Abstract
The world is in the middle of a technological revolution, with computers and technology integrated into every aspect of modern life. We see the implications of this in the workforce, with jobs in STEM (science, technology, engineering, math) fields accounting for more than 10 % of jobs in the US, a number that is constantly on the rise (http://www.forbes.com/sites/kathryndill/2014/07/03/the-top-paying-stem-jobs-for-recent-grads/). Paradigms are shifting in the classroom to prepare our students for this new twenty-first century workforce with educators, administrators, and parents alike embracing technology as a way to enhance the educational environment. Two Bit Circus looks to support this consumer to creator mindset, offering curriculum, workshops, and professional learning focused on incorporating the creative design process into engineering as seen through the process of game making.
Access this chapter
Tax calculation will be finalised at checkout
Purchases are for personal use only
References
Column Five Media (2013) Infographic: technology development stages for kids. In: Rasmussen College School of Education Blog. http://www.rasmussen.edu/degrees/education/blog/infographic-technology-development-stages-for-children/. Accessed 16 Apr 2015
Cox K (2014) It’s time to start treating the video game industry like the $21 billion business it is. In: Consumerist. http://consumerist.com/2014/06/09/its-time-to-start-treating-video-game-industry-like-the-21-billion-business-it-is/. Accessed 9 June 2015
Dill K (2014) The top paying STEM jobs for recent grads. In: Forbes Magazine. http://www.forbes.com/sites/kathryndill/2014/07/03/the-top-paying-stem-jobs-for-recent-grads/. Accessed 22 June 2015
Edutopia (2015) Flipped Classroom. http://www.edutopia.org/blogs/tag/flipped-classroom Accessed 1 July 2015
Entertainment Software Association (2014) Essential facts about the computer and video game industry. http://www.theesa.com/wp-content/uploads/2014/10/ESA_EF_2014.pdf. Accessed 11 June 2015
File T, Ryan C (2014) Computer and internet use in the United States: 2013. American Community Survey Reports. Available via the US Census Bureau. http://www.census.gov/content/dam/Census/library/publications/2014/acs/acs-28.pdf. Accessed 16 Apr 2015
Joylabz (2015) About Makey Makey. http://www.makeymakey.com/about.php. Accessed 1 July 2015
Littlejohn D (2014) STEAM Carnival bringing lasers, robots, and more to San Pedro in October. In: Daily Breeze. http://www.dailybreeze.com/lifestyle/20140921/steam-carnival-bringing-lasers-robots-and-more-to-san-pedro-in-october. Accessed 25 June 2015
Lytle R (2011) Emerging technology has positive impact in classroom. In: US News and World Report. http://www.usnews.com/education/high-schools/articles/2011/07/14/study-emerging-technology-has-positive-impact-in-classroom. Accessed 22 June 2015
Prensky M (2001) Digital natives, digital immigrants. http://www.marcprensky.com/writing/Prensky%20-%20Digital%20Natives,%20Digital%20Immigrants%20-%20Part1.pdf. Accessed 20 May 2015
Stepner D (2015) Why the future will be made by creators, not consumers. In: Wired. http://www.wired.com/2014/12/future-made-by-creators-not-consumers/. Accessed 4 June 2015
Author information
Authors and Affiliations
Rights and permissions
Copyright information
© 2015 The Author(s)
About this chapter
Cite this chapter
Lemle, E., Bomkamp, K., Williams, M.K., Cutbirth, E. (2015). Swinging from Digital Playgrounds. In: Two Bit Circus and the Future of Entertainment. SpringerBriefs in Computer Science. Springer, Cham. https://doi.org/10.1007/978-3-319-25793-8_1
Download citation
DOI: https://doi.org/10.1007/978-3-319-25793-8_1
Published:
Publisher Name: Springer, Cham
Print ISBN: 978-3-319-25791-4
Online ISBN: 978-3-319-25793-8
eBook Packages: Computer ScienceComputer Science (R0)