This poster was presented at the 2016 Advancing Informal STEM Learning (AISL) PI Meeting held in Bethesda, MD on February 29-March 2. How can we come to terms with the complex social impact of new cutting-edge fields like synthetic biology, robotics, genetics and
machine learning? In order to manage these transformative changes, people not only need to understand science and technology, but also to actively participate in shaping a world where our ability to control the building blocks of life and cognition is vastly expanded. The Transmedia Museum will use the interactive, engaging nature of
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