Domain: papert.org
Stories and comments across the archive that link to papert.org.
Comments · 15
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"Hard Fun" by Papert; also Greenspun, Goodstein
From: http://www.papert.org/articles/HardFun.html
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Way back in the mid-eighties a first grader gave me a nugget of language that helps. The Gardner Academy (an elementary school in an under-privileged neighborhood of San Jose, California) was one of the first schools to own enough computers for students to spend significant time with them every day. Their introduction, for all grades, was learning to program, in the computer language Logo, at an appropriate level. A teacher heard one child using these words to describe the computer work: "It's fun. It's hard. It's Logo." I have no doubt that this kid called the work fun because it was hard rather than in spite of being hard.
Once I was alerted to the concept of "hard fun" I began listening for it and heard it over and over. It is expressed in many different ways, all of which all boil down to the conclusion that everyone likes hard challenging things to do. But they have to be the right things matched to the individual and to the culture of the times. These rapidly changing times challenge educators to find areas of work that are hard in the right way: they must connect with the kids and also with the areas of knowledge, skills and (don't let us forget) ethic adults will need for the future world.
---Also, a focus on early abstract academics (ABCs and gold stars) has deprived young children of time spent in nature and playing with sand, water, rocks, leaves, sticks, sunlight, and such. This means they have little physical appreciation for what abstractions like quantity, mass, heat flow, energy, and so on relate to, so kids have less physical intuition to bring to math and science. See John Holt and John Taylor Gatto for alternatives.
I think it may be more that kids realize that people who study STEM tend to get shafted economically relative to the degree of work. Example:
http://philip.greenspun.com/careers/women-in-science
"Why does anyone think science is a good job?
The average trajectory for a successful scientist is the following:
age 18-22: paying high tuition fees at an undergraduate college
age 22-30: graduate school, possibly with a bit of work, living on a stipend of $1800 per month
age 30-35: working as a post-doc for $30,000 to $35,000 per year
age 36-43: professor at a good, but not great, university for $65,000 per year
age 44: with (if lucky) young children at home, fired by the university ("denied tenure" is the more polite term for the folks that universities discard), begins searching for a job in a market where employers primarily wish to hire folks in their early 30s
This is how things are likely to go for the smartest kid you sat next to in college. He got into Stanford for graduate school. He got a postdoc at MIT. His experiment worked out and he was therefore fortunate to land a job at University of California, Irvine. But at the end of the day, his research wasn't quite interesting or topical enough that the university wanted to commit to paying him a salary for the rest of his life. He is now 44 years old, with a family to feed, and looking for job with a "second rate has-been" label on his forehead.
Why then, does anyone think that science is a sufficiently good career that people should debate who is privileged enough to work at it? Sample bias."There was another article on how there are less Electrical Engineers. I read the EE Times forums and many EEs say they tell their kids not to go into the field based on career prospects and working conditions.
Also on the failure of the US academic system for STEM:
http://www.its.caltech.edu/~dg/crunch_art.html
"I would like to propose a different and more illuminating metaphor for American science education. It is more like a mining and sorting operation, designed to cast aside most of the mass of common human -
Thanks for the great life-experience post
Terrific point about separating an appraisal of the world from general moods.
And after all, some people even like tough challenges:
http://www.papert.org/articles/HardFun.htmlAs I quote here from "What Dreams May Come":
http://www.pdfernhout.net/reading-between-the-lines.html
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"This is their composite mental image?" I asked. Soundless; hueless; lifeless.
"It is," he said.
"And you work here?" I felt stunned that anyone who had the choice would elect to work in this forbidding place.
"This is nothing," was all he said.
