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i/s Back IssuesVolume 12
No. 6 At the Computer Clubhouse, Boston Youth Direct Their Own LearningJanet Littell Two ten-year-old girls put together a computer animation of blue and red human figures, dancing to upbeat music. A high school junior creates artwork grieving for the victims of street violence, and it's displayed on the P.O.V. Interactive Web site sponsored by PBS. Two other youths create a 40-foot-square, computer-controlled LEGO city that has the lights and sounds of a real city - including a train depot and a power plant. Kids today, so computer savvy. But what makes these projects even more remarkable is that these young artists and builders don't have much access to computers at home or in school. What they do have, though, is a clubhouse. The Computer Clubhouse was established in 1993 by The Computer Museum and Media Lab Professor Mitchel Resnick. It's an environment where kids have the support they need to become confident learners who direct their own projects on computers. The Clubhouse was first envisioned as a place for inner-city youth to get their hands on powerful computing tools, and as a model learning environment for how technology can support learning and community development. The Museum lined up sponsors to get the project started, with Intel providing the largest donation of seed money. Initially, groups of children from underserved communities were brought to the Clubhouse in vans. Now boys and girls in target communities learn about the Clubhouse mostly from their friends. Several satellite clubhouses - each tailored to its community and host organization - have been established. There are Computer Clubhouses at the Harriet Tubman House, the Roxbury Boys & Girls Club, the Patriots' Trail Girl Scout Council, and the Brooklyn (NY) Children's Museum. There's even a Clubhouse in Esslingen, Germany, outside Stuttgart. Life in the Clubhouse Clubhouse members range in age from 8 to 18. They drop by the Clubhouse after school and on Saturdays to design and create with up-to-date computer technology in a casual but high-energy atmosphere. Mentors give feedback and encourage the kids to search their imaginations for follow-on ideas and new possibilities. Members work singly and in groups for days, weeks, or months to implement their ideas on the computer - creating art and animation, game designs, simulations, video clips, musical creations, newsletters, and robotic constructions. There's a high priority on developing a culture of respect and trust. In the often crowded Clubhouse, members also learn how to share - not just equipment, but skills. Instead of educational software, the Clubhouse provides hardware and software for the professional designer - color scanners and software for image processing, animation, multimedia, and 3-D rendering. The Clubhouse has a music and sound-editing studio, and a video studio that's under renovation. One member, Katie Acosta said, "I am getting experience with all kinds of software and computers that I can't get my hands on yet at school." Katie wrote an article about her experience at the Clubhouse for New Moon, a national magazine for girls. Mike Lee, a member with comic book design skills who had lost interest in school, quickly became a mentor for other members. A talented artist who had never used computers before coming to the Clubhouse, Mike developed such expertise that he landed a job creating graphics for a prominent consulting firm. His clubhouse experience made him "more aware of my world." To see some of the collages, self-portraits, and fantastic scenes created by Clubhouse members, go to http://www.tcm.org/resources/clubhouse/pictures.html Ties with MIT The Clubhouse continues to collaborate with the Media Lab, serving as a test bed for new ideas about learning. The Beyond Black Boxes project at the Patriots' Trail Girl Scouts satellite clubhouse introduces inner-city girls to scientific inquiry and experimentation. This summer, a group of the girls developed instruments using Cricket robots to measure, transmit, and graph temperature changes on weather balloons at varying altitudes. The Crickets, developed at the Media Lab through an NSF grant, are LEGO bricks with tiny computers embedded inside. For more information about Crickets and the Beyond Black Boxes project, go to the MIT Epistemology and Learning Group's Projects page at http://el.www.media.mit.edu/groups/el/elprojects.html Looking Ahead Gail Breslow, Computer Clubhouse Director, has even more initiatives in the works. With Computer Museum and sponsor support, the Clubhouse plans to go global, using the practices that have worked best in the Clubhouse and its satellites. Closer to home, the Clubhouse recently launched the Clubhouse-to-College/Clubhouse-to-Career project. This project supports members in planning for the future and realizing their potential. The Clubhouse also intends to expand its online presence. Right now, the Web site at http://www.tcm.org/clubhouse/ explains the Clubhouse philosophy, showcases members' artwork and Web pages, and provides links to satellite clubhouses. In the future, the Clubhouse hopes to provide an online setting where members around the world can collaborate, participate in online simulations, and work in virtual animation labs. A newsletter and member chat room are also planned. Mentors Clubhouse members receive support and guidance from their mentors. Mentors are key to the Clubhouse, and the goal is a ratio of one mentor for every four members. Mentors can be professionals, college students, retirees, or anyone interested in young people and art, animation, music, robotics, or the Web. If you would be willing to share your experiences, serve as a role model, and support member explorations, contact Marlon Orozco at 426-2800 x347 or <orozco@tcm.org>. i/s Home | i/s Back Issues | Volume 12 | No. 6 |