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  1. 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. 
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  2. null (Ed.)
    An intelligent system can provide sufficient collaborative opportunities and support yet fail to be pedagogically effective if the students are unwilling to participate. One of the common ways to assess motivation is using self-report questionnaires, which often do not take the context and the dynamic aspect of motivation into account. To address this, we propose personas, a user-centered design approach. We describe two design iterations where we: identify motivational factors related to students’ collaborative behaviors; and develop a set of representative personas. These personas could be embedded in an interface and be used as an alternative method to assess motivation within ITS. 
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  3. Computer-Supported Collaborative Learning (CSCL) environments are often designed to support collaboration within a single digital platform. However, with the growth of technology in classrooms, students often find themselves working in multiple contexts (i.e., a student might work face-to-face with a peer on one task and then move to engaging in an online discussion for homework). We have created a CSCL environment that aims to support student help-giving across a variety of digital platforms. This paper describes three cycles of a design-based research study that aims to design a system to support help-giving and improve interaction quantity and quality across different contexts as well as to better understand whether students benefit by the addition of multiple contexts. The paper shares major refinements across the three cycles that worked to balance research, pedagogical, and technological goals to improve students’ help-giving behavior in a middle-school mathematics classroom. 
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  4. With the growing integration of technology in the classrooms, learners can now develop collaboration skills by applying them across diverse contexts. While this represents a great opportunity, it also brings challenges due to an increased need to support individual learners across multiple learning activities. We propose a technology-enhanced learning ecosystem called UbiCoS that supports learner help-giving during face-to-face collaboration and across three different digital learning environments: an interactive digital textbook, an online Q&A forum, and a teachable agent. In this paper, we present a first step in the development of UbiCoS: five co-design sessions with 16 learners that give insight into learners’ perceptions of help-giving. The findings provided us with technology-related and curriculum-related design opportunities for facilitating learner interaction across multiple platforms. 
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  5. A key promise of adaptive collaborative learning support is the ability to improve learning outcomes by providing individual students with the help they need to collaborate more effectively. These systems have focused on a single platform. However, recent technology-supported collaborative learning platforms allow students to collaborate in different contexts: computer-supported classroom environments, network based online learning environments, or virtual learning environments with pedagogical agents. Our goal is to better understand how students participate in collaborative behaviors across platforms, focusing on a specific type of collaboration - help-giving. We conducted a classroom study (N = 20) to understand how students engage in help-giving across two platforms: an interactive digital learning environment and an online Q&A community. The results indicate that help-giving behavior across the two platforms is mostly influenced by the context rather than by individual differences. We discuss the implications of the results and suggest design recommendations for developing an adaptive collaborative learning support system that promotes learning and transfer. 
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