===Howard Zinn also suggested there is always reason for the "optimism of uncertainty": http://www.commondreams.org/views04/1108-21.htm
I agree about the bringing nutrition/lifestyle stuff all together synergistically:
http://www.drfuhrman.com/library/natural_depression.aspx
http://www.changemakers.com/discussions/discussion-493#comment-38823Also maybe of interest:
http://en.wikipedia.org/wiki/Evolutionary_approaches_to_depressionAnd:
http://www.theatlantic.com/magazine/archive/2009/12/the-science-of-success/307761/
"Most of us have genes that make us as hardy as dandelions: able to take root and survive almost anywhere. A few of us, however, are more like the orchid: fragile and fickle, but capable of blooming spectacularly if given greenhouse care. So holds a provocative new theory of genetics, which asserts that the very genes that give us the most trouble as a species, causing behaviors that are self-destructive and antisocial, also underlie humankind's phenomenal adaptability and evolutionary success. With a bad environment and poor parenting, orchid children can end up depressed, drug-addicted, or in jail -- but with the right environment and good parenting, they can grow up to be society's most creative, successful, and happy people."While Shirky's post has some great insights, I actually disagree with a sentiment implied where he says: "Most of us won't kill ourselves, no matter how bad things get.
... Madoff hasn't killed himself because he isn't the kind of person who kills himself." While perhaps true, it is misleading. I'd suggest depression and suicide could happen in almost anyone's life probabilistically, but that certain circumstances make it more or less likely. Then, if it does, the survivors tend to work backwards from "if only" proximate causes, but overall it is always a network of interacting causes and effects. Genes are one thing affecting probabilities, but so is nutrition, lifestyle, mental outlook, mental habits including gratitude, religions and spiritual upbringing or life philosophy, social networks, physical infrastructure, and many other factors (including what we think about the world) which interact with each other. Or, in other words, a life is like a tree, and whether that tree is blown over by any particular storm in life is about both how big the (perceived) storm is and how deep the tree's roots are (and roots help us grow more roots). For a person, roots are things like nutrition, family, friends, hobbies, community, music, values, habits, religion/philosophy, and so on. See also:
http://en.wikipedia.org/wiki/Positive_psychologyThanks for the success story of personal growth to grow deeper roots in various ways. Good luck in continuing to grow them as best as is possible in this plane of existence filled with various dualistic tensions, with life at a Yin/Yang interface of
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Re:Moving past artifcial scarcity
"These conditions exist because we are riding on the fruits of someone else's labors..."
See, for contrast the ideas of C.H. Douglas:
http://en.wikipedia.org/wiki/Social_Credit
"Douglas disagreed with classical economists who divided the factors of production into only land, labour and capital. While Douglas did not deny these factors in production, he believed the "cultural inheritance of society" was the primary factor. Cultural inheritance is defined as the knowledge, technique and processes that have been handed down to us incrementally from the origins of civilization. Consequently, mankind does not have to keep "reinventing the wheel". "We are merely the administrators of that cultural inheritance, and to that extent the cultural inheritance is the property of all of us, without exception.""There is such a thing as "hard fun":
http://www.papert.org/articles/HardFun.htmlIf what you said was entirely true (I'm not saying there is not some truth in it), then how would Wikipedia work? How would GNU/Linux work? How would volunteer non-profits work? How would Slashdot work? Yet they all do to some extent. As we get more advanced technology, it becomes easier (and more fun) for a few who want to produce useful stuff to do so for everyone who wants it. At some point, then a high-tech gift economy becomes easy to sustain. See also James P. Hogan's novels like "Voyage From Yesteryear" for some ideas on how that might look socially.
As I mentioned, there are also ideas like a "basic income", democratic resource-based planning, and local subsistence using advanced technologies. All of these can work together, as I outlined here:
"Five Interwoven Economies: Subsistence, Gift, Exchange, Planned, and Theft"
http://www.youtube.com/watch?v=4vK-M_e0JoY -
The many uses of simulation...
I agree with you in general about the limits of simulations and even intelligence itself.
