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Learning to Learn


When kids consider a technology they do not ask "is it expensive?" "Is it advanced?" or "is it complex?" instead, kids ask: "Is it for me?" "Is it cool?" "Does it do what I want?" "Can I work it?"

The use-value of a technology is what matters, the possibilities that it opens up. These possibilities introduce another set of questions, questions rich with opportunities for learning.

For a Clickerati kid, even a car-racing video game is a rich learning experience, full of questions that evolves over time:
  • How do I race this car on the screen?

  • Can I change the settings for this car, choose tighter handling or better acceleration?

  • Can I download something from the Net that can help me make my car better?

  • Do I have to pay for it with 'digi-cash' or is it freeware?

  • Can I subscribe to a car mailing list, or go to a chat room to get hints and learn tricks?

  • Can I figure out the physics of the game to make it run even faster?

  • Can I create a cool multimedia presentation to show it off to my friends?

  • How can I do it? Where are my tools? Give these things to me!

There is no more "high tech." This is "my tech."

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Copyright (c) 1998, Idit Harel, all rights reserved.
Permission to reprint on Child Research Net