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"The culture of no" demands obedience and forbids anything remotely fun. Lazy pencil pushers kill kids' curiosity before it begins, footgunning their entire pu
by 1letterunixname 4y ago
"The culture of no" demands obedience and forbids anything remotely fun.
Lazy pencil pushers kill kids' curiosity before it begins, footgunning their entire purpose for being.
- abrookewood 4y agoC'mon ... the reality is that teachers need the kids to concentrate and given a choice between doing work and playing games, the games are likely to win. Teachers are being put in an impossible situation.
- hanselot 4y agoI have quite a number of fond memories of how we hid pokemon blue and gameboy emulators on every machine in our school's computer lab (from around 1999-2003). We were also the kids who were the most into computers at the time, and eventually the teacher realised that if they were on our side, they could use us to help teach the other kids basic computer skills (office, etc), by using games as the incentive. If you can't beat them, have them join you... Edit: We have reached max depth it seems, so I will just update stating that I suppose the change in the scene is quite drastic. Back when I was in school, maybe 5% of the class were computer literate. I felt like a god in that place, being able to help the "smart" students do basic things like creating an email address. The fact that the teacher doesn't see this as an opportunity is what surprises me. If the work is so boring that kids would rather play games, then use gamification to exploit this behaviour.
- ehnto 4y agoSame era and outcome from our computer shenanigans. We ended up being enlisted to set up new computer labs etc. We even got some of the old network hardware "gifted" to us, which eventually let us run lan parties. In a little Aussie country town, getting computers linked together was a huge boon to our gaming horizons.
- bandyaboot 4y agoI don’t see how that applies here. It’s not just a handful of kids that are most into computers that would rather use their devices to play games at school than do school work.
- aww_dang 4y agoI think the premise here is that curiosity is the source of learning. Without it, students are just going through the motions. Learning becomes a form of drudgery. Cleverness emerges as method of solving the meta-problem of institutionalism. Švejk-like behavior becomes the norm where passionate learning could have been cultivated. Under these premises, teachers in standardized environments are already in an impossible situation.
- bandyaboot 4y agoWell kids don’t tend to be great at thinking about long term consequences or moderating their time spent having fun, so how would you have the lazy pencil pushers handle the problem of kids being distracted by games at school?
- safety1st 4y agoUsing Scratch to create programs is one of those cases where a kid can learn and have fun at the same time. Sounds like the best possible sort of activity to encourage at school. So what if the programs are games?
- bandyaboot 4y agoAbsolutely, creating games is a great learning activity for school. But, if it was blocked, I’m guessing the issue is that most of the kids were just using it as another gaming website—just playing games that had been created by others. But I’ll admit, I only have a general familiarity with Scratch. Perhaps the scenario I’m describing doesn’t make sense/isn’t how Scratch works?