Still, simulations can be used to:
* predict (you are right, they often fail for reasons of chaos theory and limited accuracy or missing aspects);
* understand (where you play what ifs to see the consequences of your assumptions);
* to gain insight (something other than understanding of details, where you gain a sense of the gestalt, a feeling, or some new summarizing key idea, like I say with my sig about the irony of the tools of abundance in the hands of those thinking in terms of scarcity -- maybe we need a simulation about creating simulations to have scientists gain the insight about simulations you suggest many lack? :-);
* assess risk (to some extend, by Monte Carlo methods for well understood processes)
* to consolidate knowledge in an organized explicit way (you can't hand wave as much when you have to implement ideas in code);
* educate intellectually (as fun toys to play with and learn from);
* educate practically (to learn skills by trial and error, basically failing faster and safer like in a flight simulator or nuclear power plant simulator or surgical simulator);
* educate emotionally (to see consequences and possibilities and related narrative, often as games);
* entertain (relates to the above, but is a different focus);
* to serve as a focus for political policy debates about future scenarios (including as different simulators with different assumptions describe different implications of policy -- note weather forecasters use multiple weather models plus their intuition and experience to make forecasts);
* as a form of self-justifying artwork;
* as a way to create entirely new worlds to explore inspired by nature but (as you suggest) often very different;
* probably many more -- in the sense of, what good is a blank sheet of paper?I learned some of this from thinking about what people like Steven C Bankes at RAND had to say in the 1980s and 1990s:
http://www.rand.org/pubs/authors/b/bankes_steven_c.html
As well as people like Seymour Papert (of Microworlds educational software fame).
http://www.papert.org/
Or Alan Kay and Dan Ingalls and others with Smalltalk as a simulation environment. As well as what futurists (WFS) and risk modellers (RAMAS) have to say. And from making a simulation about gardening in the 1990s (with my wife, as a more than six person-year labor of love released with source under the GPL):
http://www.gardenwithinsight.com/One concern I have about simulations of living creatures (especially intelligent or self-aware ones that can feel some kind of virtual pleasure or virtual pain, like in agent-based simulations) is, what are the ethics? As in, do not do unto others that which you do not want done unto yourself (unless they like that kind of stuff)...
http://www.simulation-argument.com/
http://www.rfreitas.com/Astro/LegalRightsOfRobots.htm -
The education revolution towards making stuff
"At a certain level though, a student has to be able to do arithmetic, be able to read, and write, in order to do anything in our society. If he's going to be an engineer, he needs math (especially algebra) and the fundamentals of science."
In terms of continuing to try to reconcile our common interests to the greatest extent possible, consider, and connected with the previous item on Mark Frauenhoffer's comments on schools and the Maker/DIY movement, consider this by Seymour Papert:
http://www.papert.org/articles/HardFun.html
"I have had a lot of flack from people who read this column (and other things I have written) as advocating taking the hard work and discipline out of learning. I don't blame them. I am a critic of the ways in which traditional school forces kids to learn and most attempts to introduce a more engaging, less coercive curriculum do indeed end up taking the guts out of the learning. But it is not fair to hold me guilty by association. My whole career in education has been devoted to finding kinds of work that will harness the passion of the learner to the hard work needed to master difficult material and acquire habits of self-discipline. But it is not easy to find the right language to explain how I think I am different from the "touchy feely ... make it fun make it easy" approaches to education.
Way back in the mid-eighties a first grader gave me a nugget of language that helps. The Gardner Academy (an elementary school in an under-privileged neighborhood of San Jose, California) was one of the first schools to own enough computers for students to spend significant time with them every day. Their introduction, for all grades, was learning to program, in the computer language Logo, at an appropriate level. A teacher heard one child using these words to describe the computer work: "It's fun. It's hard. It's Logo." I have no doubt that this kid called the work fun because it was hard rather than in spite of being hard.
Once I was alerted to the concept of "hard fun" I began listening for it and heard it over and over. It is expressed in many different ways, all of which all boil down to the conclusion that everyone likes hard challenging things to do. But they have to be the right things matched to the individual and to the culture of the times. These rapidly changing times challenge educators to find areas of work that are hard in the right way: they must connect with the kids and also with the areas of knowledge, skills and (don't let us forget) ethic adults will need for the future world. ..."Which also relates to this story (from the 1950s but presaged the web):
"The Skills of Xanadu" by Theodore Sturgeon
http://books.google.com/books?id=wpuJQrxHZXAC&pg=PA51&lpg=PP1And this essay by from 1985 that presaged the ongoing DIY/Maker/Open trends:
"The Abolition of Work" by Bob Black
http://www.whywork.org/rethinking/whywork/abolition.htmlAnd also this other item I just posted related to the DIY/Maker/OpenManufacturing scene:
http://groups.google.com/group/openmanufacturing/msg/70fec0838320517b
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Heterodox economics
Wow, that all sounds pretty neat and mostly a lot of "hard fun".
