TY - JOUR
T1 - A participatory approach to iteratively adapting game design workshops to empower autistic youth
AU - Gillespie-Lynch, Kristen
AU - Grossman, Eliana
AU - Herrell, Jessye
AU - Riccio, Ariana
AU - Delos Santos, Jin
AU - Biswas, Sharang
AU - Kofner, Bella
AU - Dwyer, Patrick
AU - Rosenberg, Beth
AU - Hwang-Geddes, Lillian
AU - Hurst, Amy
AU - Martin, Wendy B.
AU - Pak, Eunju
AU - O'Brien, Sinéad
AU - Kilgallon, Elizabeth
AU - Shevchuk-Hill, Sergey
AU - Dave, Saumya
N1 - Publisher Copyright:
Copyright © 2023 Gillespie-Lynch, Grossman, Herrell, Riccio, Delos Santos, Biswas, Kofner, Dwyer, Rosenberg, Hwang-Geddes, Hurst, Martin, Pak, O’Brien, Kilgallon, Shevchuk-Hill and Dave.
PY - 2023
Y1 - 2023
N2 - Introduction: Autistic people face systemic barriers to fair employment. Informal learning may promote the self-determination transition-age autistic youth need to overcome and/or transform these barriers. This report focuses on the iterative process of developing video game design workshops guided by feedback from autistic students about instructional strategies they found engaging. This study is part of a three-year-long NSF-funded program of research that seeks to empower autistic youth to move toward successful careers by teaching educators how to more effectively guide them. Methods: In the Summer of 2021, educators at an award-winning NYC-based, not-for-profit, education program, Tech Kids Unlimited (TKU) collaborated with researchers, including autistic students, to iteratively develop and assess two online game design workshops for transition-age autistic youth. Participants selected which workshop they were available for (Workshop 1: n = 18; M age = 16.72 years; Workshop 2: n = 16; M age = 16.56 years). Students in Workshop 2 had more varied support needs and were less motivated to learn video game design than students in Workshop 1. Students completed assessments before and after each workshop and rated their interest in specific workshop activities after each activity. Guided by data from Workshop 1, we revised instructional strategies before conducting Workshop 2. Results: We found little evidence for our hypothesis that attentional style would impact educational engagement. However, video game design self-efficacy and self-determination were often positively associated with engagement. Two industry speakers, one of whom was autistic, were among the highest-rated activities. As hypothesized, video game design self-efficacy and self-determination (and unexpectedly) spatial planning improved from pre- to post-test following Workshop 1. Despite our efforts to use what we learned in Workshop 1 to improve in Workshop 2, Workshop 2 did not lead to significant improvements in outcomes. However, students highlighted instructional strategies as a strength of Workshop 2 more often than they had for Workshop 1. Educators highlighted the importance of group “temperature checks,” individualized check-ins, social–emotional support for students and educators, and fostering a positive atmosphere. Discussion: Findings suggest that interactive multimodal activities, stimulating discussions, and opportunities to engage with neurodivergent industry professionals may engage and empower diverse autistic youth.
AB - Introduction: Autistic people face systemic barriers to fair employment. Informal learning may promote the self-determination transition-age autistic youth need to overcome and/or transform these barriers. This report focuses on the iterative process of developing video game design workshops guided by feedback from autistic students about instructional strategies they found engaging. This study is part of a three-year-long NSF-funded program of research that seeks to empower autistic youth to move toward successful careers by teaching educators how to more effectively guide them. Methods: In the Summer of 2021, educators at an award-winning NYC-based, not-for-profit, education program, Tech Kids Unlimited (TKU) collaborated with researchers, including autistic students, to iteratively develop and assess two online game design workshops for transition-age autistic youth. Participants selected which workshop they were available for (Workshop 1: n = 18; M age = 16.72 years; Workshop 2: n = 16; M age = 16.56 years). Students in Workshop 2 had more varied support needs and were less motivated to learn video game design than students in Workshop 1. Students completed assessments before and after each workshop and rated their interest in specific workshop activities after each activity. Guided by data from Workshop 1, we revised instructional strategies before conducting Workshop 2. Results: We found little evidence for our hypothesis that attentional style would impact educational engagement. However, video game design self-efficacy and self-determination were often positively associated with engagement. Two industry speakers, one of whom was autistic, were among the highest-rated activities. As hypothesized, video game design self-efficacy and self-determination (and unexpectedly) spatial planning improved from pre- to post-test following Workshop 1. Despite our efforts to use what we learned in Workshop 1 to improve in Workshop 2, Workshop 2 did not lead to significant improvements in outcomes. However, students highlighted instructional strategies as a strength of Workshop 2 more often than they had for Workshop 1. Educators highlighted the importance of group “temperature checks,” individualized check-ins, social–emotional support for students and educators, and fostering a positive atmosphere. Discussion: Findings suggest that interactive multimodal activities, stimulating discussions, and opportunities to engage with neurodivergent industry professionals may engage and empower diverse autistic youth.
KW - STEM—science technology engineering mathematics
KW - autistic
KW - engagement
KW - participatory
KW - self-determination
KW - self-efficacy
KW - universal design (UD)
KW - youth
UR - http://www.scopus.com/inward/record.url?scp=85168458777&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85168458777&partnerID=8YFLogxK
U2 - 10.3389/feduc.2023.1179548
DO - 10.3389/feduc.2023.1179548
M3 - Article
AN - SCOPUS:85168458777
SN - 2504-284X
VL - 8
JO - Frontiers in Education
JF - Frontiers in Education
M1 - 1179548
ER -