Engineering Play : A Cultural History of Children's Software
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| Title: | Engineering Play : A Cultural History of Children's Software |
|---|---|
| Description: | 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. |
| Authors: | Mizuko Ito |
| Resource Type: | eBook. |
| Subjects: | Computers and children, Entertainment computing--United States, Children's software--Development--United States--History, Computer-assisted instruction--United States |
| Categories: | EDUCATION / Computers & Technology, GAMES & ACTIVITIES / Video & Mobile, TECHNOLOGY & ENGINEERING / History |
| Database: | eBook Collection (EBSCOhost) |
| FullText | Links: – Type: ebook-pdf – Type: ebook-epub Text: Availability: 0 |
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| Items | – Name: Title Label: Title Group: Ti Data: Engineering Play : A Cultural History of Children's Software – Name: Abstract Label: Description Group: Ab Data: 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. – Name: Author Label: Authors Group: Au Data: <searchLink fieldCode="AR" term="%22Mizuko+Ito%22">Mizuko Ito</searchLink> – Name: TypePub Label: Resource Type Group: TypPub Data: eBook. – Name: Subject Label: Subjects Group: Su Data: <searchLink fieldCode="DE" term="%22Computers+and+children%22">Computers and children</searchLink><br /><searchLink fieldCode="DE" term="%22Entertainment+computing--United+States%22">Entertainment computing--United States</searchLink><br /><searchLink fieldCode="DE" term="%22Children's+software--Development--United+States--History%22">Children's software--Development--United States--History</searchLink><br /><searchLink fieldCode="DE" term="%22Computer-assisted+instruction--United+States%22">Computer-assisted instruction--United States</searchLink> – Name: SubjectBISAC Label: Categories Group: Su Data: <searchLink fieldCode="ZK" term="%22EDUCATION+%2F+Computers+%26+Technology%22">EDUCATION / Computers & Technology</searchLink><br /><searchLink fieldCode="ZK" term="%22GAMES+%26+ACTIVITIES+%2F+Video+%26+Mobile%22">GAMES & ACTIVITIES / Video & Mobile</searchLink><br /><searchLink fieldCode="ZK" term="%22TECHNOLOGY+%26+ENGINEERING+%2F+History%22">TECHNOLOGY & ENGINEERING / History</searchLink> |
| PLink | https://search.ebscohost.com/login.aspx?direct=true&site=eds-live&db=nlebk&AN=291825 |
| RecordInfo | BibRecord: BibEntity: Classifications: – Code: 790.20285 Scheme: ddc Type: prePub Languages: – Code: eng Text: English Subjects: – SubjectFull: Computers and children Type: general – SubjectFull: Entertainment computing--United States Type: general – SubjectFull: Children's software--Development--United States--History Type: general – SubjectFull: Computer-assisted instruction--United States Type: general Titles: – TitleFull: Engineering Play : A Cultural History of Children's Software Type: main BibRelationships: HasContributorRelationships: – PersonEntity: Name: NameFull: Mizuko Ito – PersonEntity: Name: NameFull: Mizuko Ito IsPartOfRelationships: – BibEntity: Dates: – D: 01 M: 01 Type: published Y: 2009 – D: 04 M: 02 Type: profile Y: 2014 Identifiers: – Type: isbn-print Value: 9780262013352 – Type: isbn-print Value: 9780262517386 – Type: isbn-electronic Value: 9780262258913 – Type: isbn-electronic Value: 9780262291552 Titles: – TitleFull: Engineering Play : A Cultural History of Children's Software Type: main |
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