http://www.papert.org/articles/HardFun.htmlAnd related:
"Mortgage Free!: Innovative Strategies for Debt Free Home Ownership"
http://books.google.com/books?id=U8olv7h0of4C
"How to Survive Without a Salary: Learning How to Live the Conserver Lifestyle"
http://books.google.com/books?id=ImmgMBhdeHkC
"Life After the City: A Harrowsmith Guide to Rural Living"
http://books.google.com/books?id=Fmq19Hv1fqYCWe live in a somewhat passive solar home, and do a bit of organic gardening (but we can't bear to cut down the beautiful trees where we are to have a bigger spot to garden or more sunlight, although I agree with you about the economics of that -- plus, doing stuff outdoors also saves on entertainment expenses and, as you allude to, gym memberships.
:-)Karl Marx and his fans (like Simon Clarke in "The Global Accumulation of Capital and the
Periodisation of the Capitalist State Form")
http://www.riff-raff.se/en/furtherreading/clarke_global.php
predicted an extension of credit to keep capitalism going just before it collapsed (whatever one can say about his proposed cures, a lot of Marxian diagnosis of problems with capitalism was accurate).Someone just recently sent me this summary about Simon Clarke's writings: "The stages he addresses and ultimately rejects as being too vaguely defined to be considered as true periods are: Mercantilism, Liberalism, Imperialism, Social Democracy, and Monetarism. He identifies (in 1992 or before) monetarism as either being a new phase or (as it turned out) a reassertion of free-market Liberalism that will cause overaccumulation, the solution to which will be imperialism and extension of credit, which will only delay a deeper recession or depression. That's nearly a 20-year-out economic prediction that turned out to be very accurate! (Granted, he didn't offer dates, but he predicted some of the most critical events.)"
I'm adapting the following from a reply on that.
Just one more datapoint on that predicted "extension of credit":
"Debts Rise, and Go Unpaid, as Bust Erodes Home Equity"
http://www.nytimes.com/2010/08/12/business/12debt.html?src=me&ref=business
as "capitalism hits the fan" (a talk by a Marxist economist)
http://www.capitalismhitsthefan.com/So, agreeing with others, it is a good diagnosis by Marx and fans, up to a point, but poor prescription for current day events, as this essay says from 1971 by Murray Bookchin (someone more into decentralization):
"Listen, Marxist!" by Murray Bookchin
http://dwardmac.pitzer.edu/anarchist_archives/bookchin/listenm.htmlA fan of Charles Fourier suggested to me that everything good about Marx came from the earlier Fourier. And Fourier was more into self-reliant living (though at a village level).
http://en.wikipedia.org/wiki/Charles_FourierHere is a document I put together forty years after Murray Bookchin wrote, and two hundred after Charles Fourier:
http://knol.google.com/k/paul-d-fernhout/beyond-a-jobless-recovery
The document suggests that there are four majo -
Well there WAS a lot of crapware...
"Educational software" and "edutainment" got a bad smell in the early 90s thanks to a whole bunch of people jumping on the bandwagon and cranking out cheap and nasty products. A lot of it was thinly-disguised (or not disguised at all) drill and practice. Kids were turned off and parents got fed up.
We know perfectly well that software can educate, and the industry isn't trying to claim that this is new. After all, it goes back to the PLATO system in the 1970s. What IS new is ditching the tired old methods for something that really engages people.
Check out Seymour Papert on the subject (in 1998!):
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Limited demand and rising productivity mean change
Healthy humans only need so much stuff. Automation may be good for firms that do it, but if demand is limited, jobs disappear in the system. That's why capitalist systems must grow continually, to create new jobs to make up for productivity increases. The problem is, too much stuff actually can get in the way of a good life, since good human relations are generally the most important part of a happy life and too much stuff distracts from that. Also, right now, much stuff has negative external costs involved in its creation (though we may someday move beyond that).
