Synopses & Reviews
andlt;Pandgt;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 andlt;Iandgt;Engineering Playandlt;/Iandgt;, 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. andquot;Edutainmentandquot; software sought to blend various educational philosophies with interactive gaming and entertainment, and included such titles as andlt;Iandgt;Number Munchers, Oregon Trail, KidPixandlt;/Iandgt;, and andlt;Iandgt; Where in the World Is Carmen Sandiegoandlt;/Iandgt;?.andlt;/Pandgt;andlt;Pandgt;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.andlt;/Pandgt;
Review
"In Engineering Play, Ito challenges conventional wisdom on how we think about, develop, and use technology to foster children's education. Her research is robust, in-depth, and brilliantly interdisciplinary. Now that this book is widely available, it will alter teaching and research on children's play, learning, and new media for the next decade. A ground-breaking book."--Ellen Seiter, author of The Internet Playground --Ellen Seiter
Review
"Next time people say 'educational technology changes everything,' give them Mimi Ito's important book. In a sophisticated and subtle analysis of software for children, the author explores the complex interplay among historical forces, parental ideals, children's desires, the consumer marketplace, and the Zeitgeist."--Howard Gardner, Hobbs Professor of Cognition and Education, Harvard Graduate School of Education, and author of Five Minds for the Future --Howard Gardner
Review
"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
Review
"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 The MIT Press
Review
Mizuko Ito is a cultural anthropologist who studies new media use, particularly among young people, in Japan and the United States. She is the lead author of Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media (2009) and a coeditor of Personal, Portable, Pedestrian: Mobile Phones in Japanese Life (2006), both published by the MIT Press. The MIT Press The MIT Press The MIT Press
Review
andlt;Pandgt;andquot;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.andquot;--Constance Steinkuehler, Department of Curriculum and Instruction, School of Education, University of Wisconsin-Madisonandlt;/Pandgt; The MIT Press
Review
andlt;Pandgt;andquot;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.andquot;--James Paul Gee, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State Universityandlt;/Pandgt; The MIT Press The MIT Press James Gee
Review
andlt;Pandgt;"Mimi Ito's andlt;Iandgt;Engineering Playandlt;/Iandgt; 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." andlt;Bandgt;James Paul Gee andlt;/Bandgt;, Mary Lou Fulton Presidential Professor of Literacy Studies, Arizona State Universityandlt;/Pandgt;
Synopsis
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.
Synopsis
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.
Synopsis
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
Synopsis
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.
Synopsis
andlt;Pandgt;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.andlt;/Pandgt;
About the Author
Mizuko Ito is Research Scientist at the Institute for Multimedia Literacy, University of Southern California, Los Angeles.