
Intel Computer Clubhouse Network
Background History
Funded in part
with seed money from the Intel Foundation in 1993, the Computer Clubhouse
was created by The Computer Museum (now part of the Museum of Science,
Boston) in collaboration with the MIT Media Laboratory. The goal is
to serve young people from underserved communities who use powerful
computer tools to work on extended projects related to their own interests
and experiences.
In February 2000,
Intel Corporation announced an additional $20 million investment to
establish the Intel Computer Clubhouse Network of 100 Computer Clubhouses
worldwide based on the success of the original Computer Clubhouse. The
100 Intel Computer Clubhouses will join the flagship in Boston and 11
existing Computer Clubhouses previously established in areas such as
Boston; Gum Springs, Va.; Bogota, Colombia; and Esslingen, Germany.
The Computer Clubhouse
learning model has gained international recognition among educators
and community leaders and serves as an illustration of how technological
tools can support learning, creative expression, and community development.
In 1997, the Computer Clubhouse was awarded the prestigious Peter F.
Drucker Award for Nonprofit Innovation. The Computer Clubhouse was chosen
for making a difference in the lives of the people it serves, having
measurable outcomes, and providing an innovative model that could be
replicated by others.
The Intel Computer
Clubhouse Network, based at the Museum of Science, will serve as the
center of innovation and technical expertise, and will provide ongoing
support, programmatic guidance, and technical assistance for community-based
Intel Computer Clubhouses around the world.
Intel’s
Perspective: Access To Technology Is Only The First Step
Technology access
is the starting point, not the end solution. Mitchel Resnick of the
MIT Media Lab explains, “at many other centers, the main goal is to
teach young people basic computer techniques (such as keyboard and mouse
skills) and basic computer applications (such as word processing). At
the Computer Clubhouse, in contrast, the goal is for participants to
learn to express themselves fluently with new technology.” The Computer
Clubhouse model is based on: supporting learning through design experiences;
helping youth build on their own interests; cultivating an emergent
community; and, creating an environment of respect and trust. In this
“invention workshop,” Clubhouse youth, aged 8 to 18, express themselves
through projects based on their own interests to become designers of
computer-based products, not just consumers.
Youth work closely
with adult mentors to explore their own ideas, develop skills, and build
confidence. Clubhouse youth only play computer games they design; watch
videos they create; or listen to music they compose themselves. They
can try out new ideas, take risks, be free to create, become inspired
and, ultimately, become active participants in a changing world.
By: Miguel
Salinas, Intel Corporation, (408)765-3328, miguel.m.salinas@intel.com
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