颠覆计算机教育:青少年主导的图书馆参与式设计

Wendy Roldan, Kung Jin Lee, Khoa Nguyen, Lia Berhe, Jason C. Yip
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引用次数: 3

摘要

许多有色人种的年轻人在计算方面存在着巨大的差距。在非正式环境中学习可以增加青年对计算机的参与;然而,计算机教育项目通常是由成年人为年轻人开发的。我们认为,计算机教育可以通过直接让来自非主流社区的年轻人作为设计伙伴,为去殖民化做出贡献。当我们直接涉及到年轻人的声音时,我们可以从仅仅关注有色人种青年面临的结构性障碍转向以资产为基础的方法。我们在KidsTeam图书馆中研究了一个为期10周的案例研究,这是一个代际数字设计项目,当地年轻人将图书馆中的数字学习概念化。我们的定性数据集包括超过15小时的参与式设计会议的视频记录,6次对参与者的采访,10个研究人员的随笔,以及由研究人员、图书管理员和青少年撰写的25个研究人员备忘录的语料库。在整个调查过程中,我们的知识主张是与两名青少年共同构建的,他们与10名儿童一起在当地图书馆设计和实施了三维打印课程。我们的研究结果强调(1)青少年领导者的参与可以促进和维持社区层面的计算机教育关系的方式;(2)我们如何在我们的计算机教育项目中注意、执行和破坏权力;(3)我们在颠覆计算机教育的过程中所面临的系统性挑战。我们通过会议的细节和主要参与者的引用,提供了青少年主导的参与式设计方法在其社区中进行计算机教育的经验证据。我们为计算机教育社区提供了一种新颖的方法,在这种方法中,年轻人被定位为设计伙伴,在图书馆中重新构想计算机教育体验,为社区成员提供中心和服务。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Disrupting Computing Education: Teen-Led Participatory Design in Libraries
Large-scale disparities in computing exist for many youth of color. Learning in informal settings can increase the participation of youth in computing; however, computing education programs have typically been developed by adults for youth. We argue computing education can contribute toward decolonization by directly involving youth from nondominant communities as design partners. When we directly involve youth voices, we can move away from focusing solely on the structural barriers faced by youth of color toward an assets-based approach. We examine a 10-week case study within KidsTeam Libraries, an intergenerational digital design program where local youth conceptualize what digital learning could look like in libraries. Our qualitative dataset includes over 15 hours of video recordings from participatory design sessions, six interviews with participants, 10 researcher jottings, and a corpus of 25 researcher memos written by researchers, librarians, and teens. Throughout our investigation, our knowledge claims are co-constructed with the two teenagers who led the design and implementation of a three-dimensional printing curriculum in their local library with 10 children. Our findings emphasize (1) the ways in which the involvement of teen leaders can foster and sustain community-level relationships for computing education; (2) how we noticed, enforced, and disrupted power within our computing education program; and (3) the systemic challenges we confronted in our process toward disrupting computing education. We provide empirical evidence of teen-led participatory design approaches for computing education in their community through detailed vignettes from sessions and through quotes from key participants. We contribute to the computing education community a novel approach in which youth are positioned as design partners for reimagining a computing education experience in libraries that centers and serves community members.
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