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  1. Blikstein, P. (Ed.)
    Making engages young people with the material world and reflection-in-action, creating promising science learning contexts. Emphasizing relational and social dimensions of making, we conducted a week-long workshop for middle schoolers who are current and aspiring pet companions. Supporting participants’ inquiry into pets’ senses and related behaviors, we asked them to work on maker projects meant to improve their pets’ lives. Following a qualitative analysis of participants’ positioning in relation to their pets, we present case studies of two female participants’ positioning. We find that through the process of making, the two participants demonstrated an increased awareness of pets’ biology and related behavior and their personal interests in pet care, while also differing in what aspects of human-pet relations they focused on. We conclude that through making, especially in contexts with a robust relational draw, youth become attentive to complex and otherwise difficult-to-notice transactions central to taking care of pets. 
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  2. Blikstein, P. (Ed.)
    Based on the widely recognized situated nature of identity and youth as social producers and products, this qualitative case study reports findings from a week-long informal pet-sciences workshop for middle schoolers who have existing relationships with pets or a strong interest in future pet companionship. Mindful of the structure-agency dialectic, we analyze youth’s wayfaring and trajectories of identification as they learn about their pets at the workshop, accounting for how youth see themselves and their pets and are seen by others. In contrast to a commonly assumed analytic directionality seeing people as moving towards or away from STEM, we find that there were different ways for youth to meaningfully engage themselves in learning about their pets at the workshop. We conclude that attention to fluidity in youth’s identifications can inform us, the adults in the community, of the need to affirm the many possible trajectories that youth may follow. 
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  3. Weinberger, A. ; Chen, W. ; Hernández-Leo, D. ; Chen, B. (Ed.)
    Participatory Design (PD) aims to minimize the unintended consequences of designs and innovations by inviting users to engage in the process (Muller & Druin, 2012). Designing with some users—for example, pets—is challenging because pets communicate in unique ways. But it holds promise because pets and humans are companions. Expecting teens' relationships with pets to motivate them to be co-designers, we organized a virtual summer workshop engaging teens in activities to understand their canine and feline pets better and design an experience to improve their pets’ lives. We analyzed video recordings of teens' engagement at the camp and their descriptions of their experience design projects using qualitative thematic analysis. We found that caring and loving relationships with pets are also contexts for engaging in a systematic design process. 
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  4. 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. 
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