Scratch: Programming For

Total Page:16

File Type:pdf, Size:1020Kb

Scratch: Programming For contributed articles DOI:10.1145/1592761.1592779 discussing, and remixing one another’s “Digital fluency” should mean designing, projects. Scratch has been called “the YouTube of interactive media.” Each creating, and remixing, not just browsing, day, Scratchers from around the world chatting, and interacting. upload more than 1,500 new projects to the site, with source code freely by MITCHEL RESNICK, JOHN MALONEY, ANDRÉS MONROY- available for sharing and remixing. The HERNÁNDEZ, NATALIE RUSK, EVElyN EASTMOND, site’s collection of projects is wildly di- KAREN BRENNAN, AMON MILLNER, ERIC ROSENBAUM, verse, including video games, interac- JAY SIlvER, BRIAN SIlvERMAN, AND YASMIN KAFAI tive newsletters, science simulations, virtual tours, birthday cards, animated dance contests, and interactive tutori- als, all programmed in Scratch. The core audience on the site is be- Scratch: tween the ages of eight and 16 (peak- ing at 12), though a sizeable group of ATE. N , adults participates as well. As Scratch- M ers program and share interactive proj- ects, they learn important mathemati- MTBOO TA, S Programming cal and computational concepts, as well as how to think creatively, reason ON, SHANE systematically, and work collaborative- D ly: all essential skills for the 21st cen- O3, KGRO M for All tury. Indeed, our primary goal is not to AR D prepare people for careers as profes- sional programmers but to nurture a IRE11, ZA WF new generation of creative, systematic O D thinkers comfortable using program- , SA L A ming to express their ideas. P WHEN MOSHE Y. VARDI, In this article, we discuss the de- Editor-in-Chief of IT, SHANN IT, V sign principles that guided our devel- E Communications, invited us to submit an article, N opment of Scratch and our strategies RI, U for making programming accessible he recalled how he first learned about Scratch: ON, K S and engaging for everyone. But first, ER “A colleague of mine (CS faculty),” he said, “told to give a sense of how Scratch is being CK TYO-DI me how she tried to get her 10-year-old daughter used, we describe a series of projects A developed by a 13-year-old girl with the interested in programming, and the only thing BOY2, Scratch screen name BalaBethany. CK that appealed to her was Scratch.” BalaBethany enjoys drawing anime That’s what we were hoping for when we set out to characters. So when she started using Scratch, it was natural for her to pro- EFT TO RIGHT: SA RIGHT: EFT TO L develop Scratch six years ago. We wanted to develop gram animated stories featuring these P TO an approach to programming that would appeal to characters. She began sharing her proj- M FRO S ects on the Scratch Web site, and other T people who hadn’t previously imagined themselves as C E programmers. We wanted to make it easy for everyone, members of the community responded J H PRO positively, posting glowing comments C RAT of all ages, backgrounds, and interests, to program under her projects (such as “Awesome!” C , S and “OMG I LUV IT!!!!!!”), along with M O their own interactive stories, games, animations, and C questions about how she achieved cer- simulations, and share their creations with one another. tain visual effects (such as “How do you HOTO. CKP Since the public launch in May 2007, the Scratch make a sprite look see-through?”). En- H ISTO couraged, BalaBethany then created and P Web site (http://scratch.mit.edu) has become a shared new Scratch projects on a regular vibrant online community, with people sharing, basis, like episodes in a TV series. PHOTOGRA 60 COMMUNICATIONS OF THE ACM | NOVEMBER 2009 | VOL. 52 | NO. 11 contributed articles Figure 1. Screenshots from BalaBethany’s anime series, contest, and tutorial. She periodically added new charac- a step-by-step tutorial, demonstrating can create (and how you can express ters to her series and at one point asked a 13-step process for drawing and col- yourself) with the computer. It also ex- why not involve the whole Scratch com- oring anime characters. pands the range of what you can learn. munity in the process? She created and Over the course of a year, BalaBeth- In particular, programming supports uploaded a new Scratch project that any programmed and shared more “computational thinking,” helping you announced a “contest,” asking other than 200 Scratch projects, covering a learn important problem-solving and community members to design a sister range of project types (stories, contests, design strategies (such as modulariza- for one of her characters (see Figure 1). tutorials, and more). Her programming tion and iterative design) that carry The project listed a set of requirements and artistic skills progressed, and her over to nonprogramming domains.18 for the new character, including “Must projects clearly resonated with the And since programming involves the have red or blue hair, please