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.


This content will become publicly available on October 18, 2026

Title: Participatory Design as a Mechanism for Informing an Interest-Driven Data Science Curriculum
Objectives:Interest plays a central role in learning by shaping what, how, when, where, and why learning occurs. In data science education, where complex concepts, lived experiences, and practical skills intersect, capturing and cultivating student interest can be especially generative. This work explores approaches for designing and evaluating interest-driven data science instructional materials.Methods:This paper presents a participatory design study that informs the development of a data science curriculum for high school students. To assess how well learner interests and values are reflected in the resulting curriculum, we used the Integrated Interest Development for Computing Education Framework [56], which provides a concrete operationalization of interest that captures its multifaceted nature.Findings:The paper demonstrates and discusses how participatory design can be used to identify students’ interests and how those interests can be used to inform the creation of an interest-driven curriculum. Further, it highlights how different types of participatory design activities yield insight into different facets of students’ interests and identities, which can then be used to design learning experiences. This work shows how the resulting PD reflects and harnesses the multifaceted nature of student interest and how it can be leveraged to design learning experiences that connect with learners’ lived digital experiences.Conclusions:Participatory design is an effective student-centered approach for tailoring computational learning experiences aligned to students’ voices, values, and interests. The use of various participatory design activities revealed different facets of students’ interests that informed the creation of an interest-driven curriculum that could not have been created without the input of the students themselves.  more » « less
Award ID(s):
2141655
PAR ID:
10653756
Author(s) / Creator(s):
;
Publisher / Repository:
Taylor & Francis
Date Published:
Journal Name:
ACM Transactions on Computing Education
ISSN:
1946-6226
Format(s):
Medium: X
Sponsoring Org:
National Science Foundation
More Like this
  1. Grand Challenges (GCs) are complex, global, and multifaceted science and societal problems such as climate change, viral pandemics, loss of biodiversity, and quests for new energy sources. In this article, we advance a position, based on current research and theory, that GCs should be a prominent feature of the science curriculum. This move towards a GC-based curriculum challenges the positioning of canonical scientific concepts as the central organising feature of the curriculum, which is typically the default position of most science education programmes. A GC-based curriculum can create natural avenues for students to learn science, develop an interest in science, and build media and information literacy skills to become informed agents of change. Design principles, which help to define what a GC curriculum can look like and guide creation of GC materials, are introduced. These design principles call for the GC curriculum to be contextualised in global issues with local connections, culturally responsive, practice oriented, attentive to student voice, and coherent within and across units. Examples are provided to demonstrate how these design principles are implemented in a sample curriculum. 
    more » « less
  2. Abstract This meta-analysis explores the impact of informal science education experiences (such as after-school programs, enrichment activities, etc.) on students' attitudes towards, and interest in, STEM disciplines (Science, Technology, Engineering, and Mathematics). The research addresses two primary questions: (1) What is the overall effect size of informal science learning experiences on students' attitudes towards and interest in STEM? (2) How do various moderating factors (e.g., types of informal learning experience, student grade level, academic subjects, etc.) impact student attitudes and interests in STEM? The studies included in this analysis were conducted within the United States in K-12 educational settings, over a span of thirty years (1992–2022). The findings indicate a positive association between informal science education programs and student interest in STEM. Moreover, the variability in these effects is contingent upon several moderating factors, including the nature of the informal science program, student grade level, STEM subjects, publication type, and publication year. Summarized effects of informal science education on STEM interest are delineated, and the implications for research, pedagogy, and practice are discussed. 
    more » « less
  3. STEM education is often disconnected from innovation and design, where students self-identify as solely scientists, artists, or technophiles, but rarely see the connection between the disciplines. The inclusion of arts (A) in STEM education (STEAM) offers an educational approach where students see how subjects are integrated through learning experiences that apply to everyday, developing personal connections and becoming motivated learners who understand how skills from each subject are needed for future careers. This project addresses both the disconnect between science, design, and technology and how high school students can benefit from innovative learning experiences in plant science that integrate these disciplines while gaining invaluable skills for future STEM careers. We used the Science-Art-Design-Technology (SADT) pedagogical approach, characterized by its project-based learning that relies on student teamwork and facilitation by educators. This approach was applied through a STEAM educational 3D plant module where teams: 1) investigated plants under research at a plant science research center, 2) designed and created 3D models of those plants, 3) experienced the application of 3D modeling in augmented and virtual reality platforms, and 4) disseminated project results. We used a mixed-method approach using qualitative and quantitative research methods to assess the impact of the 3D modeling module on students’ understanding of the intersection of art and design with science, learning and skills gains, and interests in STEAM subjects and careers. A total of 160 students from eight educational institutions (schools and informal programs) implemented the module. Student reflection questions revealed that students see art and design playing a role in science mainly by facilitating communication and further understanding and fostering new ideas. They also see science influencing art and design through the artistic creation process. The students acknowledged learning STEAM content and applications associated with plant science, 3D modeling, and augmented and virtual reality. They also acknowledged gaining research skills and soft skills such as collaboration and communication. Students also increased their interest in STEAM subjects and careers, particularly associated with plant science. The SADT approach, exemplified by the 3D plant module, effectively integrates science, art, design, and technology, enhancing student literacy in these fields, and providing students with essential 21st century competencies. The module's flexibility and experiential learning opportunities benefit students and educators, promoting interdisciplinary learning and interest in STEAM subjects and careers. This innovative approach is a valuable tool for educators, inspiring new ways of teaching and learning in STEAM education. 
    more » « less
  4. PurposeThis study is part of a participatory design research project and aims to develop and study pedagogical frameworks and tools for integrating computational thinking (CT) concepts and data science practices into elementary school classrooms. Design/methodology/approachThis paper describes a pedagogical approach that uses a data science framework the research team developed to assist teachers in providing data science instruction to elementary-aged students. Using phenomenological case study methodology, the authors use classroom observations, student focus groups, video recordings and artifacts to detail ways learners engage in data science practices and understand how they perceive their engagement during activities and learning. FindingsFindings suggest student engagement in data science is enhanced when data problems are contextualized and connected to students’ lived experiences; data analysis and data-based decision-making is practiced in multiple ways; and students are given choices to communicate patterns, interpret graphs and tell data stories. The authors note challenges students experienced with data practices including conflict between inconsistencies in data patterns and lived experiences and focusing on data visualization appearances versus relationships between variables. Originality/valueData science instruction in elementary schools is an understudied, emerging and important area of data science education. Most elementary schools offer limited data science instruction; few elementary schools offer data science curriculum with embedded CT practices integrated across disciplines. This research assists elementary educators in fostering children's data science engagement and agency while developing their ability to reason, visualize and make decisions with data. 
    more » « less
  5. Tailoring learning materials and activities to the learners is crucial for enhancing their engagement and interest. With a student-centered approach and iterative design, we developed a new interest-driven API-based data science curriculum for high school students. We revised our pilot curriculum based on feedback from our pilot teacher, student performance and course evaluations, and class observations. Key modifications included incorporating real-world examples of data science applications, expanding coding activities, and redefining class discussions to improve student involvement. Here, we summarize some of these changes made to support the development of data scientist identities and increased student engagement. This work highlights the significance of research-practice partnerships and recommends leveraging feedback from both educators and students to enhance curriculum delivery in K-12 settings. It contributes to the evolving field of data science education in K-12 classrooms and emphasizes the value of collaborative curriculum development based on practical classroom experience and feedback. 
    more » « less