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: A Cultural History of Children’s Software, Mizuko Ito describes the transformation of the computer from a tool associated with adults and work to one linked to children, learning, and play.

Digital Media & Learning, Digital Media & Learning Research, Education, Technology, United States, Youth