choose” Scratch community, receiving more creation of external representations of and “Has to have either cat or ram than 12,000 comments. your problem-solving processes, pro- horns, or a combo of both.” gramming provides you with opportu- The project received more than 100 Why Programming? nities to reflect on your own thinking, comments. One was from a commu- It has become commonplace to refer to even to think about thinking itself.2 nity member who wanted to enter the young people as “digital natives” due contest but said she didn’t know how to their apparent fluency with digital Previous Research to draw anime characters. So BalaBeth- technologies.15 Indeed, many young When personal computers were first any produced another Scratch project, people are very comfortable sending introduced in the late 1970s and 1980s, text messages, playing online games, there was initial enthusiasm for teach- and browsing the Web. But does that ing all children how to program. Thou- really make them fluent with new tech- sands of schools taught millions of stu- nologies? Though they interact with dents to write simple programs in Logo digital media all the time, few are able or Basic. Seymour Papert’s 1980 book to create their own games, animations, Mindstorms13 presented Logo as a cor- or simulations. It’s as if they can “read” nerstone for rethinking approaches to but not “write.” education and learning. Though some As we see it, digital fluency requires children and teachers were energized not just the ability to chat, browse, and and transformed by these new pos- interact but also the ability to design, sibilities, most schools soon shifted create, and invent with new media,16 as to other uses of computers. Since that BalaBethany did in her projects. To do time, computers have become perva- so, you need to learn some type of pro- sive in children’s lives, but few learn gramming. The ability to program pro- to program. Today, most people view vides important benefits. For example, computer programming as a narrow, Figure 2. Sample Scratch scripts. it greatly expands the range of what you technical activity, appropriate for only 62 COMMUNICATIONS OF THE ACM | NOVEMBER 2009 | VOL. 52 | NO. 11 contributed articles a small segment of the population. llk.media.mit.edu) has worked closely have hexagon-shaped voids, indicating What happened to the initial enthu- with the Lego Company (http://www. a Boolean is required. siasm for introducing programming to lego.com/) for many years, helping The name “Scratch” itself high- children? Why did Logo and other ini- develop Lego Mindstorms and other lights the idea of tinkering, as it comes tiatives not live up to their early prom- robotics kits.17 We have always been from the scratching technique used by ise? There were several factors: intrigued and inspired by the way chil- hip-hop disc jockeys, who tinker with ˲ Early programming languages dren play and build with Lego bricks. music by spinning vinyl records back were too difficult to use, and many chil- Given a box full of them, they immedi- and forth with their hands, mixing mu- dren simply couldn’t master the syntax ately start tinkering, snapping together sic clips together in creative ways. In of programming; a few bricks, and the emerging struc- Scratch programming, the activity is ˲ Programming was often intro- ture then gives them new ideas. As they similar, mixing graphics, animations, duced with activities (such as generat- play and build, plans and goals evolve photos, music, and sound. ing lists of prime numbers and making organically, along with the structures Scratch is designed to be highly in- simple line drawings) that were not and stories. teractive. Just click on a stack of blocks connected to young people’s interests We wanted the process of program- and it starts to execute its code imme- or experiences; and ming in Scratch to have a similar feel. diately. You can even make changes to a ˲ Programming was often intro- The Scratch grammar is based on a stack as it is running, so it is easy to ex- duced in contexts where no one could collection of graphical “programming periment with new ideas incrementally provide guidance when things went blocks” children snap together to cre- and iteratively. Want to create parallel wrong—or encourage deeper explora- ate programs (see Figure 2). As with threads? Simply create multiple stacks tions when things went right. Lego bricks, connectors on the blocks of blocks. Our goal is to make parallel Papert argued that programming suggest how they should be put togeth- execution as intuitive as sequential ex- languages should have a “low floor” er. Children can start by simply tinker- ecution. (easy to get started) and a “high ceil- ing with the bricks, snapping them The scripting area in the Scratch ing” (opportunities to create increas- together in different sequences and interface is intended to be used like a ingly complex projects over time).
