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About Intel Computer Clubhouse Network


The Collaboration
The Intel Computer Clubhouse is a successful and replicable model that uses technology creatively to enable under-served youth to acquire the tools, problem solving skills, and confidence necessary for successful lives. In partnership with the Museum of Science, Boston, its award-winning Computer Clubhouse, and the MIT Media Lab, Intel will support the establishment of 100 Intel Computer Clubhouses in under-served communities worldwide. The goal of the Intel Computer Clubhouse Network is to proliferate the highly successful Clubhouse learning model and establish it as a replicable model for technology learning. Over five years, the Intel Computer Clubhouse Network will touch the lives of more than 50,000 young people.

Requirements for Involvement
1. This opportunity is available to 501(c) 3 community-based organizations that have a commitment to youth in under-served communities. Intel does not provide funding for private foundations described under IRS Code Section 509(a), organizations that promote or practice discrimination, political organizations, religious or fraternal organizations (unless for a program that is secular).

2. The initial grant will be to operate the program for one year from date of implementation. Successful grant recipients will be eligible to apply for transition funding for up to a maximum of three years based on demonstrated success. Successful organizations are eligible to apply for up to $60,000 in Year Two; $30,000 in Year Three; $15,000 in Year Four.

3. The estimated costs of maintaining a Computer Clubhouse are based on a number of assumptions about the Clubhouse, its "host" organization, community location, and geographic setting. Operating expenses reflect the annual costs that the Clubhouse incurs in the course of doing business. These costs include personnel expenses, computer support, and program materials and supplies. The annual operating costs are estimated at $65,000.

4. The minimum space requirement of a Computer Clubhouse is 1,100 square feet (including an inner-office for Clubhouse staff). This grant will NOT cover: construction and/or demolition of walls (and windows) necessary to provide 1,100 square feet of space; any ceiling modifications due to construction, electrical circuitry, wiring or outlets to support the equipment and lighting; additional HVAC that may be required; security and insurance; and any modifications necessary to comply with ADA, general safety or fire safety requirements.

5. The Clubhouse will be open a minimum of 20 hours per week (after school and/or on weekends) throughout the year.

6. The Clubhouse Coordinator will be assigned to this program 100% (40hrs/week) of their time and must have a proven track record in youth services. Job responsibilities include, but are not limited to 1) help Clubhouse members develop projects, 2) recruit, train and support volunteer mentors, 3) provide community outreach in support of the Clubhouse program, 4) provide basic computer maintenance, 5) assist "parent" organization in fundraising and publicity for the Computer Clubhouse, 6) support youth in pursuing academic and job opportunities, and 7) support other programs and activities of the "parent" organization as time permits.

7. The host organization will be responsible for creating a strong infrastructure to support the Computer Clubhouse and Clubhouse Coordinator. This could include additional staff resources for mentor outreach, mentor training, youth employment development, and assistance with daily operations of the Computer Clubhouse.

8. All grant recipients will be required to abide by all applicable laws governing youth programs including the Internet Privacy Act and the Rehabilitation Act of 1973, which provides that no handicapped person shall, by reason of handicap, be excluded from participation in any programs or activities.

9. A grant agreement with Intel Corporation will be required; a Program and Licensing Agreement with the Boston Museum of Science�s Computer Clubhouse Network will be required.

AccessOnly The First Step
Technology access is the starting point, not the end solution. The Clubhouse seeks to inspire youth through self-directed exploration and access to mentors who have creative ideas on how to use technology. The Intel Computer Clubhouse is both a physical place and a learning philosophy. It is a creative and safe after- school learning environment where young people (ages 8-18) from under-served communities work with adult mentors to explore their own ideas, develop skills, and build confidence in themselves through the use of technology.

In the Clubhouse, youth express themselves through projects based on their own interests, such as creating computer-generated art, music, and video; developing scientific simulations; designing their own animations; building kinetic sculptures and robots; developing their own Web pages; and programming their own computer games. At the Clubhouse, young people only play computer games they design, watch videos they create, or listen to music that they compose themselves.

Mentors
Volunteer mentors from nearby organizations, universities and companies support the members' self-directed explorations. Mentors also role model learning by collaborating on a project, investigating and learning from the work of members, or creating a project of their own. As youth develop expertise in specific areas, they "peer mentor" fellow Clubhouse members. Many former Clubhouse members return to volunteer as adult mentors to the next generation of Clubhouse youth. The Clubhouse supports approximately 1 mentor to every 3 to 5 members. The "Intel Involved" employee volunteer program will provide Intel mentors to Clubhouses worldwide.

Girls' Day
The Clubhouse pays special attention to encouraging girls to develop technical fluency in math, science, and technology. To increase girls' confidence and experience expressing themselves with new technologies, the Clubhouse sets aside one day a week as "Girls' Day." Girls have the chance to work with technology in ways that are relevant and inviting to them, and to interact with female mentors and staff who serve as role models. Additionally, young women with prior Clubhouse experience serve as teen mentors, providing them with meaningful work experience and a chance to support younger girls in their own self-discovery.

Clubhouse to Career
Basic technical skills are required at 60% of jobs today. However, the Clubhouse aims even higher enabling youth to develop technical fluency and become designers and creators of technology. Members get experience working on high-end professional software and are encouraged to apply their skills in real-world employment settings. The Clubhouse to Career program exposes youth to career opportunities and supports young people in preparing for jobs and internships in nearby companies.

Origins
Founded in 1993 by The Computer Museum (now part of the Museum of Science, Boston) in collaboration with the MIT Media Laboratory, the Clubhouse has served over 1,500 young people who use powerful computer tools to work on extended projects related to their own interests and experiences. As of today, 15 Computer Clubhouses serve youth in Boston; Milwaukee; Gum Springs, Virginia; Columbus, Ohio; Bogota, Colombia; and Esslingen, Germany. Funded in part with seed money from the Intel Foundation in 1993-1995, the Clubhouse has gained international recognition among educators and community leaders and serves as a model of how technological tools can support learning, creative expression, and community development. The Clubhouse Network based at the Museum of Science, Boston, will serve as the center of innovation and technical expertise, and will provide ongoing support, programmatic guidance, and technical assistance for community-based Clubhouses around the world. In 1997, The Computer Clubhouse was awarded the prestigious Peter F. Drucker Award for Nonprofit Innovation. The Clubhouse was chosen for making a difference in the lives of the people it serves, having measurable outcomes, and providing an innovative model that could be replicated by others.
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