
In this section of the New Media Reader, the computer is already a familiar concept (late 1970s) and people are beginning to envision a world that is increasingly reliant on these machines. Several chapters in this selection (namely Ch 25 "Responsive Environments" and Ch 28 "From Mindstorms Children, Computers, and Powerful Ideas") introduce the idea of the computer as a teaching mechanism for children.
This concept is novel at the time, for media learning was limited to television shows such as Sesame Street, which began in 1970. The benefits of watching this program is debatable, as a child will stare at animated letters but might not gain an understanding. Both Krueger and Papert believe that the artificial realities and programs on the computer can stimulate the child's mind in ways that cannot be taught in real life. Being able to use the computer adeptly is a strong skill set to have, especially in these early digital days. However neither author examines the downsides to this method of learning. I don't think either of them support an education based around the machine, but rather to supplement learning.
A young child needs to develop socialization skills by playing with their peers and taking cues from adults, not spending hours on the computer. When I was younger, we used educational computer games both at school and at home. A Mario program taught me how to type properly, and Math Blaster taught simple algebra. These games were designed specifically for the single player, and would reward progress by granting access to the next level. Today these games are more advanced in stories and design, and can support multi-player formats. They are more addictive than ever, and educators and parents alike should be aware of the drawbacks of children who spend too much time in front of the screen, rather than outside playing with their friends. Experiential learning cannot be measured like a game can track progress, but I think the socialization skills become more apparent as the child grows older.
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