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Synthesis of YL Discussion List Thread: "Using computers with kids in afterschool"
(also titled-- "YMCA::kids::Computers")

In winter/spring of 2005, we had an interesting discussion on the YouthLearn discussion list, prompted by a member of the YL Community, Matt Crichton. He posed a series of challenges faced in his afterschool program. Clearly, these challenges were very familiar to others, and over 17 YL members responded with ideas, solutions and philosophies about his scenario. These are summarized below.

You can find the entire discussion on our archives, which took place between dates— February 22 and March 11, 2005, at: "http://mailman.edc.org/pipermail/youthlearn/2005/date.html#start"

Challenges & Questions

  • Kids are not motivated to use computers, and it is hard to keep their attention focused on the activity at hand.
  • The time schedule does not provide a structured time to come to the computer lab.
  • The equipment is old, and only 3 of the desktop work stations are functioning.
  • Girls do not get involved with technology
  • What are learning activities that can be used to get the kids started using computers?
  • Recommendations from YL Community

    Reflect on and choose deliberately your program’s learning model:

    Members discussed various models and philosophies that drove decisions about their program. Malcolm Hoover, of Intel Computer Clubhouse, recommends a learning model that “encourages young people to become ‘technologically fluent’. [They] encourage the young people to develop their own projects, based on their interests… and in ways that reflect who they are as individuals. It implies a development that is self directed.”

    Jill Denner’s strategy is to help young people become technologically-fluent by starting with what they know, and then scaffold their experiences so that they build on that. It is important to not “rescue” them with all the answers, but to support them as they explore the technology to learn about how it works, and what they can accomplish with it.

    Steve Wright also reminded us that the use of technology should be intentional. The goals of activities should be based around learning of various content areas—the technology can provide tools and means to accomplish those goals. A number of people (including Rodney Chatham, Mary Furnas) indicated the importance of knowing how to use and apply technology in creating opportunities for young people, for their lives, and for their communities.

    Integrate technology into other activities:

    “Kids may run away from 'technology' because it is a reminder of [activities they encounter in] school”. Members of the list asserted that technology is not an end in itself-- it is a tool for learning, for self-expression, for art. As such, they recommend integrating computer activities into non-computer activities. For instance, use the technology to document or add elements to an arts and crafts project they are working on.

    Organize interesting activities (restated—Organize activities that are interesting to young people!):

    Also, make sure the activities that use the computers are of interest to the young people. Examples of popular activities are: Tux Typing and Tux Paint, Garage Band (MAC) for recording and mixing.

    Acrostic Poetry, proposed by Liza Jennifer, is a simple, but interesting way for young people to get acquainted with PowerPoint to introduce themselves and their interests to their peers. Ann Humphrey has used word processing software in afterschool English classes to create visual typography poems, utilizing text formatting functions such as: fonts, size, and color.

    Another example of a project, recommended by both H Struve and Brady Mitchell, is to have young participants work on repairing and recycling old computers. In taking apart the computer, they learn about the component parts, and can talk to experts about how to update the equipment. This activity can also succeed in reducing some of the mystery that causes some youth to be fearful of technology. Resources for this can be found at an IT company, a university, etc. Universities may also have surplus equipment (because they change computers every few years).

    Brady Mitchell has used GPS tools to create a scavenger hunt for young people, which teaches use of maps and compass for navigation. Through activities based on GIS, young people learn how maps are created on computers and reinforce their skills and knowledge in Geography.

    Pay attention to gender dynamics:

    It is also important to pay attention to gender issues, because, as Steve Bean of Girls Creating Games pointed out, different conditions may help girls feel more comfortable with the technology. Important questions to consider are: Is the climate, and the physical structure of the room inviting to girls? Are the activities collaborative, and do they allow youth to deal with issues of identity and self-expression? Pair Programming, and other learning structures that encourage collaboration, can also stretch the impact you can have with a fewer number of computers.

    Personal experiences from YL Community members:

    In addition, we heard powerful personal experiences from a number of YL members-- specifically Nettrice Gaskins and Malcolm Hoover shared their memories about how they became inspired by the power of technology. Malcolm, as a young boy, came to explore computers with the mentoring of his mother’s tech-savvy colleagues, who helped him see how this machine could be used for his personal interests. Nettrice only became interested in computers after a teacher showed her how to use the technologies to make art, combining her poetry with images and creating a portfolio that helped her earn a merit scholarship to college.

    For more stories and details, go to the archives of the “ymca::kids::computers” discussion at: http://mailman.edc.org/pipermail/youthlearn/2005/date.html .

    Recommended Resources:

    1. The Net Effect: Girls and New Media
    2. The Girl Difference: Short-circuiting the Myth of the Technophobic Girl
    3. Girlsgotech.org
    4. Studio 2B: The Place for Teens
    5. BAVC's BrainGlow: Ideas and Tools for Digital Storytelling
    6. Tux Typing
    7. Tux Paint
    8. Utah 4H
    9. Instructional Access (commercial course in Office suite for teachers)
    10. Children's Technology Review (contains software reviews with subscription, and some free available on website)
    11. ACC software review
    12. ACC Afterschool Resources
    13. Tech Corps
    14. YouthLearn Technology in Afterschool Web Profiles

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