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Creativity, Collaboration, and Community: 
Inspiring Youth Through Technology
WHAT IS THE COMPUTER CLUBHOUSE? 
A creative out-of-school digital design studio where 
young people from underserved communities work with adult mentors 
to express themselves through “STEAM” -- 
Science, Technology, Engineering, Arts, and Math
COMPUTER CLUBHOUSE LEARNING MODEL 
LEARN BY DESIGN 
People learn best when they are actively engaged in designing, creating, and inventing, 
not just passively receiving information. 
FOLLOW YOUR INTERESTS 
When people care about what they are working on, they are willing to work longer and harder, 
and they learn more in the process. 
FOSTER RESPECT & TRUST 
In places where everyone’s ideas and opinions are respected, people are more likely to 
take risks and experiment—and thus more likely to learn and innovate. 
BUILD A COMMUNITY 
When people collaborate with others of diverse ages, cultures, genders, and 
backgrounds, they gain new perspectives for understanding the world—and 
themselves.
Our Global Network 
100 
Clubhouses 
IN 20 
COUNTRIES 
To find a Clubhouse near you, visit: 
www.computerclubhouse.org/locations
Who hosts Computer Clubhouses?
“Typical” Computer Clubhouse Day
How Are Clubhouses supported 
• Professional development 
• Evaluation and assessment 
• Curriculum and operational assistance 
• Career/College resources 
• Partnership opportunities 
• Biennial Teen Summit
Our Clubhouse Network Partners
Factors for Success 
People 
Staff and mentors who are comfortable learning shoulder-to-shoulder with youth, 
have the ability to “seize the moment” in engaging a youth’s interests, and foster 
a sense of community. 
Organizational leadership 
Top-down commitment to the professional development and nurturing of staff, and to a learning model that 
can appear chaotic, takes time to bear fruit, and produces results that are impactful but not always easy to 
measure in quantitative terms. 
Relationships 
Effective mentoring practices and the prioritization of relationships of trust, respect, and risk-taking 
over content knowledge. 
Innovative uses of technology 
A physical space with a creative, inviting look and feel, connections to STEM resources so 
youth build awareness and interest, and an environment that fosters collaboration with 
others of diverse ages, cultures, genders, and backgrounds.
Clubhouse Creative Competencies 
• identify as a creator 
• gain confidence in creative expression, shown through 
experimentation, iterating, remixing, and persisting through 
failures 
• develop technical tool literacy 
• build awareness of and interest in STEAM concepts, careers 
• collaborate and mentor
Deep Impact over time 
• 94% of Clubhouse youth plan to continue their education 
beyond high school. 
• 97% of Alumni said the Clubhouse was THE most important 
source of support for setting high goals and expectations for 
themselves. 
• 82% of Alumni said they are currently using the tools and 
technologies they learned at the Clubhouse professionally
Clubhouse Youth Voices
the Clubhouse helps youth build 
21st Century Skills, Including… 
•problem-solving 
•project management 
•effective communication 
•collaboration 
•technology competence
Problem-solving skills 
Members who visit more frequently and stay longer 
score higher on measures of problem-solving competence. 
Problem Solving Competence, by Visit Frequency and Length 
Problem Solving Competence 
52 
60 63 
47 
70 
60 
50 
40 
30 
20 
10 
- 
Visit Frequency Visit Length 
% scoring at or above average 
Low High
Technology Competency 
Members who visit more frequently and stay longer score higher overall in technology 
competency vs. those who come only monthly 
Overall Tech. nology 
39 
55 57 
44 
60 
50 
40 
30 
20 
10 
- 
Visit Frequency Visit Length 
% scoring at or above average 
Low High
Relationship with adults 
Relat ionships with Adults 
54 54 
45 45 
60 
50 
40 
30 
20 
10 
- 
Visit Frequency Visit Length 
% scoring at or above average 
Low High
school engagement 
Members who visit more frequently and stay longer 
score higher on school engagement than those who only come monthly 
School Engagement 
56 57 
45 48 
70 
60 
50 
40 
30 
20 
10 
- 
Visit Frequency Visit Length 
% scoring at or above average 
Low High
sense of the future 
Members who visit more frequently and stay longer 
score higher on sense of the future than those who only come monthly
sense of Belonging 
Members who visit more frequently and stay longer 
score higher on sense of belonging than those who only come monthly
more 
Gail Breslow, Director, Intel Computer Clubhouse Network, 
gbreslow@mos.org 
https://www.facebook.com/computerclubhouse 
https://twitter.com/intelclubhouse 
www.computerclubhouse.org
WCIT 2014 Gail Breslow - Creativity, Collaboration, and Community: Inspiring Youth through Technology

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WCIT 2014 Gail Breslow - Creativity, Collaboration, and Community: Inspiring Youth through Technology

