Natalie Rusk

Natalie Rusk
Massachusetts Institute of Technology | MIT · MIT Media Laboratory

Ph.D.

About

32
Publications
52,812
Reads
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5,610
Citations
Introduction
Education
September 2006 - August 2011
Tufts University
Field of study
  • Child Development
September 1988 - May 1989
Harvard University
Field of study
  • Technology in Education

Publications

Publications (32)
Article
Full-text available
Emotional skills are now widely recognized to be essential skills for young people to survive and thrive across all aspects of their lives. Teens become able to develop powerful new skills for understanding and managing their emotions. They also are able to learn skills for using the valuable functions of emotions. But this learning isn’t automatic...
Article
While millions of students worldwide have enjoyed coding experiences over the last decade, the next challenge is spreading educational values and approaches.
Article
Full-text available
Purpose Open online courses have expanded opportunities for people to learn remotely. However, few online experiences offer participants ways to create projects and actively engage with course materials while developing meaningful personal connections with one another. The purpose of this paper is to share strategies implemented in a large online c...
Article
Full-text available
Purpose Many educators currently face challenges when trying to engage students in creative learning experiences online, where it can be particularly difficult to move beyond the transmissive approach typical of video lessons and webinars. The purpose of this paper is to present WeScratch, online workshops designed as welcoming, playful and peer-su...
Article
Purpose Many initiatives are seeking to engage children in learning to code. However, few studies have examined how children’s engagement in learning and using coding develops over time. This study aims to seek young people’s perspectives on what they viewed as important in their long-term participation in a coding community. Design/methodology/ap...
Conference Paper
In this paper, we present our experience developing introductory coding environments called Scratch Microworlds. These interactive environments enable learners to get started with coding by creating projects, rather than solving puzzles. The primary educational goal of these microworlds is to engage learners (ages 8 to 14) who otherwise may not be...
Chapter
Full-text available
Chapter
This chapter explores the diverse and creative collaboration in the Scratch online community, where young people can create and share interactive media such as animations, games, and stories with people all over the world. Scratch enables creative collaboration, with more than 130,000 youth each month participating to design, build, and invent shar...
Article
This article calls for research on the expertise of youth development practitioners. We argue for studies focused on understanding youth practice from practitioners' points of view—as they experience and enact it—with the aim of contributing findings and frameworks that are helpful to their work and learning. To improve youth programs, first, it is...
Article
Adults must be able to manage anger, anxiety, and other emotions in order to lead productive and healthy lives. The ability to manage emotions requires handling "hot" emotional situations as they occur, such as finding ways to express anger without lashing out or to regulate anxiety in order to concentrate on one's work (Gross and Thompson 2007 )....
Conference Paper
Full-text available
Teens within local community organizations often serve in leadership roles, such as camp counselors or program assistants. As they carry out their responsibilities, they gain work skills and the community benefits from their contributions. With young people spending more time online, how might they build similar skills while contributing to the onl...
Article
Decades of scientific research shows that intrinsic motivation (IM) is a powerful "engine" of learning and positive development. This chapter synthesizes the research, first showing how the psychological state of IM is associated not only with enhanced engagement and perseverance in an activity, but also with greater use of meta-cognitive strategie...
Article
Goal orientation theory is concerned with per-formance and learning goals in academic, athletic, and other ability areas. Here we examine performance and learning goals for emotion regulation. We define perfor-mance goals for emotion regulation as seeking to prove one's ability to manage emotions; learning goals for emotion regulation are defined a...
Article
The chapter discusses similarities and differences in attachment relationships across cultures. They propose that cultural differences in attachment relate to cultural differences in learning and coping. In European American communities, where the attachment relationship is experienced as a base for exploring and analyzing the world, children who a...
Article
Full-text available
Scratch is a visual programming environment that allows users (primarily ages 8 to 16) to learn computer programming while working on personally meaningful projects such as animated stories and games. A key design goal of Scratch is to support self-directed learning through tinkering and collaboration with peers. This article explores how the Scrat...
Article
Few investigators have explored connections between attachment theory and goal orientation theory. Although the theories differ in important ways, we suggest there is a striking similarity in their depiction of an adaptive pathway leading from stress to learning goals and constructive strategies, and a contrasting pathway leading from stress to sel...
Article
There is evidence that beliefs (cognitive vulnerabilities) and goals (to prove self-worth) contribute to depression but little consideration of how they work in tandem. Synthesizing research on beliefs and goals leads us to four propositions: (a) People with cognitive vulnerabilities often adopt self-worth goals (seeking to prove self-worth and to...
Article
Full-text available
"Digital fluency" should mean designing, creating, and remixing, not just browsing, chatting, and interacting.
Article
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When Moshe Vardi, Editor-in-Chief of CACM, invited us to submit an article about Scratch, he shared the story of how he learned about Scratch: A couple of days ago, a colleague of mine (CS faculty) told me how she tried to get her 10-year-old daughter interested in programming, and the only thing that appealed to her daughter (hugely) was Scratch....
Article
Full-text available
This paper suggests new strategies for introducing students to robotics technologies and concepts, and argues for the importance of providing multiple entry points into robotics. In particular, the paper describes four strategies that have been successful in engaging a broad range of learners: (1) focusing on themes, not just challenges; (2) combin...
Conference Paper
Full-text available
We report on the programming learning experiences of urban youth ages 8-18 at a Computer Clubhouse located in South Central Los Angeles. Our analyses of the 536 Scratch projects, collected during a two-year period, documents the learning of key programming concepts in the absence of instructional interventions or experienced mentors. We discuss the...
Conference Paper
Full-text available
This paper describes Scratch, a visual, block-based programming language designed to facilitate media manipulation for novice programmers. We report on the Scratch programming experiences of urban youth ages 8-18 at a Computer Clubhouse—an after school center—over an 18-month period. Our analyses of 536 Scratch projects collected during this time d...
Article
New understanding of the etiology of mental disorders calls for a revised look at psychiatric research priorities. Current research efforts are focused on the search for biogenetic causes of mental disorders. However, a small but growing body of research is revealing the inextricable relationship between genes and environment. The article questions...
Conference Paper
Full-text available
Scratch is a networked, media-rich programming environment designed to enhance the development of technological fluency at after-school centers in economically-disadvantaged communities. Just as the LEGO MindStorms robotics kit added programmability to an activity deeply rooted in youth culture (building with LEGO bricks), Scratch adds programmabil...
Conference Paper
Full-text available
Scratch is a networked, media-rich programming environment designed to enhance the development of technological fluency at after-school centers in economically-disadvantaged communities. Just as the LEGO MindStorms robotics kit added programmability to an activity deeply rooted in youth culture (building with LEGO bricks), Scratch adds programmabil...
Article
The gap between the technological "haves" and "have-nots" is widening, leading to dangerous economic and cultural rifts in our society. But access to technology alone is not enough to bridge this gap. This paper describes a new model of a learning community, called the computer clubhouse, that breaks away from the traditional computer lab. at the c...
Article
Full-text available
A year or so later, Mike's mother was participating in a teachers'workshop at The Computer Museum in downtown Boston. She mentioned to the staff that her son was artistically talented, but she was worried because he was unemployed and not using his talents. They told her about the Computer Clubhouse, a new after-school center where inner-city youth...

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