Patrefans
Andy Matuschak from patreon
Andy Matuschak patreon

Exorcising us of The Young Lady's Illustrated Primer

🕑 Added 2024-06-06 04:32:18 +0000 UTC
Exorcising us of The Young Lady's Illustrated Primer
Exorcising us of The Young Lady's Illustrated Primer
Exorcising us of The Young Lady's Illustrated Primer

Comments

Benjamin Wheeler

How successful and promising are these models? On the pro- side: I've met dozens of young adults (mostly MIT students) who say they became computer programmers because they fell in love with Scratch, and experienced a cycle of self-efficacy and community reward for their learning; their experiences were, in your terminology, immersive and responsive. But, of course, the vast majority of young people who encounter Scratch do not have such an experience. An important question about all such tools and attempts is, how much success constitutes "success"? You might ask, how much of the success of the Primer was due to the Primer, and how much to Nell? Dan Meyer, head of Desmos's curriculum arm (acquired by Amplify), has a wonderful, very opinionated blog about edtech pedagogy. In a recent post, he complains about tools such as Khanmigo that seem only to work with students who are unusually self-motivated and resourceful (and, perhaps, privileged). https://danmeyer.substack.com/p/the-kids-that-edtech-writes-off If the Primer's success in The Diamond Age is mostly due to Nell's rare qualities, should we be trying to build tools that do more to invite and enable creative exploration, rather than tools that rapidly advance brilliant students in a rigorous direction? Or, to ask a slightly different version of this question, should we focus less on building the right Primer-like (or better-than-the-Primer) tools, and focus more on how to create more Nells -- people who will make use of the many resources all around us? (I do realize this touches on Andy's fatigue with trying to reach uninspired and unprepared learners -- a fatigue that I totally sympathize with, and that I struggle with in myself.)

Benjamin Wheeler

I've been thinking about your call for a vision of what this ideal learning environment can be. A few aspects or dimensions that come to mind are IRL-vs-remote (connects to your "isolation" and the question of whether the environment is a computer-mediated one); collaboration (also connects to isolation); and scalability (there are many wonderful small schools, whose environments can be studied but not easily recreated for learners elsewhere). I worked at Scratch for several years, and so one model that I keep in mind is basically "social media site based around creating things", which of course is only one aspect of Scratch, which can be used fruitfully entirely offline, as a standalone app. Somehow, between Scratch's support for public project sharing, comments, following, liking/favoriting, studio (collection of projects) curation and invitation, and a huge amount of labor-intensive moderation, a real community developed on the Scratch website, with its own extensive culture. There have been fascinating emergent phenomena, such as "MAPs", multi-animator projects, where a dozen or more users create an animated music video to a particular song by dividing it up into 10 second-long segments, each working on one segment, and then merging their work together into a whole. E.g.: https://scratch.mit.edu/projects/93595108/ (you can see each participant's username in the bottom-right). The now-defunct DIY.org was an attempt to create an online community of young learners based around a wide variety of types of learning or creation -- not just creations with one particular tool, as Scratch does. There were various topic or challenges with instruction/background info, and a call for participation; e.g., there might be a page called "Symbols of friendship" based around creating bracelets, drawings, poems or songs that emphasize the friendship between two people; or a page called "Grow it" based around planting a seedling and nurturing it. Participants would qualify for an indicator of accomplishment by uploading images or videos that showed their work.

Andy Matuschak

#1: I was hoping to appeal to your personal experience! Common stories include launching a startup, participating in a competition on a team, doing a first large-scale research project as a grad student in an academic lab. #2: By "meaningful action", I mean doing something that matters to you intrinsically, not instrumentally. It's a pretty broad category, covering the stories in #1, as well as things like chasing curiosities, making artwork, having meaningful conversations, and so on. "Leaning for meaningful action" is presented in contrast to, say, learning to pass a class, or to get a higher-paying job, or out of some other sense of duty. #3: Right! I think that's roughly what I have in mind. Frank Lantz calls games "the medium of action". Usually we use that action for aesthetic expression, or entertainment. But, as you suggest, I think it can be used to communicate ideas. #4: Some popular examples include Ender's Game (Orson Scott Card), Rainbows End (Vernor Vinge), Understand (Ted Chiang), Flowers for Algernon (Daniel Keyes).

Adam Comella

I'd be interested to hear more about various things mentioned in the post: #1 The post referenced examples of the most rewarding highest-growth learning experiences, some of which were your own and some of which were from other people. Have there been writeups of any of these examples? #2 Could you elaborate on what you mean by "meaningful action"? It seems worthwhile to be super clear on this since my understanding is you view this as the heart of the best learning experiences. I'd also be curious on an elaboration of the meaning of "aesthetic" which I think you view as the heart of games. #3 Some things that existing mediums have been used to express include entertainment, art, and non-fiction. In the games section of the post, it seemed that we were considering games that play the role of entertainment or art. What would it look like to consider games that play the role of non-fiction? I think people engage in non-fiction for different reasons than they engage in entertainment or art and each of these has different pleasures associated with it. Tangential thought. I've seen spaced-repetition and the mnemonic medium used to produce works of non-fiction. What would it look like to use them to produce good works of entertainment or art? #4 Besides "Diamond Age," are there other works of fiction that contain interesting visions of learning?


More Creators