal learning. We investigate teens' everyday understanding of ML through a knowledge-in-pieces perspective. Our analyses reveal that youths showed some understanding that ML applications learn from training data and that applications recognize patterns in input data and depending on these provide different outputs. We discuss how these findings expand our knowledge base and implications for the design of tools and activities to introduce youths to ML.

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Understanding Growth Mindset Practices in an Introductory Physical Computing Classroom: High School Students' Engagement with Debugging by Design Activities

Background and Context: While debugging is recognized as an essential practice, for many students, encountering bugs can generate emotional responses such as fear and anxiety that can lead to disengagement and the avoidance of computer programming. Growth mindsets can support perseverance and learning in these situations, yet few studies have investigated how growth mindsets emerge in practice amongst K-12 computing students facing physical computing debugging challenges. Objective: We seek to understand what (if any) growth mindset practices high school students exhibited when creating and exchanging buggy physical computing projects for their peers to solve during a Debugging by Design activity as part of their introductory computing course. Method: We focused on moment-to-moment microgenetic analysis of student interactions in designing and solving bugs for others to examine the practices students exhibited that demonstrated the development of a growth mindset and the contexts in which these practices emerged. Findings: We identified five emergent growth mindset practices: choosing challenges that lead to more learning, persisting after setbacks, giving and valuing praise for effort, approaching learning as constant improvement, and developing comfort with failure. Students most often exhibited these practices in peer-to-peer interactions and while making buggy physical computing projects for their peers to solve. Implications: Our analysis contributes to a more holistic understanding of students' social, emotional, and motivational approaches to debugging physical computing projects through the characterization of growth mindset practices. The presented inventory of growth mindset practices may be helpful to further study growth mindset in action in other computing settings.

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Co-ML: Collaborative Machine Learning Model Building for Developing Dataset Design Practices

Machine learning (ML) models are fundamentally shaped by data, and building inclusive ML systems requires significant considerations around how to design representative datasets. Yet, few novice-oriented ML modeling tools are designed to foster hands-on learning of dataset design practices, including how to design for data diversity and inspect for data quality. To this end, we outline a set of four data design practices (DDPs) for designing inclusive ML models and share how we designed a tablet-based application called Co-ML to foster learning of DDPs through a collaborative ML model building experience. With Co-ML, beginners can build image classifiers through a distributed experience where data is synchronized across multiple devices, enabling multiple users to iteratively refine ML datasets in discussion and coordination with their peers. We deployed Co-ML in a 2-week-long educational AIML Summer Camp, where youth ages 13-18 worked in groups to build custom ML-powered mobile applications. Our analysis reveals how multi-user model building with Co-ML, in the context of student-driven projects created during the summer camp, supported development of DDPs including incorporating data diversity, evaluating model performance, and inspecting for data quality. Additionally, we found that students' attempts to improve model performance often prioritized learnability over class balance. Through this work, we highlight how the combination of collaboration, model testing interfaces, and student-driven projects can empower learners to actively engage in exploring the role of data in ML systems.

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Connecting Beliefs, Mindsets, Anxiety, and Self-Efficacy in Computer Science Learning: An Instrument for Capturing Secondary School Students' Self-Beliefs

Background and Context: Few instruments exist to measure students' CS engagement and learning especially in areas where coding happens with creative, project-based learning and in regard to students' self-beliefs about computing. Objective: We introduce the CS Interests and Beliefs Inventory (CSIBI), an instrument designed for novice secondary students learning by designing projects (particularly with physical computing). The inventory contains subscales on beliefs on problem solving competency, fascination in design, value of CS, creative expression, and beliefs about context-specific CS abilities alongside programming mindsets and outcomes. We explain the creation of the instrument and attend to the role of mindsets as mediators of self-beliefs and how CSIBI may be adapted to other K-12 project-based learning settings. Method: We administered the instrument to 303 novice CS secondary students who largely came from historically marginalized backgrounds (gender, ethnicity, and socioeconomic status). We assessed the nine-factor structure for the 32-item instrument using confirmatory factor analysis and tested the hypothesized model of mindsets as mediators with structural equation modeling. Findings: We confirmed the nine factor structure of CSIBI and found significant positive correlations across factors. The structural model results showed that problem solving competency beliefs and CS creative expression promoted programming growth mindset, which subsequently fostered students' programming self-concept. Implications: We validated an instrument to measure secondary students' self-beliefs in CS that fills several gaps in K-12 CS measurement tools by focusing on contexts of learning by designing. CSIBI can be easily adapted to other learning by designing computing education contexts.

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