Recommended publications
  • How Modern Learning Resources Fail Conversational Programmers April Y
    Mismatch of Expectations: How Modern Learning Resources Fail Conversational Programmers April Y. Wang1, Ryan Mitts1, Philip J. Guo2, and Parmit K. Chilana1 1Computing Science 2Design Lab Simon Fraser University UC San Diego Burnaby, BC Canada La Jolla, CA USA {ayw7, rmitts, pchilana}@sfu.ca [email protected] ABSTRACT Conversational programmers represent a class of learners variety of learners, such as computer science (CS) students who are not required to write any code, yet try to learn pro- [17,28,53], end-user programmers [14,15,30,32] and profes- gramming to improve their participation in technical con- sional programmers [1,3,13]. A large focus of these projects versations. We carried out interviews with 23 conversation- has been on improving learners’ understanding of program- al programmers to better understand the challenges they ming syntax and logic and facilitating interaction with fea- face in technical conversations, what resources they choose ture-rich programming environments as these are known to to learn programming, how they perceive the learning pro- present key challenges for new learners. cess, and to what extent learning programming actually Unfortunately, most of what we know about the programming helps them. Among our key findings, we found that conver- learning process and the challenges that learners face is based sational programmers often did not know where to even on studies of students in the classroom [53] or professionals in begin the learning process and ended up using formal and industry [1]. Only recently have we started seeing studies into informal learning resources that focus largely on program- informal learning processes among non-traditional popula- ming syntax and logic.
    [Show full text]
  • The Computer Clubhouse: Helping Youth Develop Fluency with New Media
    The Computer Clubhouse: Helping Youth Develop Fluency with New Media Mitchel Resnick The Media Laboratory Massachusetts Institute of Technology Cambridge, MA 02140 [email protected] http://www.media.rnit.edu/~mres/ Natalie Rusk Science Museum of Minnesota St. Paul, MN55101 [email protected] Abstract: The gap between the technological haves and have-nots is widening, leading to dangerous economic and cultural riftsin our society. But access to technology alone is not enough to bridge this gap. This paper describes a new model of a learning community, called the Computer Clubhouse, that breaks away from the traditional computer lab. At the Clubhouse, inner-city youth become designers and creators-not just consumers-of computer-based products. The paper describes four core principles of the Clubhouse educational approach-and discusses how the Clubhouse helps prepare today's youth for life and work in tomorrow's world. Introduction Ever since the personal computer was invented in the late 1970s, there have been concerns about inequities in access to this new technology [Piller, 1992]. Over the years, the gap between the technological haves and have­ nots has widened, leading to dangerous economic and cultural rifts in our society. In an effort to narrow these rifts, some groups have worked to acquire computers for inner-city schools. Other groups have opened community-access centers, recognizing that schools are not the only (or necessarily the best) place for learning to occur. At these community-access centers, members of inner-city communities (youth and adults alike) can use computers at little or no charge.
