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There are many initiatives that teach Artificial Intelligence (AI) literacy to K-12 students. Most downsize college-level instructional materials to grade-level appropriate formats, overlooking students' unique perspectives in the design of curricula. To investigate the use of educational games as a vehicle for uncovering youth's understanding of AI instruction, we co-designed games with 39 Black, Hispanic, and Asian high school girls and non-binary youth to create engaging learning materials for their peers. We conducted qualitative analyses on the designed game artifacts, student discourse, and their feedback on the efficacy of learning activities. This study highlights the benefits of co-design and learning games to uncover students' understanding and ability to apply AI concepts in game-based learning, their emergent perspectives of AI, and the prior knowledge that informs their game design choices. Our research uncovers students' AI misconceptions and informs the design of educational games and grade-level appropriate AI instruction.more » « lessFree, publicly-accessible full text available April 25, 2026
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Middle School students in the United States are exposed to an unprecedented number of AI-driven consumer products. This exposure demands that educators help students develop their personal understandings of these technologies to engage with them responsibly. Designing age-appropriate AI curricula for middle school students calls for collaboration and partnership between computer and learning scientists, as well as middle school teachers. Over a 3-year period, we co-designed and successfully implemented an AI education curriculum across 9 geographically and economically diverse schools, offering it to a total of 1551 students. Drawing from our analyses of the curriculum and teacher and student experiences, we propose an effective format for teaching, assessing, and implementing fundamental AI education for middle school settings in the United States. Our research also highlights the value of empowering teachers through co-design; enriching their professional development and improving students’ AI literacy.more » « lessFree, publicly-accessible full text available January 22, 2026
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Hawaiian bilingual language immersion (Kaiapuni) schools infuse curricula with place-based education to increase student connection to culture. However, stand-in teachers often lack the background and tools needed to support immersion learning, resulting in discontinuity for students in their culturally relevant education. This experience report describes a partnership between the Ka Moamoa Lab at the Georgia Institute of Technology and Ke Kula Kaiapuni 'O Pu'ohala School to design a teacher-substitute support platform via a hybrid of assets-based design methodology and emerging technology capabilities. We share insights offered by teachers and design requirements for such a platform. We also reflect on how HCI methodologies should adapt to center and respect Native Hawaiian perspectives.more » « less
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Erete, Sheena (Ed.)Community + Culture features practitioner perspectives on designing technologies for and with communities. We highlight compelling projects and provocative points of view that speak to both community technology practice and the interaction design field as a whole.--- Sheena Erete, Editormore » « less
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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.more » « less
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Community-based afterschool programs are valuable spaces for researchers to codesign technologies with direct relevance to local communities. However, afterschool programs differ in resources available, culture, and student demographics in ways that may impact the efficacy of the codesign process and outcome. We ran a series of multi-week educational game codesign workshops across five programs over twenty weeks and found notable differences, despite deploying the same protocol. Our findings characterize three types of programs: Safe Havens, Recreation Centers, and Homework Helpers. We note major differences in students' patterns of participation directly influenced by each program's culture and expectations for equitable partnerships and introduce Comparative Design-Based Research (cDBR) as a beneficial lens for codesign.more » « less
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The AI4GA project is developing a nine-week elective course called Living and Working with Artificial Intelligence and piloting it in several Georgia middle schools. Since we aspire to educate all students about AI, the course addresses a wide range of student abilities, levels of academic preparedness, and prior computing experience, and leaves room for teachers to adapt the material to their own students' needs and interests. The course content is primarily focused on unplugged activities and online demonstration programs. We also provide small programming projects using AI tools as an option for teachers to incorporate. In this poster we describe lessons learned from initial pilot offerings by five teachers who taught 12 sections of the course totaling 299 students. We present evidence that middle school students can successfully engage with substantive technical content about Artificial Intelligence.more » « less
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Over the past year, our AI4GA team of university faculty and middle school teachers have co-designed a middle school AI curriculum. In this poster we share how we used co-design both as a tool for collaboratively developing engaging AI activities and as a mechanism for mutual professional development. We explain our co-design process, give examples of curriculum materials provided to teachers, and showcase several teacher-created activities. We believe this approach to curriculum development centers the lived experiences of teachers and leverages the knowledge and expertise of university researchers to create high quality and engaging AI learning experiences for K-12 students.more » « less
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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.more » « less
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