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  1. The importance of considering local context and partnering with target users is well established in co-design. Less common is an examination of the adaptations needed when deploying the same co-design program across heterogenous settings to maximize program efficacy and equity. We report on our experience co-designing educational games with six culturally and socioeconomically diverse afterschool sites over two years, and insights from interviewing ten program administrators across all sites. We found that even within the same afterschool program network, site differences in organizational culture and resources impacted the effectiveness of co-design programs, the co-design output, and expectations for student engagement. We characterize our afterschool partners into different archetypes – Safe Havens, Recreation Centers, Homework Helpers, and STEM Enrichment Centers. We provide recommendations for conducting co-design at each archetype and reflect on strategies for increasing equitable partnerships between researchers and afterschool centers. 
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    Free, publicly-accessible full text available July 10, 2024
  2. Robot technologies have been introduced to computing education to engage learners. This study introduces the concept of co-creation with a robot agent into culturally-responsive computing (CRC). Co- creation with computer agents has previously focused on creating external artifacts. Our work differs by making the robot agent itself the co-created product. Through participatory design activities, we positioned adolescent girls and an agentic social robot as co- creators of the robot’s identity. Taking a thematic analysis approach, we examined how girls embody the role of creator and co-creator in this space. We identified themes surrounding who has the power to make decisions, what decisions are made, and how to maintain social relationship. Our findings suggest that co-creation with robot technology is a promising implementation vehicle for realizing CRC. 
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  3. Computing education is important for K-12 learners, but not all learners resonate with common educational practices. Culturally responsive computing initiatives center and empower learners from diverse and historically excluded backgrounds. Recently, a number of educational programs have been developed and curated for an online experience. In this paper, we describe an online synchronous culturally responsive computing (CRC) camp for middle school girls (ages 11-14 years old) and report on challenges and successes from running the camp curriculum four times over the course of a year. We also describe core iterative changes we made between our runs. We then discuss lessons learned related to building rapport and connection among learners, centering learners of different backgrounds in an online synchronous environment, and facilitating reflection on power and identity aimed at positioning learners as techno-social change agents. Lastly, we offer recommendations for running online CRC experiences. 
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  4. Digital games featuring programmable agents are popular tools for teaching coding and computational thinking skills. However, today's games perpetuate an arguably obsolete relationship between programmable agents and human operators. Borrowing from the field of human-robotics interaction, we argue that collaborative robots, or cobots, are a better model for thinking about computational agents, working directly with humans rather than in place of or at arm's length from them. In this paper, we describe an initial design inquiry into the design of “cobot games”, programmable agent scenarios in which players program an in-game ally to assist them in accomplishing gameplay objectives. We detail three questions that emerged out of this exploration, our present thinking on them, and plans for deepening inquiry into cobot game design moving forward. 
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  5. Fostering equal design partnerships in adult-child codesign interactions is a well-documented challenge in HCI. It is assumed that adults come into these interactions with power and have to make adjustments to allow childrens’ input to be equally valued. However, power is not a unilateral construct - it is in part determined by social and cultural norms that often disadvantage minoritized groups. Striving for equal partnership without centering users’ and participants’ intersectional identities may lead to unproductive adult-child codesign interactions. We codesigned a game, primarily facilitated by a black woman researcher, with K-5 afterschool programs comprised of students from three different communities – a middle-class, racially diverse community; a low-income, primarily African American community; and a working-class rural, white, community over a period of 20 weeks. We share preliminary insights on how racial and gender biases affect codesign partnerships and describe future research plans to modify our program structure to foster more effective adult-child interactions. 
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  6. null (Ed.)
    Engagement is critical to learning, yet current research rarely explores its underlying contextual influences, such as differences across modalities and tasks. Accordingly we examine how patterns of behavioral engagement manifest in a diverse group of ten middle school girls participating in a synchronous virtual computer science camp. We form multimodal measures of behavioral engagement from learner chats and speech. We found that the function of modalities varies, and chats are useful for short responses, whereas speech is better for elaboration. We discuss implications of our work for the design of intelligent systems that support online educational experiences. 
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