Affinity Online
- 256 pages
- 9 hours of reading
The book explores the origins of a significant industry that created beloved educational games like Oregon Trail and KidPix. It delves into the experimental initiatives that aimed to harness computers for child-centered learning, highlighting the innovative approaches and philosophies that shaped these early developments in educational technology. Through this lens, it examines the intersection of gaming and education, revealing how these pioneering efforts transformed learning experiences for children.
An examination of young people's everyday new media practices-including video- game playing, text-messaging, digital media production, and social media use.