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resource research Media and Technology
In this paper we articulate an alternative approach to look at video games and learning to become a creator and contributor in the digital culture. Previous discussions have focused mostly on playing games and learning. Here, we discuss game making approaches and their benefits for illuminating game preferences and learning both software design and other academic content. We report on an ongoing ethnographic study that documents youth producing video games in a community design studio. We illustrate how video game making can provide a context for addressing issues of participation
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai
resource research Media and Technology
This paper argues that the "kindergarten approach to learning" – characterized by a spiraling cycle of Imagine, Create, Play, Share, Reflect, and back to Imagine – is ideally suited to the needs of the 21st century, helping learners develop the creative-thinking skills that are critical to success and satisfaction in today’s society. The paper discusses strategies for designing new technologies that encourage and support kindergarten-style learning, building on the success of traditional kindergarten materials and activities, but extending to learners of all ages, helping them continue to
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TEAM MEMBERS: Mitchel Resnick
resource research Media and Technology
In today's rapidly changing world, people must continually come up with creative solutions to unexpected problems. Success is based not only on what one knows or how much one knows, but on one's ability to think and act creatively. In short, people are now living in the Creative Society. Unfortunately, few of today's classrooms focus on helping students develop as creative thinkers. In addition, the proliferation of new technologies is quickening the pace of change, accentuating the need for creative thinking in all aspects of people's lives. In this article, the author discusses two
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TEAM MEMBERS: Mitchel Resnick
resource research Media and Technology
Media Arts within primary and secondary education is a relatively new avenue of research. Within the context of the arts classroom, rarely is learning to program emphasized despite its importance for creative expression in a digital medium. We present outcomes from an extensive field study at a digital studio where youth accessed programming environments emphasizing graphic, music and video. Learning the language of creative coding is essential to expression in a digital medium — one with increasing importance for youth and society at large. Here, we argue that it’s not just in the viewing or
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TEAM MEMBERS: Kylie Peppler Yasmin Kafai
resource research Media and Technology
This paper presents ten guiding principles for designing construction kits for kids: design for designers; low floors and wide walls; make powerful ideas salient - not forced; support many paths, many styles; make it as simple as possible - and maybe even simpler; choose black boxes carefully; a little bit of programming goes a long way; give people what they want - not what they ask for; invent things that you would want to use yourself; and iterate, iterate - then iterate again.
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TEAM MEMBERS: Mitchel Resnick Brian Silverman
resource research Informal/Formal Connections
This document was shared in the session “Math Phobia and Science Centers: Some International Perspectives” at the 2004 Association of Science-Technology Centers (ASTC) Conference in San Jose, California. It explores math phobia as a cultural (and specifically English-speaking) phenomenon, using examples from his experiences in France and working with the Tuyuka, an indigenous population in Brazil. He links math phobia to a disconnect between math as a part of everyday life and math as a formal process disconnected from one's experiences.
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TEAM MEMBERS: Maurice Bazin