The Clubhouse is guided by four principles:
The Computer Clubhouse gives participants the opportunity to become designers and creators--not just passive consumers--of technology. The Clubhouse provides the resources, materials, and tools for young people to develop projects in the following areas:
Rather than playing games with computers, young people learn how to use professional software for design, exploration, and experimentation. In the Clubhouse, young people can try for themselves what it is like to be an architect, engineer, composer, artist, journalist, scientific researcher, computer programmer, and a wide array of other professions in the modern workplace.
When young people first visit the Clubhouse, they are able to choose among introductory exploration activities, including designing their own dream house, mixing their own digitized music, experimenting with image processing, and building a computer-controlled amusement park ride. As they continue their involvement in the Clubhouse program, participants begin to develop more in-depth projects, either individually or as part of a project team. The Clubhouse provides many youth with their first experience devoting themselves to the development of a project over a period of weeks or months.
The Clubhouse educational approach is also based on research that shows the importance of interpersonal relationships and community in the learning process, particularly for adolescents. Young people are influenced a great deal outside of school by the people around them, peers as well as adults. In the Clubhouse, young people interact with other youth and adults who are enthusiastic about learning and are interested and invested in their work. Clubhouse members become part of a community that values and respects hard work and the pursuit and sharing of ideas and knowledge.
The Computer Clubhouse: Technological Fluency in the Inner City
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