April 5, 2011

“I was observing a child working with a C.A.I. program for multiplication. There was something strange going on. I had seen the child do several multiplications quickly and accurately. Then I saw him give a series of wrong answers to easier problems. It took me a while to realize that the child had become bored with the program and was having a better time playing a game of his own invention. The game required some thinking. It redefined the ‘correct’ answer to the computer’s questions as the answer that would generate the most computer activity when the program spewed out explanations of the ‘mistake.”

Hill, D. (1993) Inventing the Future. In Education Week January 12, 1993. Accessed at http://www.edweek.org/ew/articles/1994/01/12/16papert.h13.html

You may also like

Affective Learning — a manifesto
Outtakes from Seymour Papert’s Squeakers DVD Interview
Personal Computing and Its Impact on Education
July 12, 2021