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Scratch: msg#00118

Subject: Scratch
http://educationarcade.mit.edu/modules

Mitch Resnick and the Lifelong Kindergarten Groupwork work  
at MIT Media Lab

Introduction - Mich Resnick

Mitch Resnick directs the Lifelong Kindergarten research 
group at the Media Laboratory at Massachusetts Institute of 
Technology. In his research, he develops new technologies 
to help people (particularly children) learn new things in 
new ways. His research interests include:

Learning through Designing

This includes the development of Programmable Bricks, now 
commercialized as LEGO MindStorms, which engage children in 
new types of design activities and new types of learning 
experiences.

Bridging the Digital Divide

The Computer Clubhouse project is a network of after-school 
learning centers where youth from under-served communities 
work together on projects based on their own interests, 
learning to express themselves with new technologies. The 
Media Lab's Digital Nations consortium aims to help people 
around the world address major social challenges (such as 
education, health care, and community development) through 
innovative design and use of new technologies.

Decentralized Thinking

The StarLogo modeling environment was created by Resnick to 
help people explore and learn about decentralized systems 
and emergent phenomena.

Active Essays

This includes the use of digital media to create new forms 
of narrative expression, in which manipulable computational 
objects are integrated with text, graphics, and video.

Scratch - a new multimedia authoring environment

Resnick has just received a new NSF grant to build a 
multimedia-authoring environment called Scratch. (This will 
operate on top of the Squeak environment already developed 
earlier by Alan Kay.) Scratch is a new programmable toolkit 
that enables kids to create their own games, animated 
stories, and interactive art - and share their creations 
with one another over the Internet. Resnick's team is 
especially focused on making a system that works well with 
the Computer Clubhouse project being carried out by the 
Media Lab. In the clubhouses, games definitely have a 
significant interest with the inner city kids. Scratch 
would have a rich media content with games as a major 
component. Resnick's team is trying to make it easy to 
program and control videos and music with

Scratch. It is completely designed with the Internet in 
mind.

Scratch builds on the long tradition of Logo and Lego, but 
takes advantage of new computational ideas and capabilities 
to make it easier for kids to get started with programming 
(lowering the floor) and to extend the range of what kids 
can create and learn (raising the ceiling). The ultimate 
goal is to help kids become fluent with digital media, 
empowering them to express themselves creatively and make 
connections to powerful ideas.

Resnick's group plans to create the system in such a way 
that if a kid builds a game and has characters that she 
wants to share with others; she will be able to do so 
easily. One avenue that they are thinking of exploring is 
to have sensors that connect with the computer. This 
extends the possibility of the computer and gets the 
physical world more involved in the possibilities of the 
game. Resnick wants the clubhouse kids to design their own 
Dance Dance Revolution or their own distance sensors. This 
will put them in the position of interface designers in 
addition to being game designers. A step beyond this is for 
the kids to download what they design on to PDAs, 
computers, etc. and play these downloaded games. Ultimately 
Resnick wants the kids to control the distribution 
capability as well as the designability of their games 
creations.

Kids and Gender Differences in Design Projects

Resnick observes that after age 6, Lego becomes a boy's 
toy. At age 9 or 10, in stores, it's mainly boys who are 
buying Lego. To remove this gender disparity, it is 
important how one introduces a new technology. The way the 
topic is framed is important, especially in schools. If one 
introduces it by saying "today we will make robots", - 
mostly boys will be interested. But if one introduces it by 
saying "we will make an interactive sculpture today", it 
would interest both boys and girls. He recounts a time his 
group worked in an elementary school and was building a toy 
amusement theme park. A group of boys started building a 
merry-go-round systematically and in a step-by-step manner 
went about adding elements to it, like motors, etc. But the 
girls who were building a Ferris wheel, decided to keep in 
on the side to build a refreshment stand and have people 
mulling around. After this was complete, they then went 
back to the Ferris wheel and completed it. Resnick found 
this difference in approach interesting. He feels that it 
showed that kids need stories to play with, not just 
objects. They also need multiple paths and adequate time to 
finish all that they are interested in once they are 
involved in playing games. One can't tell them, "This week, 
we will create Ferris wheels only". If you do so, they may 
finish the work in time, but not enjoy the process. On the 
other hand, if you give them freedom, they explore more and 
learn more.

Contact person - Mitch Resnick: mres-GGWXsB6tJanpgkiH4x7ZXw@xxxxxxxxxxxxxxxx 




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