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Second International Conference on Creating, Connecting and Collaborating through Computing (C5'04)
Scratch: A Sneak Preview
Kyoto, Japan
January 29-January 30
ISBN: 0-7695-2166-5
John Maloney, Massachusetts Institute of Technology
Leo Burd, Massachusetts Institute of Technology
Yasmin Kafai, University of California at Los Angeles
Natalie Rusk, Massachusetts Institute of Technology
Brian Silverman, Massachusetts Institute of Technology
Mitchel Resnick, Massachusetts Institute of Technology

Scratch is a networked, media-rich programming environment designed to enhance the development of technological fluency at after-school centers in economically-disadvantaged communities. Just as the LEGO MindStorms robotics kit added programmability to an activity deeply rooted in youth culture (building with LEGO bricks), Scratch adds programmability to the media-rich and network-based activities that are most popular among youth at after-school computer centers. Taking advantage of the extraordinary processing power of current computers, Scratch supports new programming paradigms and activities that were previously infeasible, making it better positioned to succeed than previous attempts to introduce programming to youth.

Our working hypothesis is that, as kids work on personally meaningful Scratch projects such as animated stories, games, and interactive art, they will develop technological fluency, mathematical and problem solving skills, and a justifiable self-confidence that will serve them well in the wider spheres of their lives.

Citation:
John Maloney, Leo Burd, Yasmin Kafai, Natalie Rusk, Brian Silverman, Mitchel Resnick, "Scratch: A Sneak Preview," c5, pp.104-109, Second International Conference on Creating, Connecting and Collaborating through Computing (C5'04), 2004
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