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    Engineering Play: A Cultural History of Children's Software (John D. and Catherine T. MacArthur Foundation Reports on Digital Media and Learning) (Hardback) By (author) Mizuko Ito

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    DescriptionToday, 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.


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  • Full bibliographic data for Engineering Play

    Title
    Engineering Play
    Subtitle
    A Cultural History of Children's Software
    Authors and contributors
    By (author) Mizuko Ito
    Physical properties
    Format: Hardback
    Number of pages: 248
    Width: 152 mm
    Height: 229 mm
    Thickness: 23 mm
    Weight: 454 g
    Language
    English
    ISBN
    ISBN 13: 9780262013352
    ISBN 10: 0262013355
    Classifications

    B&T Book Type: NF
    BIC E4L: EDU
    B&T Modifier: Region of Publication: 01
    B&T Modifier: Academic Level: 05
    Libri: I-SR
    B&T Modifier: Subject Development: 01
    BIC subject category V2: TBX
    Nielsen BookScan Product Class 3: S10.8
    BIC subject category V2: UDX
    B&T Modifier: Geographic Designator: 01
    BISAC V2.8: SPO000000
    BIC subject category V2: JNV
    Ingram Subject Code: SR
    BISAC V2.8: TEC056000
    Warengruppen-Systematik des deutschen Buchhandels: 14400
    B&T General Subject: 340
    B&T Modifier: Text Format: 01
    LC subject heading:
    BISAC V2.8: EDU039000
    LC subject heading:
    B&T Approval Code: A37090000
    B&T Merchandise Category: UP
    B&T Approval Code: A80070000
    BISAC V2.8: GAM013000
    LC subject heading:
    B&T Approval Code: A37303500
    DC22: 790.20285
    LC classification: QA76.76.C54 I86 2009
    LC subject heading: , , ,
    BISAC region code: 4.0.1.0.0.0.0
    Thema V1.0: JNV, TBX, UDX
    Illustrations note
    34 figures
    Publisher
    MIT Press Ltd
    Imprint name
    MIT Press
    Publication date
    03 November 2009
    Publication City/Country
    Cambridge, Mass.
    Author Information
    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.
    Review quote
    "Engineering Play offers a much-needed historical view on the emerging field and industry of games for learning. In it, Ito achieves a rare balance between rich ethnographic detail of the microdynamics of learning through gameplay, and penetrative insight into the macrodynamics of the various (and contesting) social discourses and institutions at play around technology and childhood. It is a much needed and very timely contribution to the field. Highly recommended reading for anyone who is serious about interactive technologies."--Constance Steinkuehler, Department of Curriculum and Instruction, School of Education, University of Wisconsin-Madison "Mimi Ito's Engineering Play explicates the crucial -- -and until now little discussed -- -historical, institutional, and cultural contexts for the now pervasive controversies over video games and learning in and out of school. The book is essential reading and a major contribution."--James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University -- James Gee "Mimi Ito's Engineering Play explicates the crucial -- and until now little discussed -- historical, institutional, and cultural contexts for the now pervasive controversies over video games and learning in and out of school. The book is essential reading and a major contribution." James Paul Gee , Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State University