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Design: What It Is, and How To Teach and Learn It

Empowering Kids to Create and


Share Programmable Media
Andrés Monroy-Hernández
MIT Media Lab | andresmh@media.mit.edu

Mitchel Resnick
MIT Media Lab | mres@media.mit.edu

There are now many websites, might use the Web as a platform be seen is what really motivated
such as Flickr and YouTube for learning, enabling them to me.” The website provides a wide
[1] Resnick, M., “Sowing
and blogs, which support user- create and share personally range of entry points for com-
the Seeds for a More generated content, enabling meaningful projects, not simply munity interactions. Children
Creative Society.”
Learning & Leading people to create and share text, access information. Children cre- comment on projects, upload
with Technology, graphics, photos, and videos. But ate and share Scratch projects their own projects, and can
International Society
for Technology in for the most part, Web 2.0 does as a way to express themselves become involved in existing proj-
Education (ISTE),
December 2007.
not include interactive content. creatively, much as they would ects. The site is also a repository
People interact with Web-based paint a picture or build a castle of user-generated content that
animations and games all the with LEGO bricks. In the process serves as a source of inspira-
[2] Resnick, M., Y.
Kafai, J. Maeda, J. time, but few people can create they not only learn important tion and appropriable objects
Maloney, and N. Rusk, and share their own interactive math and computer science for new ideas. Users can con-
“A Networked, Media-
Rich Programming content. concepts, but they also develop nect with each other, forming a
Environment to Enhance
Technological Fluency
The Scratch project [1] from important learning skills: cre- social network of creators and
at After-School Centers MIT Media Lab aims to change ative thinking, effective com- collaborators through the use of
in Economically
Disadvantaged that, making it easy for every- munication, critical analysis, “friendships,” galleries (groups
Communities.” Proposal
[funded] to the National
one, especially children and systematic experimentation, of projects based on a topic), and
Science Foundation, teens, to create and share iterative design, and continual forums where users can post
Washington, DC: 2003.
interactive stories, games, and learning. We believe that the their questions or interests to be
animations on the Web, in the ability to produce (not simply discussed with others.
[3] Monroy-Hernández, participatory spirit of Web 2.0. interact with) interactive content Inspired by Jenkins’s descrip-
A., “ScratchR: Sharing
user-generated pro- With the Scratch programming is a key ingredient to achieving tion of the states of participation
grammable media.”
Proceedings of the 6th
environment [2], users snap digital literacy and becoming a in fan-fiction communities [4],
International Conference together graphical programming full participant in the interactive we put forward the idea that
on Interaction Design
and Children, Aalborg, blocks to control the actions and online world. members of user-generated-con-
Denmark, 2007.
interactions of rich media con- tent communities tend to move
tent, including photos, graphics, Learning Through Online in four different roles or states of
[4] Jenkins, Henry, music, and sound. Then they Community participation: passive consump-
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Convergence Culture.
New York: NYU Press,
upload their interactive creations The Scratch Online Community tion, active consumption, passive
2006. to the shared Scratch website, makes programming more production, and active produc-
where other members of the engaging by turning it into a tion. In order to build a success-
[5] Lave, J. and Scratch community can interact social activity. Hobbit, a 14-year- ful community, it is essential for
Wenger, E., Situated with the projects on the site and old member of the community the sites in question to support
Learning: Legitimate
Peripheral Participation, download the original source explains: “When I think about it, and welcome users regardless of
Cambridge: Cambridge
University Press, 1991.
code to examine or modify the recognition for my work is what which state of participation they
project [3]. really drew me into Scratch. fall into. For example, Lave and
The Scratch website offers an Other things played a part, but Wenger argue that “peripheral
alternate model for how children the feeling that my work would participation” is a legitimate

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FEATURE

form of engagement [5]. These ber of a) comments posted on


roles/states are the core of most other people’s projects, b) views
user-generated-content sites, and on others’ projects, c) projects
the Scratch community address- marked as favorites, d) projects
es them in a relevant way for marked as “I love it!,” and e) proj-
the specific audience and type of ects downloaded. Smaller cor-
content. relations were found in regard to
• Passive consumer. Online tags. Other people often recog-
communities often refer to these nize these active producers’ level
people as lurkers. In this state, of involvement. Members in this
people assess the community state feel invested in the com-
to understand their values and munity—it is one of the most
ideas. In the case of Scratch, this important assets of the Scratch
involves the act of browsing the online community.
different categories and interact-
ing with Scratch projects that Sharing and Collaboration
other people have created. While We use the term “creative
this is the most passive state, appropriation” to refer to the
the passive consumer alters utilization of someone else’s
the system simply by viewing creative work in the making of a
because the number of views is new one. Professional program-
counted and presented publicly. mers are very familiar with this
• Active consumer. An active concept, as a great deal of their
consumer participates in the work is based on programs and
community by providing meta- algorithms created by others.
data. Active Scratch consumers With Scratch, we wanted to
contribute their ideas by com- introduce children and teens to
 People can interact with projects displayed on the
menting, tagging, and rating this approach, because learning
Scratch website.
projects. in the context of a community is
• Passive producer. In this not only more convenient, but is
state, users create projects, also more rewarding and engag-
sometimes inspired by other ing.
projects they have seen in the One of the main goals of the
community, but do not neces- Scratch online community is to
sarily feel compelled or ready to foster the idea of learning from
share them to the community. each other by building on other
• Active producer. An active people’s ideas or projects. This
producer not only consumes but is one of the reasons why it is
also contributes to the reposi- always possible for a member
tory of projects. This person of the community to download
gives feedback to other people’s the source code of any project.
March + April 20 08

