Engineering Play: A Cultural History of Children's Software

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Overview

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.

The MIT Press

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What People Are Saying

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

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

From the Publisher

"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

The MIT Press

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

Read More Show Less

Product Details

Meet the Author

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.
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