Here is some sci-fi on ironies in a world of abundance:
http://en.wikipedia.org/wiki/Midas_World
""The Midas Plague" (originally published in Galaxy in 1954). In this new world of cheap energy, robots are overproducing the commodities enjoyed by mankind. So now the "poor" are forced to spend their lives in frantic consumption, trying to keep up with the robots' extravagant production, so that the "rich" can live lives of simplicity. This story deals with the life of a man named Morey Fry, who marries a girl from a higher class. She is unused to a life of consumption and it wears at their marriage. ..."But, that would still be a big shift from what we have now, which is based on the idea that people only have a right to consume based on the value of their labor. This was talked about back in the 1960s in a letter sent to President Johnson in 1964:
http://educationanddemocracy.org/FSCfiles/C_CC2a_TripleRevolution.htmTo deal with increasing automation destroying the value of most labor given limited demand, what we need more is a global sharing of the wealth produced by an automated industrial commons, which means taxes for a basic income
http://en.wikipedia.org/wiki/Basic_income
or transitioning to another economic model like a gift economy or a subsistence economy or something else. The big issue is not so much automation (although there are aspects that are negative of loss of control or loss of joy in hands on work that you may love) but the issue of how the fruits of automation get distributed. Related on three different visions of work we need to bring together for the 21st century:
http://www.smallisbeautiful.org/buddhist_economics/english.html
http://www.whywork.org/rethinking/whywork/abolition.html
http://www.papert.org/articles/HardFun.htmlThink of this example: someone sets up vending machines powered by solar panels in every community, and these machines print wood shaped to order for very low prices, and the machines take next-to-no labor to keep going. Basically, what you outlined, only even better (maybe the devices just suck carbon and water from the air to make the wood). Your company can't compete with the prices and quality and speedy delivery, so everyone you employ is laid off. The owner of this enterprise, who owns all the patents and who gets all the money, decides to pile it under his or her mattress, or alternatively, gamble it in high stakes poker games (called derivatives
:-) that just move to higher and higher stakes. Where are the new jobs there? Sure, that company may make a few new jobs, but overall, lots of labor is saved, so there is a net negative as far as jobs, because healthy people only need so much wood. The only reason to even worry about jobs is this issue of the right to consume, as well as government enforcing monopolies on land or patents or copyrights, since otherwise there is so much abundance we could organize the economy differently, like GNU/Lin -
Re:Dire straits? (problems beyond money)
If you want the real story of why math and science teaching in the USA is so bad, see this about the collapse of the exponentially growing PhD pyramid scheme starting in the 1970s:
"The Big Crunch"
http://www.its.caltech.edu/~dg/crunch_art.html
and also more by the same author (Dr. David Goodstein) here:
"Scientific Elites and Scientific Illiterates"
http://www.scienceboard.net/community/perspectives .132.html
From that second link: "I would like to propose a different and more illuminating metaphor for science education. It is more like a mining and sorting operation, designed to cast aside most of the mass of common human debris, but at the same time to discover and rescue diamonds in the rough, that are capable of being cleaned and cut and polished into glittering gems, just like us, the existing scientists. It takes only a little reflection to see how much more this model accounts for than the pipeline does. It accounts for exponential growth, since it takes scientists to identify prospective scientists. It accounts for the very real problem that women and minorities are woefully underrepresented among scientists, because it is hard for us, white, male scientists to perceive that once they are cleaned, cut and polished they will look like us. It accounts for the fact that science education is for the most part a dreary business, a burden to student and teacher alike at all levels of American education, until the magic moment when a teacher recognizes a potential peer, at which point it becomes exhilarating and successful. Above all, it resolves the paradox of Scientific Elites and Scientific Illiterates. It explains why we have the best scientists and the most poorly educated students in the world. It is because our entire system of education is designed to produce precisely that result."