  • 1. Creativity, Collaboration, and Community: Inspiring Youth Through Technology
  • 2. WHAT IS THE COMPUTER CLUBHOUSE? A creative out-of-school digital design studio where young people from underserved communities work with adult mentors to express themselves through “STEAM” -- Science, Technology, Engineering, Arts, and Math
  • 3. COMPUTER CLUBHOUSE LEARNING MODEL LEARN BY DESIGN People learn best when they are actively engaged in designing, creating, and inventing, not just passively receiving information. FOLLOW YOUR INTERESTS When people care about what they are working on, they are willing to work longer and harder, and they learn more in the process. FOSTER RESPECT & TRUST In places where everyone’s ideas and opinions are respected, people are more likely to take risks and experiment—and thus more likely to learn and innovate. BUILD A COMMUNITY When people collaborate with others of diverse ages, cultures, genders, and backgrounds, they gain new perspectives for understanding the world—and themselves.
  • 4. Our Global Network 100 Clubhouses IN 20 COUNTRIES To find a Clubhouse near you, visit: www.computerclubhouse.org/locations
  • 5. Who hosts Computer Clubhouses?
  • 7. How Are Clubhouses supported • Professional development • Evaluation and assessment • Curriculum and operational assistance • Career/College resources • Partnership opportunities • Biennial Teen Summit
  • 9. Factors for Success People Staff and mentors who are comfortable learning shoulder-to-shoulder with youth, have the ability to “seize the moment” in engaging a youth’s interests, and foster a sense of community. Organizational leadership Top-down commitment to the professional development and nurturing of staff, and to a learning model that can appear chaotic, takes time to bear fruit, and produces results that are impactful but not always easy to measure in quantitative terms. Relationships Effective mentoring practices and the prioritization of relationships of trust, respect, and risk-taking over content knowledge. Innovative uses of technology A physical space with a creative, inviting look and feel, connections to STEM resources so youth build awareness and interest, and an environment that fosters collaboration with others of diverse ages, cultures, genders, and backgrounds.
  • 10. Clubhouse Creative Competencies • identify as a creator • gain confidence in creative expression, shown through experimentation, iterating, remixing, and persisting through failures • develop technical tool literacy • build awareness of and interest in STEAM concepts, careers • collaborate and mentor
  • 11. Deep Impact over time • 94% of Clubhouse youth plan to continue their education beyond high school. • 97% of Alumni said the Clubhouse was THE most important source of support for setting high goals and expectations for themselves. • 82% of Alumni said they are currently using the tools and technologies they learned at the Clubhouse professionally
  • 13. the Clubhouse helps youth build 21st Century Skills, Including… •problem-solving •project management •effective communication •collaboration •technology competence
  • 14. Problem-solving skills Members who visit more frequently and stay longer score higher on measures of problem-solving competence. Problem Solving Competence, by Visit Frequency and Length Problem Solving Competence 52 60 63 47 70 60 50 40 30 20 10 - Visit Frequency Visit Length % scoring at or above average Low High
  • 15. Technology Competency Members who visit more frequently and stay longer score higher overall in technology competency vs. those who come only monthly Overall Tech. nology 39 55 57 44 60 50 40 30 20 10 - Visit Frequency Visit Length % scoring at or above average Low High
  • 16. Relationship with adults Relat ionships with Adults 54 54 45 45 60 50 40 30 20 10 - Visit Frequency Visit Length % scoring at or above average Low High
  • 17. school engagement Members who visit more frequently and stay longer score higher on school engagement than those who only come monthly School Engagement 56 57 45 48 70 60 50 40 30 20 10 - Visit Frequency Visit Length % scoring at or above average Low High
  • 18. sense of the future Members who visit more frequently and stay longer score higher on sense of the future than those who only come monthly
  • 19. sense of Belonging Members who visit more frequently and stay longer score higher on sense of belonging than those who only come monthly
  • 20. more Gail Breslow, Director, Intel Computer Clubhouse Network, gbreslow@mos.org https://www.facebook.com/computerclubhouse https://twitter.com/intelclubhouse www.computerclubhouse.org

Notas del editor

  1. Founded in 1993 by MOS (or TCM) in collab with the MIT Media Lab – most notably Mitchel Resnick and Natalie Rusk. “STEAM” hadn’’t been coined back then, but from the beg, two-fold purpose: respond to what was already back then a growing gap in haves and have-nots wrt technology and more broadly oppty. And the lack of oos spaces where young people from underserved n’hoods could gather to really express themselves with tech. Other programs at the time: play computer games, or take a class in Word or Excel.
  2. The Youth Impact that results: Skill-building; sense of empowerment and validation; supportive relationships; identity formation and multicultural competence. Example: Not just for youth that are interested in STEM. Skateboarding example – design a skateboard park, trick it out w/LED lights that blink faster and faster as your speed picks up, or with a hand-held horn you can program to honk whenever you pass someone.
  3. 100 Clubhouses in 20 countries. ICCN provides start-up and ongoing support to CHs.
  4. Youth Outcomes Youth members express a change in attitude, such as: More familiarity with technical tools and skills involved with making. Increased interest in creative expression and confidence to experiment. Feeling: "I know more about design and engineering." Self efficacy to lead their own learning activities and in turn teach others = "I feel empowered"   More specifically, youth express change in attitude or demonstrate advancement in creative competencies for making, including their: identify as a creator or maker and then act upon it by creating projects in the Clubhouse and beyond (intrinsically motivated by personal interest); demonstrated as an expressed sense of self empowerment confidence in creative expression, show through experimentation, iterating, remixing and persistence through failures; also transferring content across media types (transmedia storytelling) technical tool literacy, including utilizing variety of tools, materials and many different resources, including open-source programs, accessible electronics and hackable gadgets for personal fabrication and DIY engineering tools for: design: 2D and 3D sketches or blueprints; coding for software, apps, or games, etc. physical making: joining, mechanics, electronics, cutting, fixturing, power (batteries), extension (3D printers, cutters, etc), textiles (soft circuits) and other crafting awareness of science, technology, engineering, arts, and math (STEaM) subject core concepts, such as: conductivity, completing an electrical circuit, grounds, high voltage, connectors such as alligator clips, switches, user interface design, debugging, basic circuit layout, human factors, and ergonomics; musical and other performing arts, auditory aesthetics, visual aesthetics, and attending to audience reception and social context. collaboration and networking, working in pairs or teams to enhance personal projects, peer-mentor around technical skills sharing or to create group projects.
  5. Youth Outcomes Average length of engagement almost 5 years. Most kids come more than 1x a week. 9.1% heard about the CH from an adult.