Rusk, N.,
Resnick, M., & Cooke, S. (2009). Origins and guiding principles of the Computer
Clubhouse. In Y. B. Kafai, K. A. Peppler & R. N. Chapman (Eds.), The Computer Clubhouse: Constructionism and
Creativity in Youth Communities (pp. 17 - 25). New York: Teachers College Press.
Our team is researching the topic
of technology in informal/non-formal education settings and this article
discusses a particular program that is based specifically on the use of
technology. The program, called
Computer Clubhouse, was started over 15 years ago in response to youth's
interest in a hands-on program that had taken place at the Computer Museum in
Boston. In the article the authors discuss the principles that were used to
found the program and which still heavily influence it today. These principles
speak directly to our course topics of community, identity, and design.
The first principle is to support learning through design
experiences. The authors believe
that "too many educational initiatives try to transmit or deliver information
to learners" (p. 18) so this principle, based on constructionism, seeks to
allow learning to be a creative process, where learners are creating something
that is meaningful to themselves or others around them. The authors include the creative design
spiral (see below) to illustrate the process that Clubhouse members use when
working on projects.
The second principle of the Clubhouse is to help members build on their
own interests. As the authors
state, "helping youth develop their interests is not just a matter of letting
them do what they want... they need support to make [their] fantasies come true"
(p. 20). Under this
principle, technology (specifically the computer) is used in many different
domains, allowing students to try out a variety of things like music, art, math
and science. Students are encouraged to develop their own identities through
exposure to a wide variety of activities.
The third principle is to cultivate an emergent community of
learners. The typical computer lab
closely resembles the first of the two pictures that we (Team 1) posted in
class on Tuesday. Computer
Clubhouse spaces are designed to have the feel of a creative design studio and
to facilitate students (and students and mentors) working together. Communities emerge over time based on
common interests and students are able to "float" in and out of communities at
any time as their interests develop/change. The communities include mentors from diverse cultural and
academic/professional backgrounds, which allows students to be exposed to
people who are working on things that they care about. This may be something that these students
do not get to experience outside of the Clubhouse environment.
The final principle of the Clubhouse is to create an environment of
respect and trust. None of the
other principles can be put into practice without this type of environment. Students need a place where they feel
safe to try new things and where they will not be criticized for their ideas or
mistakes.
The Clubhouse provides a good
model for a successful informal/non-formal education program that integrates
technology. In my opinion, it also
provides a good model that formal education should try to embrace. I often wonder why some
schools/teachers tend to see things like respect for students and their
interests and the development of community as less than important in the traditional school setting. If these principles were applied in "regular" school
settings, perhaps more students would be successful and see school in a
positive light.
Hey everyone. I tried for quite a long time to fix the fact that everything on the left is cut off, but was unable to do so. I apologize for that. If you are unable to figure something out based on what is there, please let me know.