"Drive a Car" happens to be the entry level project in use right now, but
that doesn't mean it's the best way to get started. It presents a lot of
tools and concepts very quickly, which is good news for some and maybe bad
news for others. Some novices might enjoy starting with projects that
encourage more messing around with fewer tools. For instance, what about a
project that somehow invites one to play around with those numbers?
One of the problems with computer environments is that the space and the
tools are not familar in the way that pencils and paper and scissors and
cardboard tubes and hammers and table tops are familiar. About all these
latter things even very young humans have some reliable intuitions. But if
you're trying to use a computer to do something, you first have to learn
what "stuff" is there and where it is stored and what it does and how to
get it to do that, and then you have to figure out how to use the "stuff"
to do whatever it is you're trying to do. (Of course you don't have to
learn everything right away, but neither can you simply turn on the
computer and start being creative--despite what manufacturers would have us
believe!) I really like the points about classroom culture as carrier of
much of this information. So far Squeak seems to lessen the difficulty of
learning about the computer "stuff" so that a user can quickly get on with
using the stuff to some other purpose. I'll be interested to see what kinds
of projects and environments people develop to help with the process of
learning Squeak's possibilities.
I'm also curious about what kinds of projects and scaffolding would help
solitary users--for instance, kids who might download Squeak and use it on
their own. How might they be helped in their explorations of the system?
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