Sunday June 30, 2002
Play
All The Way
This spring I overheard a tremendous conversation among students regarding
their friends who attend conventional public and private schools, and some
of the comments they make about Fairhaven School. Among the remarks: “You don’t have to do anything there”,
“No tests and no grades, how can you learn anything” and
“Fairhaven’s a school for dummies” (note: one of these quotes came
from a child who is now attending Fairhaven).
However,
one of my favorite observations was, “I heard all you do is play VIDEO
GAMES all day!” to which our bright young student replied “That’s
right!”
Video
games made their first appearance at Fairhaven early in the 1998-99 school
year, when an older student brought in a Playstation and a Tomb Raider CD. The resulting spectacle of approximately twelve male students piled
around a small television, each one simultaneously informing the operator
the correct way to negotiate the level, was a singular sight. Beginning in January, Nintendo N64 systems began making their way
to school with increasing regularity, and by the end of the school year,
video games had become the social activity of choice for much of the
Fairhaven culture.
The
popularity of video games at Fairhaven at year’s end, while not
particularly surprising, has been ironic. At admissions interviews and Talkabouts, the subject of video games
at school had become well known as a “button-pusher” for many parents
prior to Fairhaven’s opening in September 1998. In fact, the development of video gaming as a hot topic in our
society has grown in step with the popularity of the medium over the last
20 years.
Critics
have long singled out video games as a destructive element in our society,
blaming them for everything from epileptic seizures to the collapse of the
nuclear family. The debate in
our culture over the value of video gaming has been rather one-sided, with
the proponents silently voting with their (and their parents) pocketbooks.
While
cases will certainly continue to be made as to the relative merits of
video games, there is really only one reason why Fairhaven is a school in
which students can play them: That children are experts at knowing what
they need to do, and the best thing the rest of us can do is to get out of
the way.
So,
what needs do children have that video games provide for? Well, they’re the experts, so the rest of us will just have to
speculate:
Need For Play
Children instinctively need to play long and hard; depriving them of that
play is harmful. Our society
is producing a generation of workaholic children. By abruptly pulling them out of the sandbox at age four or five and
shoving them in a classroom, we are depriving them of noisy and soulful
play that they cannot grow up without.
While
the benefits of forcing children at an ever-younger age into a regimented
classroom environment are debated by researchers, the drawbacks are clear:
our culture’s obsession with putting children to work not only robs kids
of their imagination and creativity, but defers their development into
adults.
Much of
what takes place at Fairhaven every day is play; play that includes, but
is not limited to, video games. The
world of child’s play, which may seem to adults to be purposeless, is a
complex world of fantasy and imagination. The freedom of all-day play at a Sudbury School provides an
environment designed to promote the intense stimulation and rapid
development of the high level of imagination and creativity that today’s
child will need to succeed.
Much of
the play that is lost when we force a child to sit down and shut up is not
gone; it’s merely deferred. The
play-deprived child may excel in a highly structured primary/secondary
school, but is likely to need to catch up on her playing in college and/or
her entry into the workforce. One
former Sudbury Valley School student spoke of being shocked, upon entering
college, by the sheer amount of constant “partying” by her classmates,
and how they did not seem fully prepared to get down to the business of
learning.
Need
to Mix It Up
Children
today need much more of an opportunity to develop and master complex
social skills at a younger age. In
their book, Raising Cain - Protecting the Emotional Life of Boys,
Dan Kindlon, Ph.D., and Michael Thompson, Ph.D. point to the rapid escalation of violence in our country’s schools, and
conclude, quite simply, that the children, and most notably, the boys of
our society are “emotionally (and socially) illiterate”.
By
segregating students by grade, separating them into classes, and inserting
them into an environment where practically the only real social
interaction takes place for thirty minutes a day on the playground, the
proponents of conventional schooling have made it clear that the social
and emotional development of our students is far less important than
intellectual development.
This
preempting of social development is increasing the social intelligence gap
in our culture, resulting in legions of youth ill-equipped to exist with
others.
All-day
every-day play at Fairhaven gives children the opportunity to test
themselves and others socially, to “try on” different ways of behaving
and relating, and to develop a finely tuned awareness of their own
feelings and the feelings of others.
Video
games, which are primarily a group activity at Fairhaven, has given
students exposure to myriad social dynamics: the benefits of group play vs. solo play, adept vs. beginning
players, the rights of the individual vs. the community.
One
such complex situation encountered by gamers this year reads like a case
study: One day a younger student who owned the Nintendo he and other
students played with on the school television every day decided he was
tired of multiple-player games and wanted instead to concentrate on
single-player games. A group
of older students, who possessed a Playstation and a small television,
retaliated by reserving the room with the school television the
entire day (one hour each student - perfectly legal), and then
“allowed” the Nintendo owner to use their Playstation on the school
television in exchange for them using his Nintendo on their small TV
(under the threat that they would monopolize the school TV and not allow
the Nintendo owner to play anything). Finally the Nintendo owner tired of the perceived extortion and
ceased bringing the Nintendo to school, ending the situation.
Whew!
Need
to Be Thine Own Master
Children cannot learn to be enterprising, self-starting entrepreneurs when
it comes to work, if we don’t allow them to be enterprising,
self-starting entrepreneurs when it comes to play.
We
stand at a point in our society’s evolution where the type of people
needed to lead and drive our culture are highly independent and
imaginative visionaries. The
problem is, our country’s system of conventional schools was not set up
to produce highly independent and imaginative visionaries. Our educational system was set up, shortly before the turn of the
century, to produce technically competent conformists to work in the
thousands of factories that were springing up at the dawning of the
Industrial Revolution.
Over
the past half-century, our society has changed from one that values
unthinking, machine-like factory workers to one that values vivacious and
inquisitive professionals. In
an attempt to keep up, the core curriculum of conventional schools has
evolved, somewhat, into a survey of humanities and sciences; however,
schools’ fundamental approach of external discipline and coercion has not
evolved with it.
We
cannot expect our children to go through fourteen years of being
externally motivated and externally disciplined, and then, upon entering
the college or the workforce, magically become internally motivated and
internally disciplined.
At
Fairhaven School, we believe that the most important thing a child can
learn is to be a self-starter, and that the best way for a child to learn
to be a self-starter is to be a self-starter all the time, whether it’s
work, or play, or in-between.
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