projects, gets inspired, and also Additionally, users of the com-


provides inspiration. An analy- munity often create their proj-
sis of the usage of the website ects after being inspired by other
showed that the number of proj- projects they see. In this type of
 The Scratch website highlights projects contributed
ects a user creates is correlated creative appropriation, no code
by the user community.
with the level of activity by that or media is reused; instead, it is
user on projects created by oth- the idea or concept that is appro-
interactions

ers. That is, there is a correlation priated to create a new project.


between the number of projects This type of appropriation often
a user creates and the num- leads to the emergence of trends

51
Design: What It Is, and How To Teach and Learn It

in the community. One of these expressing their concern about


trends was started by an interac- others “copying” their work. This
IDEA INSPIRATION co co co
tive “dress up” project created by controversy has provided an
N
RI ATIO
PPROP an 11-year-old girl from South opportunity to discuss important
EA
ATIV
CRE Africa. The project was a digital ideas and differences between
version of a traditional paper plagiarism and sharing.
doll: The viewer could choose the

co
FEEDBACK
skin color, hair, and clothing of Mesh Inc.
AUDIENCE
the doll. Projects tagged as “dress One of the early and ongoing col-
CREATIVE up” are so popular that they laborative efforts on the Scratch
OBJECT
COMMUNITY often go to the “Top Viewed” sec- online community started when
tion of the front page with hun- a 15-year-old girl from the U.K.,
 Scratch users build on one another's projects
dreds if not thousands of views. screen name BeeBop, created a
through “creative appropriation.”
To date, there are more than 150 series of projects with animated
projects tagged as “dress up.” sprites and encouraged others
Ranging from a project about to use them in their projects.
IDEA dressing up a hero to dressing up “You can take any of these to use
a famous TV star and original in your own project, or you can
SOCIA

PARTICIPATES, SELF-IDENTIFIES characters, “dress up” projects post a comment saying what you
N
L

ET
WORK
are as diverse as their creators. want and I can make it for you,”
SCRATCH
The Scratch website serves as BeeBop explained. The same
SHARES PROJECT
APPROPRIATES
SCRATCH PROJECTS a repository of code and ideas day, a 10-year-old girl, using the
REPOSITORY
that can be creatively appropri- name MusicalMoon, wrote a
FORUMS
USER- TAGS, COMMENTS, GROUPS, RACES ated to spawn new ideas and comment saying that she liked
GENERATED
METADATA new projects. The Scratch web- BeeBop’s animations and asking
site and the Scratch desktop if BeeBop could create a project
 Scratch users contribute to (and learn from) environment make it very easy with “a mountain background
the online community in many ways. for this to happen. Fifteen per- from a bird’s-eye view” for use
cent of all of the 23,394 projects in one of her own projects.
shared (as of August 14, 2007) MusicalMoon also asked BeeBop
were remixes of other projects. to submit the project to Mesh
Of those, the types of changes Inc., a “miniature company” that
made ranged from simple MusicalMoon had created to
changes to images and sounds, produce “top quality games” in
to modifications of the actual Scratch. MusicalMoon explained
programming code. that “all you do is simply send
Permission to make digital
Every time a project gets in a project, I will review it back
or hard copies of all or part
of this work for personal or shared on the Scratch website, in the Mesh gallery, and, then,
classroom use is granted
without the fee, provided the Scratch desktop application if it’s good enough, I will grant
that copies are not made
or distributed for profit or adds information about who you a member of Mesh_Inc.!”
commercial advantage,
and that copies bear this shared the project and when. MusicalMoon and BeeBop contin-
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notice and the full citation


on the first page. To copy
otherwise, to republish,
This information is used to ued their exchanges and created
to post on services or to
redistribute to lists, requires
automatically connect projects an initial version of a collabora-
prior specific permission
and/or a fee. © ACM that are based on others. When tive project.
1072-5220/08/0300 $5.00
a project is a remix of another, A few days later, Hobbit, the
it displays a link to the origi- 14-year-old boy from New Jersey,
nal project, giving credit to the discovered the Mesh Inc. gallery
creator whose work has been and offered his services: “I’m a
remixed. Several members of fairly good programmer, and I
the community have posted could help with de-bugging and
messages in the online forums stuff.” MusicalMoon asked Hobbit

