Clubes Juveniles de Informática Natalie Rusk, Ph.D. MIT Media Lab Scratch Day Cali 2012
MIT Media LabLifelong Kindergarten Group
Brecha digital Interest gap (Carnegie Corporation of NY, 1992)
RecommendationsIncrease opportunities foryouth in low income areas Challenging activities Connect to peers and adults D...
(Csikszentmihalyi & Larson, 1984; Larson, 2000)
Consumers ProducersPlaying MakingWatching CreatingBrowsing ...
Computer Clubhouse Environment Design studioMusic studio Robotics lab Video produ...
What supports creative learning?  Technologies for creating  Creative peers  Engaged mentors  Design w...
Questions or Comments? Thank you very much!
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
Natalie clubhouse sdc_2012_ingles
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Natalie clubhouse sdc_2012_ingles

Video-Conferencia: "Clubes Juveniles de Informática", Dra. Natalie Rusk, Life Long Kindergarten, MIT Media Lab, Boston, USA.http://www.eduteka.org/ScratchDay2012/
Published on: Mar 3, 2016
Published in: Education      Business      Technology      
Source: www.slideshare.net


Transcripts - Natalie clubhouse sdc_2012_ingles

  • 1. Clubes Juveniles de Informática Natalie Rusk, Ph.D. MIT Media Lab Scratch Day Cali 2012
  • 2. MIT Media LabLifelong Kindergarten Group
  • 3. Brecha digital Interest gap (Carnegie Corporation of NY, 1992)
  • 4. RecommendationsIncrease opportunities foryouth in low income areas Challenging activities Connect to peers and adults Develop relevant skills Contribute to community (Carnegie Corporation of NY, 1992)
  • 5. (Csikszentmihalyi & Larson, 1984; Larson, 2000)
  • 6. Consumers ProducersPlaying MakingWatching CreatingBrowsing Designing (Rusk & Resnick, 1996)
  • 7. Computer Clubhouse Environment Design studioMusic studio Robotics lab Video production lab
  • 8. What supports creative learning?  Technologies for creating  Creative peers  Engaged mentors  Design workshops  Networked community(Kafai, Peppler, & Chapman, 2009)
  • 9. Questions or Comments? Thank you very much!