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YouthLearn
Engaging young people in technology-enhanced projects
While he
was directing Street-Level, a youth media organization in Chicago,
Tony Streit heard a common response when he showed youth-made films
to adult
audiences. “People were always asking me, ‘Did kids really make this?’ I’d
say, ‘Of course, but they never would have made it without my involvement.
They didn’t know anything about making a film, so I taught them how to
do that. But they were the experts on their interests and their issues—so
we needed each other.’ For me, the process and the relationships I developed
in my collaborations with young people were more important than the final products.”
Today,
as director of the YouthLearn Initiative, based at EDC’s Center
for Education, Employment, and Community, Streit continues to emphasize the importance
of process and relationships—now within the context of helping educators
in and out of schools develop technology-enhanced projects for young people.
In some respects, YouthLearn blends the best of formal and informal education,
merging the content of good school curricula with the open, youth-centered philosophy
of successful after-school programs. Through its Web site, a resource guide,
workshops, and technical assistance, YouthLearn provides resources and model
projects focused on language arts, multimedia production, and critical thinking—but
the emphasis remains on the things young people care about.
“You need to start with young people’s interests,” says YouthLearn’s
Wendy Rivenburgh. “Their passions drive the content—and that’s
a welcome change for young people. For example, let’s say kids are interested
in skateboarding. You could develop a good project around building a skateboard
park—researching ordinances, creating a budget, seeking community support.
You need to embrace young people’s interests and then cultivate the learning
potential.”
Guidance for Educators
While YouthLearn’s philosophy is youth-centered,
its work is focused primarily on the adults who work with youth
in schools, after-school programs, and community
technology centers. The goal is to improve the teaching and coaching skills
of educators, regardless of the setting. “We work to build
the capacity of educators in and out of school,” says Rivenburgh. “We
want to help them integrate technology and rigorous learning into
whatever kind of program
they’re running.”
The YouthLearn Web site provides guidance on everything
from setting up a technology center to fostering inquiry-based learning.
The emphasis in all of the guidance
is firmly on the quality of the educational experience rather than the equipment.
That perspective reflects the vision of Mario Morino, founder of YouthLearn
and one of the driving forces behind the community technology movement. (YouthLearn’s
home base moved from the Morino Institute to EDC in 2002.)
Streit recalls
the genesis of the YouthLearn project and the gap Morino set out to fill: “In
the early days of the project, you saw this proliferation of equipment
and centers. Everything was about access, access, access. You’d
go into a center with 30 computers, and everyone was playing solitaire.
There was little educational value, it wasn’t creative, and it wasn’t
sustainable. Mario Morino started looking at how to have the program—rather
than the equipment—drive the activities.”
Principles for Youth
Engagement
Central to the YouthLearn approach are three principles for
engaging young people, according to Streit: (1) Young people need
to feel a sense
of ownership;
they
need to feel that they are directing the process. (2) The activities
need to focus on topics and issues that are meaningful to them. (3) Most
young
people,
well into their teens, enjoy interacting and creating with others.
Rivenburgh’s
spontaneous example of the skateboard park project demonstrates the
way that YouthLearn activities seek to guide youth from narrow
interests
to broader community issues, which can yield greater possibilities
for learning. “The
key is to look for issues kids care about that have the potential to
stimulate higher-order thinking and to bring young people together,” says
Streit. “And
there’s an important difference between issues and interests.
The stereotype of young people is that they have frivolous interests
and
no issues—like
fashion or the World Wrestling Federation, for example. Personally,
I think the WWF is pretty frivolous. But maybe you could build off
their
interest in the
WWF to talk about an important issue—like the difference between
real violence and ‘play’ violence and the idea of violence
as entertainment. I’ve
found that it’s easier to bring a diverse group of young people
together around issues, which tend to be more cross-cutting than interests.”
In
fact, many of the young people involved in YouthLearn programs have
gravitated toward serious issues, according to Rivenburgh: “Many
of the projects I hear about focus on issues that resonate community-wide,
not just for the youth
in a community. Young people are using project-based learning to explore
such issues as AIDS awareness, access to technology, homelessness,
drunk driving,
racism, crime, and public safety.”
