Engineering Play - Mizuko Ito

Engineering Play

A Cultural History of Children's Software

(Autor)

Buch | Hardcover
248 Seiten
2009
MIT Press (Verlag)
978-0-262-01335-2 (ISBN)
9,95 inkl. MwSt
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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.

Mizuko Ito is a cultural anthropologist who studies new media use, particularly among young people, in Japan and the United States, and a Professor in Residence at the University of California Humanities Research Institute.

Reihe/Serie Engineering Play
Zusatzinfo 34 figures
Verlagsort Cambridge, Mass.
Sprache englisch
Maße 152 x 229 mm
Gewicht 476 g
Themenwelt Schulbuch / Wörterbuch Unterrichtsvorbereitung Unterrichts-Handreichungen
Geschichte Teilgebiete der Geschichte Technikgeschichte
Informatik Weitere Themen Computerspiele
Sozialwissenschaften Pädagogik Allgemeines / Lexika
ISBN-10 0-262-01335-5 / 0262013355
ISBN-13 978-0-262-01335-2 / 9780262013352
Zustand Neuware
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