000 02395nam a22005053i 4500
001 EBC3339073
003 MiAaPQ
005 20240729125147.0
006 m o d |
007 cr cnu||||||||
008 240724s2009 xx o ||||0 eng d
020 _a9780262258913
_q(electronic bk.)
020 _z9780262013352
035 _a(MiAaPQ)EBC3339073
035 _a(Au-PeEL)EBL3339073
035 _a(CaPaEBR)ebr10335354
035 _a(CaONFJC)MIL269456
035 _a(OCoLC)471877467
040 _aMiAaPQ
_beng
_erda
_epn
_cMiAaPQ
_dMiAaPQ
050 4 _aQA76.76.C54I86 2009
082 0 _a790.20285
100 1 _aIto, Mizuko.
245 1 0 _aEngineering Play :
_bA Cultural History of Children's Software.
250 _a1st ed.
264 1 _aCambridge :
_bMIT Press,
_c2009.
264 4 _c©2009.
300 _a1 online resource (247 pages)
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
490 1 _aThe John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning Series
505 0 _aIntro -- Contents -- Series Foreword -- Acknowledgments -- 1 Introduction -- 2 Academics -- 3 Entertainment -- 4 Construction -- 5 Conclusion -- Notes -- References -- Index.
520 _aHow the influential industry that produced such popular games as Oregon Trail and KidPix emerged from experimental efforts to use computers as tools in child-centered learning.
588 _aDescription based on publisher supplied metadata and other sources.
590 _aElectronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries.
650 0 _aChildren''s software -- Development -- United States -- History.
650 0 _aComputer-assisted instruction -- United States.
650 0 _aComputers and children -- United States.
650 0 _aEntertainment computing -- United States.
655 4 _aElectronic books.
776 0 8 _iPrint version:
_aIto, Mizuko
_tEngineering Play
_dCambridge : MIT Press,c2009
_z9780262013352
797 2 _aProQuest (Firm)
830 4 _aThe John D. and Catherine T. MacArthur Foundation Series on Digital Media and Learning Series
856 4 0 _uhttps://ebookcentral.proquest.com/lib/orpp/detail.action?docID=3339073
_zClick to View
999 _c81932
_d81932