Encouraging young people to explore and take action in their communities
is a central theme of several YouthLearn projects. Here are excerpts
from some
sample
activities on the YouthLearn Web site:
“Internet Photo Essays” introduces 12- to 14-year-olds
to tools and techniques that can be used to create original digital
content (text and photos) about issues
and events that are important to them. Participants examine news,
arts, and biographical materials as a vehicle to understanding
the similarities and differences between
the personal and social changes they are facing and the challenges
that youth in similar cultures and environments have experienced
in the past. The main goal
is for youth to learn how to collect, analyze, and present factual
and expressive information about social issues that are important
to them.
“The Soil Around Us” project introduces collaborative
reading, writing, and group-work processes, such as brainstorming,
labeling, mapping,
and storyboarding. Computer-based activities emphasize multimedia skills, such
as creating and editing
drawings, photos, and text, and introduce basic Internet navigation
skills. “The
Soil Around Us” is an inquiry-based project. Nine- to 11-year-olds
will formulate questions to which they want to find answers—such
as, What is dirt made of? Are there different kinds of dirt? How
can we use dirt? Is dirt
different in different parts of the world?
The environment, environmental
protection, animal and plant life, natural systems, and life cycles
make up common themes in children’s schoolwork, in the
literature and media they are exposed to, and in their personal
lives. Groups doing this project will have the option to make one
or more of the following
products:
- Multimedia presentations
- A Web site
- Short videos
- Community maps
- A worm-based recycling bin
- A terrarium
- Journals
- Field trip journals
“Four Out of Five Kids Surveyed
. . .” In this project,
kids do a quick survey on a topic of their choice
(preferably related to their community), take
photos to illustrate their findings, and build
a Web page to present and share their results.
In the YouthLearn
model, as in the other models described in this issue, technology
is a means
to an end—the end being creative expression
and critical thinking. But as tools go, it is
a particularly powerful one, according to Streit: “Learning
with technology tends to mirror a kind of ideal
learning. It fosters creativity and experimentation
and collaboration in ways you just can’t
get from a textbook. It’s not whether a
young person can perform certain tasks in Microsoft
Office, but can she figure out how to make the
program do something
she wants to accomplish? That’s what
a digitally literate person is: savvy and creative.”
Developing
Digital Literacy
As part of EDC’s dot-EDU
project, the YouthLearn team is getting a rare
opportunity to examine digital literacy at
its most basic level in a new project in a
remote village in the Democratic Republic of
the Congo. YouthLearn is collaborating
with colleagues from EDC’s Multichannel
Learning Center and the Academy for Educational
Development to build a computer-equipped
resource center in Vanga,
a remote village with 3,000 people, a handful
of computers, and a power generator providing
only three hours of electricity
per day.
The resource center will bring much-needed
materials and information to teachers and students
in the
village, where
illiteracy rates
are high and
books are
scarce—including
copies of the national curriculum. “This
is a very isolated, agricultural village with
very little access to newspapers or other media,” says
YouthLearn’s
Monica Biswas, who spent 10 days in Vanga in
January. “The idea of suddenly
bringing computers and the Internet into this
village without any context is daunting and
could be detrimental. That’s
why we plan to build a strong digital literacy
component into the modules
and the training. In the U.S., digital
literacy is usually taught in a compartmentalized
way: You learn to read and write and then,
much later, you move on
to using technology. Here, we can integrate
those skills.”
YouthLearn plans to develop
a series of modules and then provide intensive
training at the
resource center
for
a small group of
teachers and youth
representatives, who will eventually train
others. A preliminary module might focus on
a distinct
skill—such as searching the Internet—while
also producing resources and information that
will be useful for the village. “For
example, we could set up a science experiment
where the teachers would catalogue the species
of
local plants and conduct research on each species,” says
Biswas. “That
kind of activity would focus on content that’s
important to the village, would create a resource
for use in the classroom
and the community, and would
teach skills of finding and evaluating information
on the Internet.”
“The teachers are eager for new approaches,” Biswas
adds. “They
are interested in learning technological skills and a new ‘active’ pedagogy
that will encourage more student-centered
learning. But we need to keep asking the question, ‘To what end?’ We’d
like to help the village incorporate new
technology and pedagogy
in ways that will help the community
develop and improve its economic condition.”
For questions or comments, contact mosaic@edc.org.
Copyright 2000-2003
Education Development Center, Inc. All Rights Reserved.
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