Second, the school was imagined as a twenty-first-century model of progressive education, one that would fuse new digital technologies with the progressive virtues of student-centered learning and social equity. In the tradition of progressive education, the school’s founders sought to make schooling more relevant to students’ out-of-school lives. In doing so, the founders drew on popular ideas that suggested that today’s children and young people were fundamentally different from children and young people of the past. According to the school’s publicity materials, contemporary children and young people have “known no time” without digital technologies, and especially video games, yet schools had not changed to reflect this new reality. As such, it was no wonder, the school’s founders suggested, that so many students were not engaged with canonical schooling. To bridge schooling to students’ out-of-school lives, the school’s founders aimed to make the entire curriculum “game-like,” to weave digital media tools and production activities throughout the curriculum, and to offer a suite of after-school programs focused on being a “maker” of media technology—from making animations, to computer programming, to “hacking” toys.