122 Fall 2020
materials, but experiencing and processing them from
very different perspectives. A sympathetic experience
developer might see this as a productive tension that,
with the right prompts and conditions, can be used
to enrich the individual and collective social learning
experience and lead to breakthroughs in creativity
and insight.
Program or exhibition designers involved with maker
spaces or project-based resource areas in their facilities
will find a wealth of strategies and examples in Lifelong
Kindergarten. Throughout the book, Resnick examines
the concept of experiential, interactive learning
through examples found in the maker movement’s
highly social, project-based formats, as well as via toys
and activities like LEGO
®
Mindstorms Robotics kits
that support creative play and collaboration. It is not
surprising that Resnick, as a trained computer scientist,
draws most of his models and conclusions from his
own experiences developing and facilitating the Scratch
programming language and online network of users,
including thousands of youth enrolled in Computer
Clubhouse chapters. Resnick hopes to expand the use
of new tools and technologies for learning and offers
several principles and methods that educators might
adapt for facilitating creative learning experiences.
In the chapter titled “Passion,” Resnick advances
another cornerstone of the creativity package. This
is the idea that learners with a passionate interest in
their learning subjects are more motivated to think
deeply, work harder, enlist support, and share process
and results with others. Resnick adds texture to the
argument by showing many examples of how students
automatically apply previously acquired conceptual
learning and acquire the new technical skills they
need to accomplish complex tasks when engaged with
projects of their own device. As a counterweight to
those who feel traditional schools could not adapt to
a curriculum centered on a student-generated
projects model, Resnick points to Brightworks, a
successful, mixed-age (5 to 15) day school in San
Francisco, founded in 2011, that moves students
through three-month “arcs” of exploring topics deeply,
expressing self-chosen aspects of that topic through
extended projects and then presenting these projects
and findings to the local community.
“Peers” focuses on how learning is magnified,
broadened, and reinforced in social and community
contexts. In this chapter, Resnick describes the
example of Brazilian “samba schools” where members
convene to create and practice music and dance
routines in preparation for the nationwide annual
carnival. Samba school participants are of all ages and
levels of experience, from young novices to seasoned
veterans and expert musicians. In samba schools,
Resnick and his colleagues found inspiration for
structuring and operating the mixed-age collaborative
Computer Clubhouse and Scratch programming
communities that encourage and support peer-to-peer
learning, project sharing, feedback, and working in
self-determined teams, either in-person or online.
The examples and takeaways from this chapter might
be particularly apt for museums looking for long-
duration collaboration models with community
partners, afterschool programs, scouting, or other
clubs in their local area.
In chapter 5, Resnick asks: “What types of play are
most likely to help young people develop as creative
thinkers?” Resnick describes various forms and
meanings of play and agrees with John Dewey that
playfulness of mind is a critical condition of creative
endeavor. In demonstrating that “not all play is
created equal,” he contrasts playpens (restrictive,
rule-bound, socially limited, safe) with playgrounds
(expansive, exploratory, experimental, generative,
risky) and asserts the playground model as an
appropriate metaphor for the kind of learning
environment that promotes the kind of free agency,
experimental risk-taking, playful tinkering, and social
networking necessary to the development of creative
mentality and skills. For many museum professionals,
the idea of converting a traditional gallery into a
rule-free, open “playground” for tinkerers and
Book Review Lifelong Kindergarten