Center for Children & Technology

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Out of School Time

Kids learn no matter where they are. Organized but informal learning environments offer a huge range of programs for youth. In recent years, these program have experienced significantly expanded demand to address accountability – more pressure to explain, document, evaluate their programming. Programs that were once recreational are now expected to be associated with learning outcomes, etc. All kinds of programs are struggling to figure out what is core to their “OST” quality (what makes them different from school and hence valuable) and what can be adjusted so that there is more focus on learning. The struggle is maintaining the originality and richness of various programs while making sure we’re not losing opportunities to give kids as much constructive stimulation to learn as possible.

CCT staff who have played prominent roles in this domain include Laura Jeffers and Harouna Ba.

  • Snapshot 1
    Images of the African-American Lives toolkitThirteen/WNET New York asked CCT to evaluate its effort to use the African American Lives television series in after school settings as tool to engage underserved teens in investigations of their own histories. Although the development of ICT and digital literacy skills was not the primary goal of the initiative, members were asked to produce their final projects using multimedia. Our research found that, as a result, many members had an opportunity not only to make historical discoveries but to translate what they had learned into electronic forms, an important added benefit of the program.
  • Snapshot 2
    Images of the Clubhouse Toolkit Cover As part of our independent evaluation of the Intel Computer Clubhouse Network, we developed Creating in the Clubhouse: Tools for Conversations and Portfolio Development, a set of materials to foster conversations within the Clubhouse and establish a portfolio system to help Clubhouses document how youth develop and grow over time. The tools serve two main functions. They encourage students and staff to share illustrations, designs, writing, and other creations. They also instill a culture of feedback, reflection, and conversation about the work.