Paperback | $12.95 Trade | £30.95 | ISBN: 9780262517386 | 248 pp. | 6 x 9 in | 34 figures| February 2012
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?.
Drawing from observations of kids' play, interviews with software developers, and advertising and industry materials, Ito identifies three educational philosophies and genres in children's software that connect players in software production, distribution, and consumption: instruction, focused on transmission of academic content; exploration, tied to open-ended play; and construction, aimed at empowering young users to create and manipulate digital media.
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.
John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning
About 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.
"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
"Mimi Ito's Engineering Play explicates the crucialand until now little discussedhistorical, 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
"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
"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. This book will alter teaching and research on children's play, learning, and new media for the next decade. A groundbreaking book."
Ellen Seiter, author of The Internet Playground