Imagining, Creating, Playing, Sharing, Reflecting: How Online Community Supports Young People as Designers of Interactive Media

As young people design interactive media, they go through an iterative process of imagining, creating, playing, sharing, and reflecting. In this chapter, we describe how this iterative design process is ideally supported by having access to other people. We illustrate this through case studies of young people using the Scratch programming environment to create their own interactive media with support from the Scratch online community.

[1]  Mitchel Resnick,et al.  All I really need to know (about creative thinking) I learned (by studying how children learn) in kindergarten , 2007, C&C '07.

[2]  R. Sawyer Explaining Creativity: The Science of Human Innovation , 2006 .

[3]  Etienne Wenger,et al.  Situated Learning: Legitimate Peripheral Participation , 1991 .

[4]  M. Sinclair,et al.  Project-based learning. , 1998, NT learning curve.

[5]  Katie Salen The ecology of games : connecting youth, games, and learning , 2008 .

[6]  Amy Bruckman,et al.  Chapter 58: Analysis of Log File Data to Understand Behavior and Learning in an Online Community , 2006 .

[7]  Yasmin B. Kafai,et al.  Minds In Play: Computer Game Design as a Context for Children''s , 1994 .

[8]  Patricia G. Lange,et al.  Hanging Out, Messing Around, and Geeking Out: Kids Living and Learning with New Media . , 2010 .

[9]  David Buckingham,et al.  Digital generations : children, young people, and new media , 2006 .

[10]  Eric Rosenbaum,et al.  Scratch: programming for all , 2009, Commun. ACM.

[11]  Seymour Papert,et al.  Mindstorms: Children, Computers, and Powerful Ideas , 1981 .

[12]  Amy Bruckman The Cambridge Handbook of the Learning Sciences: Learning in Online Communities , 2005 .

[13]  Amy Bruckman,et al.  Community Support for Constructionist Learning , 2004, Computer Supported Cooperative Work (CSCW).

[14]  Janet L. Kolodner,et al.  Problem-Based Learning Meets Case-Based Reasoning in the Middle-School Science Classroom: Putting Learning by Design(tm) Into Practice , 2003 .

[15]  D. Perkins Knowledge As Design , 1986 .

[16]  Daniel L. Schwartz,et al.  Doing with Understanding: Lessons from Research on Problem- and Project-Based Learning , 1998 .

[17]  Seymour Papert,et al.  Software Design as a Learning Environment , 1990, Interact. Learn. Environ..

[18]  伊藤 瑞子 Engineering play : a cultural history of children's software , 2009 .

[19]  R. Keith Sawyer,et al.  The New Science of Learning , 2006 .

[20]  A. Collins,et al.  Situated Cognition and the Culture of Learning , 1989 .

[21]  B. Rogoff Developing understanding of the idea of communities of learners , 2009 .

[22]  Henry Jenkins Confronting the Challenges of Participatory Culture: Media Education for the 21st Century , 2006 .

[23]  Mitchel Resnick,et al.  Constructionism in Practice: Designing, Thinking, and Learning in A Digital World , 1996 .

[24]  R. Sawyer The Cambridge Handbook of the Learning Sciences: Introduction , 2014 .

[25]  Martin H. Levinson Creativity: Flow and the Psychology of Discovery and Invention , 1997 .