Scratch is a networked, media-rich programming environment designed to enhance the development of technological fluency at after-school centers in economically-disadvantaged communities. Just as the LEGO MindStorms robotics kit added programmability to an activity deeply rooted in youth culture (building with LEGO bricks), Scratch adds programmability to the media-rich and network-based activities that are most popular among youth at after-school computer centers. Taking advantage of the extraordinary processing power of current computers, Scratch supports new programming paradigms and activities that were previously infeasible, making it better positioned to succeed than previous attempts to introduce programming to youth.Our working hypothesis is that, as kids work on personally meaningful Scratch projects such as animated stories, games, and interactive art, they will develop technological fluency, mathematical and problem solving skills, and a justifiable self-confidence that will serve them well in the wider spheres of their lives.
Recent advances in technology are transforming our lives, but in many cases they are also limiting the way children are exposed to local communities and physical spaces. Technology can help young people actively connect with their neighborhoods, but doing that requires different methods and tools from the ones typically available in schools, homes, and youth centers. This article introduces a theoretical framework describing the technical and nontechnical elements that must be considered in the implementation of technology initiatives for youth participation and local community engagement. The article then describes the application of the framework in two multiyear initiatives.
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