skip to main content
US FlagAn official website of the United States government
dot gov icon
Official websites use .gov
A .gov website belongs to an official government organization in the United States.
https lock icon
Secure .gov websites use HTTPS
A lock ( lock ) or https:// means you've safely connected to the .gov website. Share sensitive information only on official, secure websites.


Title: Reclaiming our science center: Youth co-design of the Katherine Johnson Room.
In this article, we explore how Science Center educators and youth collaboratively investigated the characteristics of the space that had made some visitors feel less welcome, and how our collaborative worked together to address the issues identified. By bringing to the forefront youth perspectives of their own lives and histories, youth and adults partnered to examine, critique, and re-design the Science Center and challenge historical representations of science. Specifically, the youth participants led the co-design of a new classroom based on the life and work of Dr. Katherine Johnson, a pioneering mathematician profiled as one of NASA’s “hidden figures,” who calculated the orbital mechanics for the first American in space. The youth participants were also essential to the development of a series of displays and activities about women of color in science. Designing these new features of the Science Center together required the careful development of a new and shared understanding of what the Science Center could be. https://www.astc.org/astc-dimensions/reclaiming-our-science-center-youth-co-design-of-the-dr-katherine-johnson-room/  more » « less
Award ID(s):
2016707
PAR ID:
10316591
Author(s) / Creator(s):
Date Published:
Journal Name:
ASTC dimensions
ISSN:
1528-820X
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Lindgren, R; Asino, T I; Kyza, E A; Looi, C K; Keifert, D T; Suárez, E (Ed.)
    This paper examines youth storytelling during co-design of an identity-expressive educational game for learning data science. Using interaction analysis of co-design interviews with middle school students, we explore how storytelling allows participants to (a) use existing game elements to position themselves and (b) express their interests and identities through imagined game futures. We argue that analyzing youth's interactive storytelling and identity enactments during co-design can inform the development of game narratives that represent diverse youth. Our findings contribute to the design of inclusive virtual worlds for STEM learning that celebrate youth identities and experiences. We discuss implications for engaging youth voices in the co-design process and creating educational games that resonate with diverse learners. 
    more » « less
  2. Youth-focused community and citizen science (CCS) is increasingly used to promote science learning and to increase the accessibility of the tools of scientific research among historically marginalized and underserved communities. CCS projects are frequently categorized according to their level of public participation and their distribution of power between professional scientists and participants from collaborative and co-created projects to projects where participants have limited roles within the science process. In this study, we examined how two different CCS models, a contributory design and a co-created design, influenced science self-efficacy and science interest among youth CCS participants. We administered surveys and conducted post-program interviews with youth participation in two different CCS projects in Alaska, the Winterberry Project and Fresh Eyes on Ice, each with a contributory and a co-created model. We found that youth participating in co-created CCS projects reflected more often on their science self-efficacy than did youth in contributory projects. The CCS program model did not influence youths’ science interest, which grew after participating in both contributory and co-created projects. Our findings suggest that when youth have more power and agency to make decisions in the science process, as in co-created projects, they have greater confidence in their abilities to conduct science. Further, participating in CCS projects excites and engages youth in science learning, regardless of the CCS program design. 
    more » « less
  3. This paper examines co-design as a space for collaborative learning with distributed expertise across generations and roles. We address a fundamental need in co-design spaces: to develop and surface expertise relevant to the design task across a team. We examine how knowledge building is experienced in a design process that has asymmetric expertise among youth, educators, and researchers. We used co-design to engage educators and youth in collaboration towards designing an Artificial Intelligence unit that centers equity and justice. We structured for joint inquiry to facilitate collective learning. We conducted interviews with participants to understand how they experienced codesign. We found our approach allowed for collaborative learning and interactivity among participants with different kinds of expertise. 
    more » « less
  4. The inclusion of community voices in research is important. Over the years, research training programs have continued to emphasize that engagement with communities at the focus of research can promote thoughtful, sensitive designs ( Rivera et al., 2004 ). In this paper, we discuss a method for youth participation in the research process. In an attempt to move beyond “staged and superficial” participation in gathering youth perspectives, we advocate for including co-researchers in the development and modification of fundamental aspects of the research process, from data analysis to the development of additional research questions and collection methods ( Guishard & Tuck, 2013 ). In the course of a study designed to enroll middle school students in participatory co-design sessions ( Cahill, 2007 ) to aid in the development of educational technologies, it became apparent that our youth participants, as co-researchers, could also aid in the development, analysis, and coding of anonymized interview transcripts; development of themes; and creation of models for behaviors found in the transcripts ( Docan-Morgan, 2010 ; Luchtenberg et al., 2020 ). Thus, this paper presents a practical example of a co-research process that includes youth participants, with an emphasis on training in qualitative coding and the fundamentals of research design. 
    more » « less
  5. de Vries, E.; Hod, Y.; null (Ed.)
    We facilitated a remote educational summer camp for teenage youth, with participants “sheltering in place” at home due to the COVID-19 pandemic. The summer camp was part of an initiative aimed at promoting STEM education for youth through learning about their pets’ senses and engaging in a co-design project to enrich aspects of their pets’ lives. We describe how situating scientific and design activities within the home and with pets engages participants in ethnomethodological practices such as field work, naturalistic observation, and in situ design that build upon their funds of knowledge. We discuss implications for the designs of learning environments that leverage the benefits of at-home science and design with pets. 
    more » « less