Teaching and
Learning: Whose Computer Is It?
October 31, 2001
The Article
With technology an increasing presence in schools
throughout the country, Associate Professor Young Zhao, Assistant Professor Punya Mishra,
and doctoral student Sophia Tan describe in this article a project known as KLICK! that
seeks to make computers tools students can use to solve problems and work more
effectively.
Discussion
KLICK!, which stands for Kids Learning in Computer
Klubhouses, was begun in 1998 after a group of technology researchers and middle school
teachers and administrators in Michigan received a federal grant to establish an
after-school program in 10 middle schools. KLICK! estblished 10 clubhouses
operated within the urban and rural schools and supported by the MSU College of Education.
The central idea was that while operated by local schools, the clubhouses would work
together as a consortium. Students within the clubhouses would be involved in
voluntary, authentic, and engaging activities. The researchers note that one of key
features of the clubhouses is the freedom to choose what to do and when and how to do it.
The designers of KLICK! did not want the program to be an extension of the school day.
Another feature focuses on encouraging students to produce both personally meaningful
works as well as products that are useful for their community. The final feature of KLICK!
involves collaboration. In the various projects KLICK students get involved in, they
always work together to achieve their goals. The researchers then describe some of the
projects the students have undertaken as examples of the empowering nature of teaching
when computers are made student tools not teacher or adult tools. Among these
activities include developing Web sites for community groups, offering technical help to
their teachers through an adopt-a-teacher program, expressing themselves
through a number of formats such as e-mail, 3D animation, digital movies, and the Web. The
ability to muck around with computers, the authors write, has resulted in
dramatic changes in attitudes toward school, impressive gains in technology proficiency,
and meaningful and practical works. Children, through active use of technology to
solve problems, are in a sense practicing and learning the new literacy brought upon them
by new technologies. Their mucking around with new technology is actually a way to
participate in the future. Unfortunately, due to the prevalent view of the computer as the
teachers machine, any computer use that does not directly lead to improved learning
of the traditional subject matters is considered irrelevant. As a result, adults often
ignore or trivialize childrens interaction with computers, viewing it as mindless or
fruitless mucking around
We hope that KLICK! and other similar projects
provide a counter argument playing with computers is necessary and can lead to good
things.
What It Means To You
The authors argue that computers should be allowed to be
students machines by allowing them to use them to create authentic and meaningful
products. Are computers in your district used for drill-and-practice tasks, and involve
mostly presentation software? If so, then computers in your district are clearly teacher
machines. Student machines would allow a variety of software in an effort to create
meaningful artifacts (world documents, graphics, music, art).
For More Information
Zhao, Y., Tan, S.H. & Mishra, P. (2000). Teaching and
learning: Whose computer is it? Journal of Adolescent and Adult Literacy, 44(4),
348-354.
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