Engineering Play: A Cultural History of Children's Software (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning)
معرفی کتاب «Engineering Play: A Cultural History of Children's Software (The John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning)» نوشتهٔ Ito, Mizuko، منتشرشده توسط نشر The MIT Press; MIT Press در سال 2009. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.
How the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning. Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In Engineering Play , Mizuko Ito describes the transformation of the computer from a tool associated with adults and work to one linked to children, learning, and play. Ito gives an account of a pivotal period in the 1980s and 1990s, which saw the rise of a new category of consumer software designed specifically for elementary school-aged children. "Edutainment" software sought to blend various educational philosophies with interactive gaming and entertainment, and included such titles as Number Munchers, Oregon Trail, KidPix , and Where in the World Is Carmen Sandiego ?. The children's software boom (and the bust that followed), says Ito, can be seen as a microcosm of the negotiations surrounding new technology, children, and education. The story she tells is both a testimonial to the transformative power of innovation and a cautionary tale about its limitations. Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In "Engineering Play," Mizuko Ito describes the transformation of the computer from a tool associated with adults and work to one linked to children, learning, and play. Ito gives an account of a pivotal period in the 1980s and 1990s, which saw the rise of a new category of consumer software designed specifically for elementary school aged children. "Edutainment" software sought to blend various educational philosophies with interactive gaming and entertainment, and included such titles as "Number Munchers," "Oregon Trail," "KidPix," and "Where in the World Is Carmen Sandiego?" Drawing from observations of kids' play, interviews with software developers, and advertising and industry materials, Ito identifies three educational philosophies and genres in children's software that connect players in software production, distribution, and consumption: instruction, focused on transmission of academic content; exploration, tied to open-ended play; and construction, aimed at empowering young users to create and manipulate digital media. The children's software boom (and the bust that followed), says Ito, can be seen as a microcosm of the negotiations surrounding new technology, children, and education. The story she tells is both a testimonial to the transformative power of innovation and a cautionary tale about its limitations **How the influential industry that produced such popular games as__Oregon Trail__and__KidPix__emerged from experimental efforts to use computers as tools in child-centered learning.**Today, computers are part of kids' everyday lives, used both for play and for learning. We envy children's natural affinity for computers, the ease with which they click in and out of digital worlds. Thirty years ago, however, the computer belonged almost exclusively to business, the military, and academia. In, Mizuko Ito describes the transformation of the computer from a tool associated with adults and work to one linked to children, learning, and play. Ito gives an account of a pivotal period in the 1980s and 1990s, which saw the rise of a new category of consumer software designed specifically for elementary school-aged children. "Edutainment" software sought to blend various educational philosophies with interactive gaming and entertainment, and included such titles as, and?.The children's software boom (and the bust that followed), says Ito, can be seen as a microcosm of the negotiations surrounding new technology, children, and education. The story she tells is both a testimonial to the transformative power of innovation and a cautionary tale about its limitations. How The Influential Industry That Produced Such Popular Games As Oregon Trail And Kidpix Emerged From Experimental Efforts To Use Computers As Tools In Child-centered Learning -- Publisher Description. Academics -- Entertainment -- Construction -- Conclusion. Mizuko Ito. Includes Bibliographical References And Index. Contents......Page 8 Series Foreword......Page 10 Acknowledgments......Page 12 1 Introduction......Page 14 2 Academics......Page 42 3 Entertainment......Page 98 4 Construction......Page 156 5 Conclusion......Page 200 Notes......Page 208 References......Page 210 Index......Page 222
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