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Engineering Play

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Mizuko Ito 作者
MIT Press
譯者
2009-11-3 出版日期
224 頁數
GBP 5.95 價格
Hardcover
叢書系列
9780262013352 圖書編碼

Engineering Play 在線電子書 圖書標籤: 文化研究  媒介研究   


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發表於2024-07-04

Engineering Play 在線電子書 epub 下載 mobi 下載 pdf 下載 txt 下載 2024

Engineering Play 在線電子書 epub 下載 pdf 下載 mobi 下載 txt 下載 2024

Engineering Play 在線電子書 pdf 下載 txt下載 epub 下載 mobi 下載 2024



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Engineering Play 在線電子書 著者簡介


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Engineering Play 在線電子書 pdf 下載 txt下載 epub 下載 mobi 在線電子書下載

Engineering Play 在線電子書 圖書描述

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.

John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning

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