







Our mission is to promote software literacy within the visual arts, and visual literacy within technology-related fields — and to make these fields accessible to diverse communities.

Platform Studies
The Platform Studies book series has been established to promote the investigation of underlying computing systems and how they enable, constrain, shape and support the creative work that is done on them. The series investigates the foundations of digital media — the computing systems, both hardware and software, that developers and users depend upon for artistic, literary, and gaming development. Books in the series will certainly vary in their approaches, but they will all also share certain features: A focus on a single platform or a closely related family of platforms; Technical rigor and in-depth investigation of how computing technologies work; An awareness of and discussion of how computing platforms exist in a context of culture and society, being developed based on cultural concepts and then contributing to culture in a variety of ways — for instance, by affecting how people perceive computing.

Creative Computing Group by @tgoerke.bsky.social — Grain
Let's start a group at CODIP to explore creative computing. Let's not start by defining creativity nor computing. It would be a trap. Let's collect artifacts instead. Images, text, thoughts,...
Developing Competencies for the Future of Data and Computing: The Role of K-12
Skills in computing and data are critical for students to thrive in a data-driven world. While efforts to expand learning in these areas have grown, opportunities to participate are unevenly distributed and lack coherence across grades and subjects. Our new report identifies seven shared competencies for data and computing and how they align with existing STEM standards and classroom practice. Through addressing curriculum, teacher preparation, professional learning, technology access, assessment, and system-level coordination, the report calls for sustained, coordinated action to ensure that all students have meaningful opportunities to develop literacy in data and computing.

Creative Computing in Education Course Showcase
This event will showcase creative computing final projects from a College of Staten Island course that explores how P-12 in-service teachers can use code for artistic expression. These projects will […]

Thinking with Sand: A Talk Series Exploring New Software Tools for Creative Exploration and Augmented Thinking At the MIT Media Lab
Digital Art Enters the Museum Age — Social Software
We explore code and systems as a medium for creating new forms of art. We consider "software" in an expanded sense, examining the ways that we are programmed by technology around us and the ways we can write software to make change in the world.

Notes from my Beginner Computer Literacy Class Part 1 - Alex’s Writing Journal
Helping the uninitiated navigate this brave new digital world
» Apple, Carmen Sandiego, and the Rise of Edutainment The Digital Antiquarian
If there was any one application that was the favorite amongst early boosters of personal computing, it was education. Indeed, it could sometimes be difficult to find one of those digital utopianists who was willing to prioritize anything else — unsurprisingly, given that so much early PC culture grew out of places like The People’s Computer Company, who made “knowledge is power” their de facto mantra and talked of teaching people about computers and using computers to teach with equal countercultural fervor. Creative Computing, the first monthly magazine dedicated to personal computing, grew out of that idealistic milieu, founded by an educational consultant who filled a big chunk of its pages with plans, schemes, and dreams for computers as tools for democratizing, improving, and just making schooling more fun. A few years later, when Apple started selling the II, they pushed it hard as the learning computer, making deals with the influential likes of the Minnesota Educational Consortium (MECC) of Oregon Trail fame that gave the machine a luster none of its competitors could touch. For much of the adult public, who may have had their first exposure to a PC when they visited a child’s classroom, the Apple II became synonymous with the PC, which was in turn almost synonymous with education in the days before IBM turned it into a business machine. We can still see the effect today: when journalists and advertisers look for an easy story of innovation to which to compare some new gadget, it’s always the Apple II they choose, not the TRS-80 or Commodore PET. And the iconic image of an Apple II in the public’s imagination remains a group of children gathered around it in a classroom.
Drinking from the Firehose: Learning Computer Graphics Techniques and Programming
Graphics researchers waiting in the water fountain line at SIGGRAPH Yellowstone. Computer graphics as a field is broad, deep, complex, and intimidating. More than half a century of rapid progress driven by academic research and industry practices underly it. Parts delve pretty far into physics, math, signal processing, systems programming (and more). And performance is always at a premium—so simple, straightforward techniques are often not possible, and high-level programming abstractions not usable.

The Motivation Blueprint | Learning Development Accelerator | Professional L&D Community
You can buy an ebook from us directly or wherever ebooks are sold (Apple Books, Amazon, B&N, etc..

Changing Minds: Computers, Learning, and Literacy
An impassioned guide to how computers can fundamentally change how we learn and think.Andrea diSessa's career as a scholar, technologist, and teacher has b

Sound & Vision
Explore the future of type with the Re:Vision 2025 typographic playground—an interactive showcase of emerging type trends. Dive in and shape the next wave of visual language.

AI Literacy Across the Curriculum
As you have no doubt seen, AI is becoming ubiquitous in our lives and in the technologies we use every day. Generative AI is no longer an experimental tool, but a deployed technology in many of the…
