Ask Slashdot: Do Kids Still Take Interest In Programming For Its Own Sake?
nirgle writes "I have been wondering lately if there are any kids interested in programming for its own sake anymore. When I was my nephew's age, computers were still fascinating: There wasn't a laptop on every table, facebook wasn't splattered on every screen, and you couldn't get any question answered in just a couple seconds with Google. When I was 10, I would have done anything for a close programming mentor instead of the 5-foot high stack of books that I had to read cover-to-cover on my own. So I was happy when my nephew started asking about learning to do what "Uncle Jay does." Does the responsibility now shift to us to kindle early fires in computer science, or is programming now just another profession for the educational system to manage?"
Another reader pointed out a related post on the Invent with Python blog titled "Nobody wants to learn how to program."
Anyone rarely does anything just for its sake. There's always some ultimate goals. As a become adult, programming became means of getting money and helping with business. When I was a kid, programming enabled me to make games and sandboxes that weren't otherwise available. I did some great things too.. but I never wanted to program "just for the sake of it". I wanted the results of that programming. Even if that meant a little fun sandbox game made by me.
It's not just computers, this is true for everything. Everyone does something for a reason. For me, programming was a way to create the games and sandboxes I dreamed of and enjoyed. I never really even finished anything, but I had my mind going around the AI and the general gameplay mechanics. Especially when I was waiting for bus or doing something other boring stuff. But, I was never really fascinated about computers or programming *per se*. I was interested at what those techniques could give me.
So rather than trying to educate programming, computer history or other boring stuff, try to tell what fun stuff you can do, or whatever he would be interested at. Everything else will come later, and the kids will either pick it up themselves or ask, if they want to.
The ability - which generally just takes a PC, a book and some time.
The desire. You've got to want to build something. You then get to add stuff to it. You then realize you don't know how to add something (this is where you go to the index of the book you abandoned days before, realize it's not in there, rush online, find the solution, realize you've done something else in a stupid way, decide you might want to fix that etc etc). Basically the hump is getting hello world up on the screen and then creating the very first bit of your 'thing'
I don't even think it has to be programming per se. Quite fun playing with APIs on sites that you're familiar with, with something friendly like PHP.
I wanted to look up the prices of my old DVDs I wanted to sell. Pain in the arse on Amazon... oh, hold on they have an API.
Oh, then how about using a CSV to load and dump results to?
Shit, I seem to be getting results back from the wrong bits of amazon, lets add some array sorting.
Would be nice to store lookups I've made - MySQL
Oooh, how about other sites... they don't have an API *googles*... "Oooh Curl" etc.
Basically, if you're interested in something and have time, it will all follow. You can later learn how to do it properly later, but it tends to flow. Nobody wants to sit down and read a chapter on exception handling - but once your program is mysteriously failing, you suddenly find you've become quite fascinated with the intricacies of exceptions. You'll just bolt them on until the problem is fixed, but on your next project you'll have that pain in your mind from the start, and may find yourself now dutifully adding them.
I'm meandering all over the place here now - I think you just need to ask your nephew what he wants to build, make sure it's realistic (or choose a functional subsection to start with). Also nice if it's something that could go online, be run on a smartphone or similar - once you've built this thing, you want to show it off.
After 30 years of professional development, I feel that many developers SUCK! They wear some "architect" or "senior developer" badge but struggle through the most basic concepts. I believe the reason is that MANY coders are simply chasing paychecks or have been pushed into the field. They lack the PASSION that I remember when I first got into it. Everyone was learning to program because they loved these cook PC things and WANTED to do something with them AFTER they soldered everything together. Most "geeks" share that same type of passion. They gravitate to the next cool innovation and, in the process, become great at what they love. However, today, the industry is flooded with bodies that are simply working the cliche' 9-5 and drooling over a six-figure paycheck.
When I was an 80s teen with my ZX Spectrum, I could write games that weren't too far behind the earliest commercial games. (back then it was even a novelty to have control over what appeared on your old telly screen!)
I wrote games that gave me as much fun as the coin-op machines back then, when things were primitive.
Now though, how can any kid write a fluid 3D FPS shoot-up? I take my hat off to any who can! Where's the incentive? Where's the novelty?
Little 2D games on the kids' Android phones, maybe. Perhaps.
We don't fuck for fuck sake, we fuck for the climax. Without the climax, fucking would be fucking boring.
This is amusing because the Slashdot sterotype totally applies (a virgin who is very opinionated regarding things he knows nothing about).
It's funny you should mention boredom and building blocks.
When I was a kid, LEGO was all the rage in the UK (and probably many other places too). They were just simple building blocks. They had all the simplicity of wooden blocks, but the advantage that if a clutzy kid like me jogged the surface they were on they didn't all fall down. As they go more complex, they started including manuals to show you how to build different things with the pieces they'd included. (Mechano did the same thing)
Then I noticed a shift in philosophy and the manual had fewer and fewer designs - until they only had one design in the manual. This may have changed since, but I'd be surprised. Since my son was born, I've noticed how toys these days seem to be single serving. They only have one prescribed function. I'm sure that's not how it used to be when I was 5! I've also noticed how my soon to be 1 year old son is more interested in the boxes toys come in, than the toys themselves.
I still remember my Mum coming back from a night class where someone had demonstrated how to program the BBC Acorn Electron in BASIC (at the time a new machine - there I go showing my age!) to work out the average of two numbers, and she complained that it took longer to program the computer than to do the maths on a piece of paper. She clearly didn't understand the power this machine *could* have. My Dad on the other hand did. Not for working out the averages of numbers, but to do other things.
My question for the audience is this; Are kids these days bored because they only have single use toys? The toys they have only do one thing. This leads back to the original article, because when I learnt to program (on that Acorn Electron no less), I learnt because I was fascinated by how I could get the computer to do stuff, other then the prescribed functions that came with the machine.