What good does it do to make teachers happy with their salaries if the system they work in is fundamentally broken for todays' needs? You can even have both happy teachers and happy students -- but does that mean kids are learning and growing in good ways? An example of this is when teachers become entertainers, essentially feeding students the intellectual equivalent of candy all day, but everyone is happy (at least as long as the party lasts). Now, this is very different from the "hard fun"
http://www.papert.org/articles/HardFun.html
John Holt, Seymour Papert, and others talk about (e.g. learning to play the piano well, or to build a complex robot like encouraged by Dean Kamen's FIRST programs http://www.usfirst.org/ ) and which children generally must choose for themselves to pursue if they are to get much out of it beyond misery.
Also, consider this Libertarian-oriented article on schooling:
"Enterprising Education: Doing Away with the Public School System"
http://www.mises.org/story/2216
"All the arguments in favor of a public provision of primary education prove to be unfounded and/or incorrect. The failure of the state to provide a high quality service to all (its explicit goal) has rendered public primary education illegitimate; and the immeasurable waste of resources and rejection of consumer desires has left public education borderline immoral. As well, if an educated citizenry is to be considered necessary for the operation of the republican government, then it is an inexcusable conflict of interest when elected officials are the ones in charge of providing that education. Furthermore, the argument of externalities and nonexcludability fails to buttress the case for socialist education. The only ethical, reasonable system for the provision of primary education is the fr -
Simcity and Seymour Papert's Constructionism
The New York Times article explains why SimCity is one of the ten most important video games of all time:
SimCity helped establish the genre known as god games, in which players take on an omnipotent role, controlling the game world rather than simply participating in it. It also broke convention by refusing to establish criteria for winning, leaving the decision of what constituted success up to the player.
SimCity was selected by Mr. Bittanti, a researcher at the Humanities Lab at Stanford who works with Mr. Lowood. The game is "one of the most important art works of the 20th century," Mr. Bittanti said, adding: "It completely reinvented the whole notion of games. And then it transcended the game world to become a cultural phenomenon."
SimCity and its four follow-ups have sold 17 million copies, and the franchise it spawned, the Sims, has sold 85 million copies.
SimCity exemplifies Seymour Papert's ideas about Constructionist Learning:
Constructionism (in the context of learning) is inspired by constructivist theories of learning that propose that learning is an active process wherein learners are actively constructing mental models and theories of the world around them. Constructionism hold that learning can happen felicitously when people are actively making things in the real world. Constructionism is connected with experiential learning and builds on some of the ideas of Jean Piaget.
The OLPC (One Laptop Per Child) project is based on Seymour Papert's ideas about Learning Learning by fun immersive play, and his experience teaching the Logo programming language to elementary school students: Constructionist Learning and Constructivism are central to the goals of the OLPC.
At the Game Developer's Conference, SJ Klein (Director of Content for the One Laptop Per Child project) gave the keynote address at the Serious Games Summit. He explained the philosophy behind the project, and asked developers to join in the project to develop a game platform, games, tools and courseware to distribute to classrooms and homes of some two billion children across the globe.
SJ Klein said: "Existing games are nice, and cute," but games for things like learning language are the "gem they're targeting." Most importantly, Klein said in a direct plea to the serious game developers in front of him, the project needed frameworks and scripting environments -- tools with which children themselves could create their own content.
-Don
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Garden SImulator
Our (free) Garden Simulator is also intended as an an open ended toy.
http://www.kurtz-fernhout.com/gwi.htm
Doesn't suceed at that as much as we hoped, in part as we tossed too many of the fun aspects (neighbors, food preservation, survival aspects, etc.) in the interests of finishing version 1.0.
Our PlantStudio software which tries to do less ends up succeeding more at that (where just designing your own plants can be a lot of fun).
http://www.kurtz-fernhout.com/PlantStudio/
Seymour Papert called these things "Microworlds" and was a big inspiration for us,
http://www.papert.org/
"People laughed at Seymour Papert in the sixties when he talked about children using computers as instruments for learning and for enhancing creativity. The idea of an inexpensive personal computer was then science fiction. But Papert was conducting serious research in his capacity as a professor at MIT. This research led to many firsts. It was in his laboratory that children first had the chance to use the computer to write and to make graphics. The Logo programming language was created there, as were the first children's toys with built-in computation. ..."
