Science inquiry using the Computer Clubhouse model

According to the Massachusetts Science and Technology Curriculum Frameworks, all students should be able "to investigate and demonstrate methods of scientific inquiry and experimentation." To meet this objective, new ways are needed to engage young people in inquiry-rich experiences that capture their interest and imaginations. In 1997 the Computer Clubhouse launched Beyond Black Boxes: Scientific Inquiry at the Computer Clubhouse, a unique initiative supported in part by the Massachusetts Cultural Council's Science in the Community Program. Beyond Black Boxes has had a powerful impact on nearly 200 inner-city girls, increasing their scientific knowledge and literacy, building their self-confidence, influencing future career plans, and expanding their horizons. A collaboration with the Patriots' Trail Girl Scout Council (PTGSC), BBB has generated a high degree of family involvement, suggesting the girls have inspired not only themselves but others in their network of family and friends.

To build on the experience and lessons learned of Beyond Black Boxes, and to reach even more young people from under-served communities in even more compelling ways, the Computer Clubhouse Network at the Museum of Science, with partial support from the Massachusetts Cultural Council, has launched Beyond Four Walls: The Computer Clubhouse as Invention Studio. A collaboration with the Boys & Girls Clubs of Boston (BGCB), Beyond Four Walls develops activities that allow youth to learn through design, invention, and self-discovery. The project aims to attract and engage youth with different interests and skills, to offer multiple entry points and different avenues for their involvement, and to blend the natural world with the world of design and invention. The objectives are to:

The Boys & Girls Clubs of Boston are serving as hosts for the project. It is beginning as a pilot in one Club and will be rolled out to all five of the Boston Clubs over time. Sessions are planned in the Spring, Summer, Fall, and Winter of each of three grant years. Each session will accommodate approximately 12 participants. Youth will spend at least one afternoon a week in the Computer Clubhouse, in other areas of the Club engaged in their projects, or on field trips. Participants keep journals about their work and will document their activities on the Beyond Four Walls Web site.

Beyond Four Walls is designed to reach out to youth who might not think of themselves as interested in science and technology, but who have a natural curiosity about the things that interest them. Youth can use scientific inquiry in every area of a Boys & Girls Club. In the gym or on the playing field, they can investigate why a football's shape and spin enable it to travel straight for long distances, why a curve ball curves, and why the arch on a basketball contributes to its chances of going in the hoop. In the Games Room, youth can analyze the math and physics of the game of pool and design a "virtual" game that simulates the trajectories, spin, and speed of the balls as they travel across the pool table. Youth in the Club's Arts program can design kites that not only are attractive but also contain instruments that allow them to measure atmospheric conditions at different altitudes. Some youth might decide to work together with a staff member or mentor to create a garden at their Club. Some could take charge of preparing and planting the garden, while others might film the entire process for a documentary, which could be produced in the Clubhouse using video-editing tools. Youth might also interview landscape designers or organize "job shadow" days to learn about career possibilities. Over the course of the project's lifetime, participants could monitor their garden's progress in various ways, through data collection and analysis, scientific journal entries, photography, video, and a Web site.

Because Beyond Four Walls takes science-based activities outside the four walls of the Computer Clubhouse into all areas of the Club and the physical world around it, the initiative reaches not only the youth who participate but also members of their family, staff throughout the Clubs, and members of the community as a whole. The Computer Clubhouse Network also plans to document project activities and share them with other Clubhouses and Boys & Girls Clubs, so that others can organize their own scientific design and inquiry projects.

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