    [Show full text]
  • Accessible Tools and Curricula for K-12 Computer Science Education
    Accessible Tools and Curricula for K-12 Computer Science Education White paper from the Accessible Computer Science Education Fall Workshop (Draft for Review) November 17-19, 2020 Earl Huff, Clemson University Varsha Koushik, University of Colorado Richard E. Ladner, University of Washington Stephanie Ludi, University of North Texas Lauren Milne, Macalester College Aboubakar Mountapmbeme, University of North Texas Margaret Perkoff, University of Colorado Andreas Stefik, University of Nevada, Las Vegas Introduction Ladner Computer science is rapidly becoming an integral part of the K-12 school curriculum in the United States (US) and other countries. This white paper will focus on the US because we understand K-12 education better than in other countries. Since 1984, computer science has been part of the curriculum in schools that offered AP Computer Science A (CSA). This introduction to programming was originally taught using Pascal, then moved to C++ in 1999, and then Java in 2003. Since 2007, there has been a concerted effort by the National Science Foundation to bring computer science education to a much broader audience and to all levels in K-12. This includes all students regardless of gender, ethnicity, race, or disability. The effort began with Exploring Computer Science (ECS) which was a gentler introduction to computer science at the high school level. Shortly thereafter, the idea of an AP Computer Science Principles (CSP) course arose that was to be a gentler introduction to computer science than AP CSA with a college level equivalent, introductory computer science for non-majors. In 2016, AP CSP became a reality with 43,780 students taking the exam in spring 2017 and two years later that number rose to 94,361.
    [Show full text]
  • Adolescent Mothers' Meaning Making and Mindset I
    MEANING MAKING AND MINDSET IN YOUNG MOTHERHOOD i “I Think Different Now”: Adolescent Mothers’ Meaning Making and Mindset in the Transition to Parenthood Dissertation submitted by Anne Bentley Waddoups, M.A. In partial fulfillment of the requirements for the degree of Doctor of Philosophy in Child Study and Human Development Eliot-Pearson Department of Child Study and Human Development Tufts University August 2015 Dissertation Committee members: M. Ann Easterbrooks, Ph.D. (Chair) Jayanthi Mistry, Ph.D. Natalie Rusk, Ph.D. Gilda A. Morelli, Ph.D. MEANING MAKING AND MINDSET IN YOUNG MOTHERHOOD i Abstract Using a meaning making lens and a qualitative methodology, this dissertation study sought to explore transformative meaning making and implicit beliefs of parenting among a sample of 40 adolescent mothers participating in a home visiting program during their transition to parenthood. Given the high attrition rate for interventions serving adolescent moms, the study also explored the alignments between meaning making and home visiting program participation. Through iterative coding and theme analysis, this investigation revealed that participants’ beliefs about parenting evolve as they transition from pregnancy to parenting. They engage in meaning making throughout the process, which leads to scripts of change in three areas: improvements in relationships, changes in life outlook, and changes to self. Two groups emerged on either end of the spectrum of meaning making. High meaning-making transformers tended to remain actively enrolled in the intervention while the low meaning-making remainers all dropped out by the second year. An analysis of implicit beliefs about parenting, or meta-parenting mindset, identified three groups of participants: fixed theorists, incremental theorists, and mixed theorists.
    [Show full text]
  • Visualizando El Aprendizaje En Resolución De Problemas Abiertos En Las Artes
    Visualizando el Aprendizaje en Resolución de Problemas Abiertos en las Artes Visualizing Learning in Open-Ended Problem Solving in the Arts Walter Bender Sugar Labs. E.E.U.U. [email protected] Claudia Urrea MIT. E.E.U.U. [email protected] Resumen En su artículo, "Hacer el aprendizaje visible" (Urrea y Bender, 2012), los autores describen un marco que hace que los resultados de las iniciativas de reforma de educación a gran escala sean visibles, y comprensibles y aplicables a todos los públicos: administradores educativos, educadores, padres de familia, y los propios niños. En este trabajo, examinamos detalladamente los datos de un concurso de programación entre escuelas del proyecto "Conectándonos", una iniciativa de la computación uno a uno implementado en Costa Rica por la Fundación Quirós Tanzi y el Ministerio de Educación Pública. Aplicamos este marco a los proyectos de Bloques de la Tortuga de 45 niños. Se demuestra una correlación entre la aplicación de nuestro marco al trabajo de los niños y sus resultados de aprendizaje, evaluados subjetivamente. Argumentamos que al demostrar la eficacia de un mecanismo de evaluación de actividades de resolución de problemas abiertos, eliminamos un obstáculo para hacer las artes una parte más dominante de la educación primaria. Palabras Claves Construccionismo, Programación, Logo, Bloques de la Tortuga, Diseño y Métodos de Evaluación Abstract In their paper, “Making learning visible” (Urrea and Bender, 2012), the authors describe a framework that makes the outcomes of large-scale education reform initiatives visible to and understandable and actionable by all audiences: school administrators, teachers, parents, and the children themselves.