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Usage Statistics
The Scratch Online Community was beta released
on March 4, 2007. The community started with
only the 20 participants who were involved in a
Scratch workshop. On the morning of May 14,
2007, the website was officially launched. Several
news outlets and social news websites featured the
Scratch website on their front pages. In a matter of
if he could solve a problem with and Chris Spence for their con-
hours the server and the website could not handle
a particular Mesh Inc. project: tributions to the Scratch website
the traffic and the website went down several times.
“I can’t make characters jump and online community. Yasmin
so you’re up.” A day later Hobbit Kafai, Kylie Peppler, Grace Chiu, As of December 9, 2007:
fixed the game and posted: “This and others at UCLA Graduate • the site has received 10,373,606 page views
is the new updated version, so School of Education and
• there have been 1,708,857 sessions
now he can jump on the snow.” Information Studies collaborated
MusicalMoon replied “gr8 job, on the development of Scratch. • the site was visited by 1,176,042 unique visitors
Hobbit! I’ll take this and carry on All screen names in this article • 56,352 projects have been shared
from here.” Meanwhile, Hobbit are pseudonyms. This material • 915,489 scripts have been created
decided to put his blogging skills is based upon work supported by
• 317,142 sprites have been created
to use and created a blog for the National Science Foundation
Mesh Inc. where each of Mesh under Grant No. ITR-0325828. • 53,639 members have registered
Inc.’s members is listed with The Scratch project has also • 10,743 individuals have contributed content
their corresponding positions. received financial support from • 181,230 comments have been posted on
MusicalMoon was selected as the the Intel Foundation, the LEGO projects, galleries, and forums
“chairlady.” Later, an 11-year-old Company, and MIT Media Lab
boy from Ireland calling himself consortia. While the majority of the users come from the
Marty was added to the Mesh United States, London is the city that generates
staff as the expert in “scrolling the most number of visits. Visitors to the site come
About the Authors 
backgrounds.” from 213 different countries, mainly from the U.S.,
Andrés Monroy-Hernández,
As others witnessed these Ph.D. student and U.K., Canada, Australia, Japan, Germany, Brazil,
interactions happening, Mesh Samsung Fellow at the MIT Spain, France, and India.
Media Lab, has conceptu-
Inc. got a lot of recognition alized and led the develop- An analysis of usage data during the first five
in the community and many ment of the Scratch online community. months showed that users are primarily age 8
people started to “audition” for Andrés is interested in the development of
to 17, with a peak at age 12. A good number of
social software that fosters creative and
Mesh Inc. BlueRiver, a 12-year- users are adult computer hobbyists and educators
collaborative learning experiences. He has
old girl from Russia, now leads worked in the software industry and at the that create projects in Scratch, even though a lot
the “character design” and Los Alamos National Laboratory. He of them know other professional programming
“sound operations” along with received a B.S. in electronic systems engi-
languages. Some members of the community have
neering from the Tecnológico de Monterrey
GreenDinosaur, a 10-year-old boy emerged as mentors that help the beginners and
in Mexico.
from the U.S., who holds the title provide advice.
Mitchel Resnick, professor
of “story writer.” Other Scratch
of learning research at the Data also shows that age is not indicative of
community members, inspired MIT Media Lab, explores
engagement. No correlation was found between
by Mesh Inc, have created their how new technologies can
engage children and teens age and number of projects, r = .108, p < .001.
own similar companies.
in creative learning experi- Also, surprisingly, no correlation was found
ences. His Lifelong Kindergarten research between the number of posts on the text-based
Acknowledgements group has developed many innovative edu-
forums and age either, r = -.016, p = .007.
Scratch and the Scratch web- cational technologies, including Scratch
and the “programmable bricks” that were Even starting new threads on the forums is not
site have been developed by the
the basis for the LEGO MindStorms and correlated to age, r = -.016, p = .006. Age was also
Lifelong Kindergarten Group at
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PicoCricket robotics kits. Resnick cofound- not an indicator of the number of friends, r = .065,
the MIT Media Lab. The core ed the Computer Clubhouse project, an
p < .000.
development team includes: John international network of after-school learn-
Maloney, Natalie Rusk, Evelyn ing centers for youth from low-income com- While 70 percent of users are male, no correlation
munities, with more than 100 sites in 20
Eastmond, Tammy Stern, Amon countries. Resnick earned a B.S. in physics
was found between gender and the number of
Millner, Jay Silver, Han Xu, Eric from Princeton and an M.S. and Ph.D. in projects, r = .001, p = .923. This indicates that
Rosenbaum, Karen Brennan, computer science from MIT. He is the even though the majority of users are male, the
author or coauthor of several books, includ-
Brian Silverman, and the females are as engaged in creating projects as
ing Turtles, Termites, and Traffic Jams.
authors. Special thanks to Ubong the males. As we continue our work on Scratch,
Ukoh, Kemie Guaida, Lis Sylvan, one main goal is to achieve broader participation
Chris Garrity, Lance Vikaros, DOI  10.1145/1340961.1340974 across gender.

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