The Computer Clubhouse is a creative out-of-school program where young people can learn STEAM skills like science, technology, engineering, arts, and math by working with adult mentors on projects. They use a learning model of letting youth follow their interests by designing, creating, and inventing using various technologies. There are over 100 Clubhouses worldwide that provide supportive communities for youth to build skills through collaboration. Research shows that youth who participate more frequently in Clubhouse activities demonstrate stronger problem-solving, technology, and relationship skills as well as greater school engagement and sense of future opportunities.
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
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
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.
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.
100 Clubhouses in 20 countries. ICCN provides start-up and ongoing support to CHs.
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.
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.