    [Show full text]
  • Integrating Human and Machine Intelligence for Enhanced Curriculum Design
    Integrating Human and Machine Intelligence for Enhanced Curriculum Design Shayan Doroudi CMU-CS-19-110 May 15, 2019 School of Computer Science Carnegie Mellon University Pittsburgh, PA 15213 Thesis Committee: Emma Brunskill, Chair Vincent Aleven Ken Koedinger Chinmay Kulkarni Eric Horvitz (Microsoft Research) Submitted in partial fulfillment of the requirements for the degree of Doctor of Philosophy. Copyright © 2019 Shayan Doroudi This research was sponsored by the PIER Fellowship, Microsoft, Google, the Air Force Research Laboratory under grant number F87501720152, and the Department of Education under grant numbers R305A130215 and R305B150008. The views and conclusions contained in this document are those of the author and should not be interpreted as representing the official policies, either expressed or implied, of any sponsoring institution, the U.S. government or any other entity. Keywords: curriculum design, learnersourcing, content creation, reinforcement learning, in- structional sequencing, student modeling, model misspecification, bias-variance tradeoff If there is any good in these pages, it is for Fatima and her father and her husband and her two sons, peace and blessings be upon them. iv Abstract From the mechanical teaching machines of the early twentieth century to the wave of massive open online courses in recent years, many have been motivated by the dream of delivering a personalized adaptive curriculum to each learner. To achieve this dream, many researchers have focused on rule-based systems that rely on extensive domain expertise and psychological theories. While this approach has led to the development of successful intelligent tutoring systems with high quality content, (1) developing such systems can be very costly and (2) these systems typ- ically employ a very limited form of adaptive instructional sequencing.
    [Show full text]
  • The Berkman Klein Center for Internet & Society
    Annual Report Academic Year 2016–2017 Contents I. Part One: Report of Activities .............................................................................................. 3 A. Summary of Academic Year: 2016–2017 ........................................................................ 3 1. Executive Summary ..................................................................................................... 3 2. Research, Scholarship and Project Activities ............................................................... 5 3. Contributions to HLS Teaching Program .....................................................................63 4. Participation of HLS Students in Program Activities ....................................................65 5. Faculty Participation ....................................................................................................65 6. Other Contributions to the HLS Community ................................................................66 7. Law Reform and Advocacy .........................................................................................66 8. Connections to the Profession ....................................................................................67 Research ...........................................................................................................................67 The Future of Digital Privacy ..............................................................................................67 Executive Education: Digital Security for Directors and Senior Executives
    [Show full text]
  • Comprehension First: Evaluating a Novel Pedagogy and Tutoring System for Program Tracing in CS1
    Session1: Novice Programmer ICER’17, August 18–20, 2017, Tacoma, WA, USA Comprehension First: Evaluating a Novel Pedagogy and Tutoring System for Program Tracing in CS1 Greg L. Nelson Benjamin Xie Andrew J. Ko University of Washington University of Washington University of Washington Allen School, DUB Group e Information School, DUB Group e Information School, DUB Group Seale, Washington 98195 Seale, Washington 98195 Seale, Washington 98195 [email protected] [email protected] [email protected] ABSTRACT building writing [17, 39, 68] and visualization tools [29, 34, 34, What knowledge does learning programming require? Prior work 57, 81, 87, 91]. Pedagogy has also evolved, reordering [23, 61, 80, has focused on theorizing program writing and problem solving 84, 85] and changing what is taught [14, 50, 72], rening worked skills. We examine program comprehension and propose a formal examples [58], explicitly teaching problem solving [48, 61] and theory of program tracing knowledge based on control ow paths program design [27], and exploring a discovery