Design projects engage students actively in the learning process by giving them control and responsibility over creative problem-solving through interdisciplinary work. When students design things, they gain new ideas which lead them to further design work in a positive feedback loop of learning. The Clubhouse approach is inspired by constructivism, which views learning as an active process of knowledge construction, and constructionism, which argues learning occurs best through constructing things in the real world.
Design projects engage students actively in the learning process by giving them control and responsibility over creative problem-solving through interdisciplinary work. When students design things, they gain new ideas which lead them to further design work in a positive feedback loop of learning. The Clubhouse approach is inspired by constructivism, which views learning as an active process of knowledge construction, and constructionism, which argues learning occurs best through constructing things in the real world.
Design projects engage students actively in the learning process by giving them control and responsibility over creative problem-solving through interdisciplinary work. When students design things, they gain new ideas which lead them to further design work in a positive feedback loop of learning. The Clubhouse approach is inspired by constructivism, which views learning as an active process of knowledge construction, and constructionism, which argues learning occurs best through constructing things in the real world.
person transmitting information to an- other, like this: Design projects engage kids as active participants, giving them a greater sense of control and responsibility for the learning process.
Design projects are often interdisciplinary, bringing to-
gether ideas from art, technology, math, and sciences.
Design projects help kids learn to put themselves in the
minds of others, since they need to consider how others will Increasingly, educators are recognizing use the things they create. that this “transmission approach” doesn’t work very well. Research has Design projects provide opportunities for reflection and shown that people learn best not when collaboration. they are passively receiving informa- tion, but when they are actively en- Design projects set up a positive-feedback loop of learning: gaged in exploring, experimenting, and when kids design things, they get new ideas, leading them expressing themselves (sometimes to design new things, from which they get even more ideas, known as the 3 X’s). leading them to design yet more things, and so on.
More and more schools are focusing
on learning-by-doing, engaging stu- dents in hands-on activities. Computer Clubhouses follow a similar strategy, Constructivism and Constructionism but go a step further: members don’t The Clubhouse learning-by-designing approach is inspired by simply get their hands on computers, two important theories of learning and education. they use computers to design, create, and invent things. It’s not just learning- The constructivist theory The constructionist approach by-doing; it’s learning-by-designing. of learning, developed by to education, developed by MIT Swiss psychologist Jean Pia- professor Seymour Papert, is get, views learning as a very based on two types of construc- active process in which people tion: it argues that people con- continually construct new struct new knowledge especially Further reading… knowledge from their well when they are engaged in experiences in the world. constructing things in the world. Mindstorms: Children, Computers, and According to this theory, They might be constructing sand Powerful Ideas, by Seymour Papert people don’t get ideas, they castles, LEGO machines, or com- (1980). An inspiring book by a pioneer in make them. Constructivist puter programs. What’s important the uses of new technologies in education. theory is the underpinning is that they are actively engaged in Rethinking Learning in the Digital Age, by for many educational reform creating something meaningful to Mitchel Resnick (2002) initiatives. themselves or others around them. www.media.mit.edu/~mres/papers/wef.pdf
Knowledge Sharing Tutorial: Where Technology Is Advancing, Economies Challenged, and Communities Evolving, Nothing Is More Essential Than the Development of Learning Resources in School and at Work
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