120 Fall 2020
Lifelong Kindergarten
Cultivating Creativity through
Projects, Passion, Peers, and Play
Reviewed by Paul Pearson
While lacking the nuts and bolts detail of a “how-to”
manual, Lifelong Kindergarten presents an inspiring
model for museums involved with, or contemplating
initiation of, maker spaces or online programming
communities in their own environment, or in
partnership with external spaces or schools. The book
also has value for museum educators and exhibition
designers ready to challenge traditional interpretive
programs and who are searching outside the field for
insight and examples that may inform their efforts
to attract, engage, and support participant audiences
through deeper, more extended creative project-based
experiences and resources within their own museums.
The book is organized into six, equal-weight chapters.
An introductory chapter defines “Creative Learning,”
then a chapter each on the “four P’s of creative
learning”: Projects, Passion, Peers, and Play. Each of
the first five chapters concludes with “In Their Own
Voices,” a Q&A interview with a young alum or current
member of the Scratch programming or Clubhouse
communities. A concluding chapter summarizes the
case for moving from an information or knowledge
society to a “creative society” and includes lists of tips
helpful to learners, designers and developers, teachers
and caregivers interested in advancing toward that
goal. The book is well-written in clear and common
prose and avoids or explains jargon for easy reading by
a general audience.
Resnick proposes the development of creativity as
essential to an individual’s ability to thrive within
the accelerated pace of change that characterizes
today’s world. He joins many contemporary observers
in concluding that schools today are habituated to
educational methods and standards that prioritize
rote learning and rigid controls that no longer serve
the needs of either students or society, if ever they
did. Today’s regressive classroom environments
may produce predictable performers as measured by
standardized tests, but Resnick says they are failing
to cultivate the kind of “Risk-takers. Doers. Makers
of Things” that have been the “driving force for
economic, technological, political and cultural change
throughout history.”
Resnick describes a creative learning curriculum that
weaves together several strands of (widely studied and
systematically abused) historic educational theories
that inform his current practice. He traces backwards
through the ideas of his mentor and colleague
Seymour Papert, a mathematician and computer
scientist who worked and studied with constructivist
Jean Piaget, to American pragmatist philosopher and
Book Review
In Lifelong Kindergarten: Cultivating Creativity through Projects, Passion, Peers, and Play,
Mitchel Resnick makes the case for wide adoption of a project-based, collaborative
learning model that undergirds his work with the MIT Media Lab’s Scratch software
online coding community for kids and a closely-related afterschool program he
co-founded called Computer Clubhouse.
121Fall 2020
educational reformer John Dewey, before landing at
the feet of Friedrich Froebel, the early 19th-century
German pedagogue considered to be the “Father of
Kindergarten” (an approach which Resnick nominates
as “the greatest invention of the previous thousand
years”). Resnick’s heroes are united in a core belief that
deep learning is best accomplished (at least by youth)
through active engagement with the world (learning
by doing), an idea that resonates with the very heart
of contemporary educational practice in children’s
and other museums that use interactive, open-ended
learning experiences as their primary means of visitor
engagement. Resnick echoes many complaints by
teachers that our national obsessions with “testing,
data collection, competition and punishment” are
pushing joy and play out of classrooms entirely,
even for a school’s youngest cohort. “Kindergarten
is becoming like the rest of school,” Resnick argues.
“I believe the rest of school (indeed, the rest of life)
should become more like kindergarten.”
Understanding and facilitating collaborative creative
processes and designing opportunities in museums
that promote prolonged engagement with materials
and ideas related to exhibition themes is a challenging
goal for many exhibition design and program teams.
In his first chapter, Resnick diagrams what he terms
“the creative learning spiral,” an iterative cycle of
actions that synthesizes constructivist ideas of how
people learn and highlights the key components of a
creative process we might infer from watching a group
of kindergartners playing with building blocks or other
basic materials: IMAGINE > CREATE > PLAY > SHARE >
REFLECT > IMAGINE >. . ., etc. This learning cycle
is repeated with new variations and inputs, until the
group determines, upon reflection, that what it has
built is satisfying or they decide to move on to another
set of materials and challenges.
Lest we believe this example applies only to younger
learners, Resnick and his colleagues see this process
play out daily at the MIT Media Lab, where older
students initiate and design new projects, build rapid
prototypes, test them, discuss results, and redesign
on the fly. Resnick observes that whether the materials
and tools are wooden blocks and bare hands or
microprocessors and laser cutters, the fundamental
elements of the creative learning process are the
same. Designing experiences that support “low floors
and high ceilings” is one of the mantras repeated in
the book that is highly relevant to museum learning
environments that often see participants of diverse
ages and skills confronted with the same content and
Lifelong Kindergarten:
Cultivating Creativity through Projects,
Passion, Peers, and Play
Mitchel Resnick
Published by the MIT Press,
Cambridge, Massachusetts,
paperback, 2017.
208 pages
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
123Fall 2020
risk-takers might project a vision of mayhem. If we
remember that “playfulness of mind” is the goal, then
the playground metaphor is more tenable. Linking
play with an attitude of inquiry prompts a question:
Are today’s museums primarily concerned with
preservation and communication of old knowledge
frozen in time – or can they be forums for creative
engagement with the past and present, where diverse
audiences can contribute to the formation of fresh
knowledge and new meanings?
The author discusses the tensions and tradeoffs that
might come with the broad adoption of a model
that seems antithetical to a current school mode,
which seems designed for conformity and control
of its inmates. Assessing learning outcomes for
learners involved with creative projects is a problem
for schools and museums. Resnick is skeptical that
numerical data is the best way to measure an individual
student’s learning progress or educational success
as a whole. While admitting the difficulties of scaling
nonnumerical assessment methods to huge cohorts
of public-school students, he suggests student
portfolios, and other qualitative methods, as more
productive ways to both document and measure
their learning. He concludes, “we need to rethink our
approaches to assessment, making sure we focus
on what’s most important for children to learn, not
what is easiest for us to measure.”