pedagogy [46]. through an interpreter program’s source code. Because novices Most of these diverse approaches have been evaluated in a writ- cannot understand the interpreter’s programming language nota- ing-focused pedagogical context. People receive instruction on a tion, we transform it into causal relationships from code tokens to programming construct’s syntax and semantics, practice by writing instructions to machine state changes. To teach this knowledge, code, then advance to the next construct (roughly a spiral syn- we propose a comprehension-rst pedagogy based on causal infer- tax approach [76]). In contrast, lile prior work has explored a ence, by showing, explaining, and assessing each path by stepping comprehension-rst pedagogy, teaching program semantics—how through concrete examples within many example programs.
    [Show full text]
  • Freshia Sackey
    Jiradi: Reflective Documentation to Support Learning and Skills Development by Marian Mwikali Muthui B.Sc. Mechanical Engineering, University of Nairobi (2014) Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, in partial fulfillment of the requirements for the degree of Master of Science in Media Arts and Sciences at the Massachusetts Institute of Technology May 2020 © Massachusetts Institute of Technology, 2020. All rights reserved. Author​ ……………………………………………………………………………………………………………… Program in Media Arts and Sciences May 19, 2020 Certified by​ ……………………………………………………………………………………………………………… Mitchel Resnick LEGO Papert Professor of Learning Research Program in Media Arts and Sciences Thesis Advisor Accepted by​ ……………………………………………………………………………………………………………… Tod Machover Academic Head, Program in Media Arts and Sciences 2 Jiradi: Reflective Documentation to Support Learning and Skills Development by Marian Mwikali Muthui Submitted to the Program in Media Arts and Sciences, School of Architecture and Planning, on May 19, 2020 in partial fulfillment of the requirements for the degree of Master of Science in Media Arts and Sciences Abstract In creative learning, reflection encourages learners to think critically about their experiences and helps to generate new ideas, insights, and outlooks. Maker practices recommend documentation, typically in the form of digital portfolios, as a method to encourage reflection. Documentation can serve two important roles: as a tool to support personal reflection about your learning experience and as a sharable record to showcase your skills development. Unfortunately, there are not currently any documentation tools that are optimized to support both personal reflection and skills development. In this thesis, I introduce “​reflective documentation​” -- a term that I use to describe digital documentation tools that adopt a process-oriented approach to support both personal reflection and skills development.
    [Show full text]
  • Family Creative Learning: Designing Structures to Engage Kids and Parents As Computational Creators
    Family Creative Learning: Designing Structures to Engage Kids and Parents as Computational Creators Ricarose Roque S.M., Massachusetts Institute of Technology (2012) M.Eng., Massachusetts Institute of Technology (2007) S.B., Massachusetts Institute of Technology (2006) Submitted to the Department of Media Arts and Sciences in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Media Arts and Sciences at the Massachusetts Institute of Technology September 2016 ©Massachusetts Institute of Technology 2016. All rights reserved. Author......................................................... Department of Media Arts and Sciences August 5, 2016 Certified by . Mitchel Resnick LEGO Papert Learning Professor Thesis Supervisor Accepted by . Pattie Maes Academic Head Family Creative Learning: Designing Structures to Engage Kids and Parents as Computational Creators Ricarose Roque Submitted to the Department of Media Arts and Sciences on August 5, 2016, in partial fulfillment of the requirements for the degree of Doctor of Philosophy in Media Arts and Sciences Abstract The ability to create, design, and express oneself with technology is an important fluency for full participation in today’s digitally medi- ated society. Social support can play a major role in engaging and deepening what young people can learn and do with technology. In particular, parents can play many roles, such as being collaborators, resource providers, and co-learners with their kids. In this dissertation, I explore the possibilities of engaging kids and their families as computational creators – people who can create things they care about with computing, see themselves as creators, and imag- ine the ways they can shape their world. I especially focus on families with limited access to resources and social support around comput- ing.
