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December 1, 2009
Inside the Computer Clubhouse (Part One of Three)The Computer Clubhouse is a worldwide network of digital literacy programs in after-school settings. The first clubhouse program started in 1993 at the Boston Computer Museum, an outgrowth of the work being done at the MIT Media Lab by Mitchel Resnick and Natalie Rusk. By 2007, there were more than one hundred clubhouses world wide. I I have long admired the extraordinary impact of the Computer Clubhouse movement, having had the privilege to get to know Resnick and others associated with the project during my many years at MIT. Few other programs have had this kind of impact on learning all over this planet, getting countless young people more engaged with the worlds of programming and digital design through an open-ended, constructionist practice, which respects each learner's goals and interests. A new book, The Computer Clubhouse: Constructionism and Creativity in Youth Communities, pays tribute to the fifteen year plus history of the movement, sharing some of its key successes, and offering key insights into what has made the Clubhouses so successful. The highly readable book, addressed to educators of all kinds who want to make a difference in addressing the digital divide and the participation gap, was produced for the Teacher's College Press by some key veterans of the movement -- Yasmin B. Kafai, Kylie A. Peppler, and Robbin N. Chapman. I know this book is going to be of great interest to many of you who follow this blog because of your interest in new media literacies. The publisher was nice enough to arrange an interview with the editors for this blog and I will be sharing their perspectives over the next three installments. In this installment, they share something of the goals and history of the clubhouse movement. In future installments, we will dig deeper into its global impact and its governing pedagogical assumptions. Kalfai's work will already be familiar to regular readers, since she participated in an interview I did a year or so back with the editors of Beyond Barbie and Mortal Kombat: New Perspectives on Gender and Gaming. How would you describe the vision behind the Computer Clubhouse movement? What factors led to the creation of the first Computer Clubhouse? YASMIN: It all started out in the Computer Museum. Yes, in the late 80's there was a museum with a walk-through computer in Boston (it has since then moved into the Museum of Science). Coincidentally it was right next to the Children's Museum with the mission to make information technology more accessible to the public. Many of the exhibits in the museum allowed visitors to take a closer look at the inner working of a computer and some even asked them to make things, like robots. Those turned out to be the really popular exhibits with kids; so popular that some kids would come back and sneak past admissions into the museum in order to play with the computers. Remember, computers at home or in school were rare in those days. This led Natalie Rusk, the education director at the computer museum, to talk with Mitchel Resnick and Stina Cooke to propose an after school space to which youth could come independent from the museum with a special focus on creating things with technology. Can you define constructivism? How has this philosophy shaped the work of the computer clubhouses? ROBBIN: Constructionism is project-based learning that occurs through the building and rebuilding of projects that you share with others. I view constructionism as an organic learning model because it grows in depth and breadth as it is expressed different local learning environments. This ability to adapt keeps the model regionally relevant and robust.
KYLIE: Currently, the Computer Clubhouse Network is an international community of over 100 Computer Clubhouses located across 21 different countries around the world. The whole movement started with the opening of the Flagship Clubhouse in Boston in 1993 and grew with support from the Intel Foundation and several others to reach the point that it's at now. In my opinion, there are three crucial ingredients that led to the success of Computer Clubhouse movement.
Yasmin Kafai, professor of learning sciences at the Graduate School of Education at the University of Pennsylvania, has led several NSF-funded research projects that have studied and evaluated youth's learning of programming as designers of interactive games, simulations and media arts in school and afterschool programs. She has pioneered research on games and learning since the early 90's and more recently on tween's participation in virtual worlds, which is now supported by a grant from the MacArthur Foundation. She has also been influential in several national policy efforts among them "Tech-Savvy: Educating Girls in the Computer Age" (AAUW, 2000). Currently, she is a member of the steering committee for the National Academies' workshop series on "Computational Thinking for Everyone". Kafai is a recipient of an Early Career Award from the National Science Foundation, a postdoctoral fellowship from the National Academy of Education, and the Rosenfield Prize for Community Partnership in 2007. Kylie Peppler is an Assistant Professor in the Learning Sciences Program at Indiana University, Bloomington. As a visual and new media artist by training, Peppler engages in research that focuses on the intersection of the arts, media literacy, and new technologies. A Dissertation-Year Fellowship from the Spencer Foundation as well as a UC Presidential Postdoctoral Fellowship has supported her work in these areas. Her research interests center on the media arts practices of urban, rural, and (dis)abled youth in order to better understand and support literacy, learning, and the arts in the 21st Century. Peppler is also currently a co-PI, on two recent grants from the National Science Foundation to study creativity in youth online communities focused on creative production. Dr. Robbin Chapman is currently the Manager of Diversity Recruitment for the MIT School of Architecture and Planning and Special Assistant to the Vice-Provost for Faculty Equity. She is responsible for strategic leadership and development of Institute-wide faculty development programs and graduate student recruitment initiatives. She is PI on a Department of Education grant project that is underway in schools in the Birmingham, Alabama public school system. 2 CommentsLeave a Comment
Henry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here. |
While the 5th Dimension project does not focus on technology as curricular content, it has been in existence as a clubhouse style program in many sites around the world since the 80s as well. The program, with local variations, is based on sociocultural theory of learning: "The Fifth Dimension instantiates principles of a family of theoretical perspectives that view learning and thinking as socially distributed, contextual, and dependent upon participation in cultural activity."
The 5thD clubhouse program focuses on literacy as an instrumental and culturally meaningful activity outside the school setting. The non-school setting is intended to support the creation and maintenance of an alternative context for what often pass as "school skills." In each club, the cultural setting foregrounds play and exploration around a narrative that includes an off-site wizard, with whom kids correspond. There is also a constructed, present, over-sized maze of rooms that kids move through with toy markers as they level up through experience with the computer games and tasks available in the club. Staffed largely by trained undergraduate students, the 5thD settings are designed to draw out and extend competence that is often presumed to not be there in the kids in school.
Here is one local site that has been in operation at the Boys and Girls Club of Whittier, since the inception of the program. Here is a theoretical piece from the LCHC lab at UC San Diego, where the program began with Mike Cole's vision.
Hmm, I didn't clearly indicate that this is an afterschool COMPUTER clubhouse program. (nose on my face).