For young kids though (under five to seven?), just playing with physical toys and doing physical activities and being in a physical neighborhood seems like a better idea than spending too much time at the screen. I think it has a lot to do with how children are wired to learn best. See for example:
http://www.alternative-doctor.com/home_page_articl es/vid-kids.html
"In addition to the physical perils of too much screen, educators and other experts believe the TV and computer games take children away from the time that otherwise would be spent on developing their imaginations and social skills through peer play, socialization and hands-on creativity."
I still think computer microworlds be useful and positive; it's more a question of moderation and how they fit into a child's overall entire experience (especially later in life, after age five or so). We also found out that people learn more creating their own simulations than using someone else's. -
Re:what does it really DO?
You should look up Constructionist learning sometime.
Or maybe something on situating constructionism or it's applications. It's cog-sci + AI, done by folks who're definitely way smarter than you ever will be.
I mean, all those folks from MIT and elsewhere with degrees in AI and Cog Sci who're recognized the world over, what do they know, right?
But don't worry, though - your ignorance is amusing. -
Something a little more concrete
I know a lot of people are going to suggest the Turing papers, and other more impact-of-computation-on-society type papers. Of course, they might be better off mentioning Seymour Papert, but I'd rather focus on some papers a little more concrete.
One of the problems with looking for original papers on CS is that the earliest were intensively focused on mathematical notation-- from the 1930's! For example, famous mathematician Church is accreddited with the definition of the lambda calculus denoting functions, which classes about programming languages use heavily. During such a class, our professor introduced us to a few papers, "Definitional Interpreters for Higher-Order Programming Languages" by John Reynolds. The paper was originally published in 1972, so I'm not sure how he got ahold of it. But it's a great survey of the topic. If you're really interested in a specific topic, the easiest way, I find, to find foundational papers is to find a textbook on the topic with a thick bibliography. Then just try to trace out the citation geneology to an appropriate root. Eventually you'll work your way from something like "Designing autonomous robots to work independently in cellular networks" to something like "cooperative robotics." In this quest, Cite Seer can be a great tool. But it makes a poor starting place, as you mentioned. -
Re:Read article before trolling
IANAT (troll). What's wrong with 8 year olds learning some computer science?
Seymour Papert, a pioneer in artificial intelligence research, also invented the language Logo so that kids could program a turtle robot and learn programming principles in the process. -
use a constructionist approachI recommend you read about Seymour Papert's Constructionist learning theory. Seymour is an MIT Media Lab fellow, an author, and a teacher. He invented LOGO, the drawing-oriented programming language that made me into a programmer at age 10. He was a student of Piaget, one of the most important pedegogical thinkers. Find out all about him at his site: www.papert.org.
The basic thrust of Seymour's idea is that children want very badly to learn--about everything--but schools for the most part suck. If you let children investigate things and follow their interests, they will learn rapidly and want to keep learning. If you lead them by the nose, force-feeding them lectures and rigid textbook reading, they'll get bored and resentful.
Computers offer a great opportunity for teachers to become guides facilitating individuals or small groups of kids to investigate the things a computer does. Show them how to interact with the machine. Give them things to do that will make them feel like they're discovering something, accomplishing something. Without fail, little Jane will ask how it all works, and that's when you crack open the box and tell them about CPUs and hard drives. Have them start making Web pages, and little Joe will ask how to do something advanced. That's when you say, "Sure, you can do that. You just have to learn about CGI." etc.
The approach is up to you. The amount of freedom you want to give the kids is up to you as well. Check out Seymour. He's much better at explaining this stuff than I am.
No matter what you do, however, do NOT teach them how to use spreadsheets, word processors, specific OSes, or anything else. There will be time enough for them to learn those miserable skills on their own. Teach them to love producing things, making things, learning how to make the machine do cool, useful, funny, spooky, profound things.
Also, unless this is some sort of honors class, do NOT target things for "elite" students. There will be plenty of time for that clique-forming crap if they want to go on and study in college. I'm convinced computers are built for children, and not just the math junkies or the model airplane crowd. They appeal to kids in a way that will turn most children into engaged expert users.
goodmike