    [Show full text]
  • Sowing the Seeds for a More Creative Society
    Sowing the Seeds for a More Creative Society Mitchel Resnick MIT Media Laboratory In the 1980s, there was much talk about the transition from the Industrial Society to the Information Society. Then, in the 1990s, people began to talk about the Knowledge Society, noting that information is useful only when it is transformed into knowledge. But, as I see it, knowledge alone is not enough. In today’s rapidly-changing world, people must continually come up with creative solutions to unexpected problems. Success is based not only on what you know or how much we know, but on your ability to think and act creatively. In short, we are now living in the Creative Society. Unfortunately, few of today’s classrooms focus on helping students develop as creative thinkers. Even students who perform well in school are often unprepared for the challenges that they encounter after graduation, in their work lives as well as their personal lives. Many students learn to solve specific types of problems, but they are unable to adapt and improvise in response to the unexpected situations that inevitably arise in today’s fast-changing world. New technologies play a dual role in the Creative Society. On one hand, the proliferation of new technologies is quickening the pace of change, accentuating the need for creative thinking in all aspects of people’s lives. On the other hand, new technologies have the potential, if properly designed and used, to help people develop as creative thinkers, so that they are better prepared for life in the Creative Society. In this article, I discuss two technologies developed by my research group at the MIT Media Lab with the explicit goal of helping people develop as creative thinkers.
    [Show full text]
  • The Research Network
    THETHE CONNECTEDCONNECTED LEARNINGLEARNING CVCV RESEARCHRESEARCH NETWORKNETWORK ReflectionsReflections onon aa DecadeDecade ofof EngagedEngaged ScholarshipScholarship WrittenWritten by: by: MizukoMizuko Ito Ito RichardRichard Arum Arum DaltonDalton Conley Conley KrisKris Guttiérez Guttiérez BenBen Kirshner Kirshner SoniaSonia Livingstone Livingstone VeraVera Michalchik Michalchik WilliamWilliam Penuel Penuel KylieKylie Peppler Peppler NicholeNichole Pinkard Pinkard JeanJean Rhodes Rhodes KatieKatie Salen Salen Tekinbaş Tekinbaş JulietJuliet Schor Schor JulianJulian Sefton-Green Sefton-Green S.S. Craig Craig Watkins Watkins withwith contributions contributions from: from: AliciaAlicia Blum-Ross Blum-Ross LindseyLindsey “Luka” “Luka” Carfagna Carfagna CrystleCrystle Martin Martin R.R. Mishael Mishael Sedas Sedas NatNat Soti Soti This edition of The Connected Learning Research Network: Reflections on a Decade of Engaged Scholarship is licensed under a Creative Commons Attribution Unported 3.0 License (CC BY 3.0) http://creativecommons.org/ licenses/by/3.0/ ISBN-13: 978-0-9887255-6-0 Published by the Connected Learning Alliance. Irvine, CA. February 2020. Portions of this report were originally published in Ito et al. 2013. A full-text PDF of this report is available as a free download from https://clalliance.org/publications/ Cover art by Nat Soti Suggested citation: Ito, Mizuko, Richard Arum, Dalton Conley, Kris Gutiérrez, Ben Kirshner, Sonia Livingstone, Vera Michalchik, William Penuel, Kylie Peppler, Nichole Pinkard, Jean Rhodes, Katie Salen
    [Show full text]