In the final chapter, Resnick reiterates the central
concept of Lifelong Kindergarten by describing an
inspiring visit to a Reggio Emilia classroom, a model
learning environment developed in Italy in 1945
and replicated in many countries. It is designed to
support children’s exploration through daily active
engagement with phenomenon and year-long projects
with special attention to documenting their work as
they go (through notebooks, posters and artwork,
performances, photography, etc.) or what the Reggio
model calls “making learning visible” and sharable
with each other and the community at large. The
final chapter closes with “Ten Tips for Designers and
Developers” that could easily slide into any must-read
manual for interactive exhibition or program design.
A sampling: “Design for Designers” is about turning
the goal of design process away from creating a
finished product for others to marvel to building
tools that assist others in finding pathways to their
own creativity. “Widen the Walls” acknowledges that
people have different interests, backgrounds, and
learning styles and addresses the core question: “How
can we design technologies that attract and engage
them all?” “Connect with Both Interests and Ideas”
advises that people are more apt to forge meaningful
connections to new ideas that seem relevant to their
own lives or that can be discovered while creating
something of their own. “Prioritize Simplicity” uses
a LEGO
®
model that emphasizes materials and
parts that can be combined or manipulated toward
many outcomes at low cost but with infinite creative
potential. “Understand (Deeply) the People You’re
Designing For” is both obvious and profound for
exhibition developers and touches on necessary front-
end audience research, while supporting the idea of
integrating prototypes and formative evaluation. (“It’s
not enough to ask people what they think or what
they want,” offers Resnick; “you also need to watch
what they do.”) Other tips center on interdisciplinary
design team processes that testify to the advantage
of opportunities for regular input and debate among
coequals with diverse perspective and experience as
well as opening up avenues of input into design to
larger cohorts of potential users (“Control the Design,
But Leverage the Crowd”). “Iterate, Iterate – Then
Iterate Again” adopts tenets of the aforementioned
“creative learning spiral” as an appropriate framework
for effective design process.
Despite its important subject and insights, it is hard
to classify this book and assess its value for potential
readers here. In defining the problem, Resnick’s
critique of our contemporary educational system will
reverberate with the existing views of many in the
museum field. The book’s research is journalistic and
124 Fall 2020
informal. This is not an academic treatise or formal
study, although it presents numerous individual
interviews and provides vivid examples of the
principles of creative play in action. The book’s author
draws many conclusions about the potential societal
benefits of broad adoption of its learning model,
without presenting objective data to demonstrate
these implied impacts. While offering a clear rationale
supporting the purpose and general structure wherein
creative learning collaborations might be possible,
this slim volume lacks the detail and linearity
required in a nuts-and-bolts workbook or how-to
manual for those interested in setting up a project-
based school curriculum or afterschool program. For
readers desiring more depth or granularity, the online
resources of the main exemplars in this book will
provide much more detail of methods, curriculums,
and lesson plans. Resnick also provides a tidy
bibliography of two dozen references for those seeking
background and templates on the use of digital
media, the Scratch coding, early childhood education,
theory and practice of project-based learning, and the
maker movement.
As I was reading Lifelong Kindergarten, I was hoping
to discover more explicit utility and instruction
for Exhibition’s audience. I kept thinking about the
quandary exhibition developers often find themselves
working through when attempting to apply external
experience models (whether found in classrooms,
maker spaces, online or in other venues) to museum
environments. Especially problematic are models
designed for communities of peers who will be
engaged with one another, and their facilitators, over
extended periods of time (as in schools) and have the
opportunities and structures that support building
of trust, collaboration, and shared learning. When
sorting experience models, or activities proposed
for potential inclusion in an exhibition, one of the
questions asked (as I'm sure you have asked yourself)
is: is this a model for a facilitated program, or an
exhibition experience? In other words, will this set
of visitor activities integrate comfortably with,
or as, an exhibition, or is it a program model that
requires conditions, facilitation, time and tools,
as well as consistency of audience, that our exhibition
and museum is unlikely to provide or attract?
Because Mitchel Resnick directly describes a
wonderfully intricate program model, there are
inherent difficulties translating it to an audience of
exhibition developers and designers. It is not that
Lifelong Kindergarten does not contain significant
implications for the work of museums; indeed,
I believe it does, but its content and teachings are
more specific to the larger audience of educators and
school administrators than to museum professionals.
That being said, the guiding philosophy and
inspirational spirit of the book is totally in line with
the values and thinking in evidence at museums
committed to experimentation with the kind of
interactive, social learning environments that place
audience at the center of their experiences.
Ultimately, the book settles into the categories of
introduction and inspiration. Lifelong Kindergarten
provides positive testimony and reinforcement
for educators and experience developers who are
contemplating, or already engaged in, establishing,
and facilitating project-based creative learning
experiences for children and teens.
Lifelong Kindergarten is not a cookbook for exhibition
developers with detailed recipes for every occasion.
It is more akin to a broader essay on the elements
and philosophical principles that support a way of
cooking that favors collaboration, experimentation
and process over conformity and predictable results.
A reader looking for a no-fail recipe will be as frustrated
as a reader looking for insight and inspiration will
be rewarded.
Paul Pearson is a former museum administrator and
planning consultant who currently teaches with Johns
Hopkins University’s online graduate museum studies
program. ppearso3
@
gmail.com
Book Review Lifelong Kindergarten