From a recent exchange on the Discuss Sudbury Model Listserve...
Heidi,
There are lots of computer games and video games going on, pretty much
all the time, at Fairhaven. Movies happen every now and then, as well.
The only real constraints on these, as with any activity, are related
to the availability of resources like the particular computer or
television, and whether the room is reserved for something else.
If a parent has a "hot-button" with regard to an agenda for
their children in our school, this is usually it. I find it unfortunate.
I personally think that video games are very good for children, and I
have never understood why so many parents think that playing video games
doesn't offer the same or more challenge and mental stimulation that
playing chess or reading books does.
I think perhaps it is because 1) children like them so much that it
appears to adults that it must be addictive and therefore bad for them,
and 2) because most adults are unfamiliar with them.
On one hand, the fact that children like them so much is because they
offer such a variety of mental challenge and stimulation you simply don't
see in any other activity, with very little risk. In the physical world,
in order to encounter the variety and level of challenge found in many
video games, you have to subject yourself to enormous personal risk and
danger.
On the challenges and rewards of gaming, I quote an interview of Dr.
David Deutsch by Sarah Fitz-Claridge:
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Let's compare video games with other great educational things in the
world. Books and television have great complexity and diversity - they
give you access to almost every aspect of human culture and knowledge -
but they are not interactive. On the other hand, something like playing
the piano is also complex, and interactive, but it requires an enormous
initial investment (months or years of practice or training) with the
associated huge risk of misplacing that investment. One cannot make many
such investments in one's life. I should say, of course, that the most
educational thing in the world is conversation. That does have the
property that it is complex, interactive, and ought to have a low cost,
although often between children and adults it has a high cost and high
risk for the children, but it should not and need not.
Apart from conversation, all the complex interactive things require a
huge initial investment, except video games, and I think video games are a
breakthrough in human culture for that reason. They are not some
transient, fringe aspect of culture; they are destined to be an important
means of human learning for the rest of history, because of this
interactive element. Why is being interactive so important? Because
interacting with a complex entity is what life and thinking and creativity
and art and science are all about.
In The Face magazine (December 1992, page 46), Dr Margaret Shotton,
author of Computer Addiction?, is quoted as saying, "Apart from
increasing your manual dexterity and hand to eye coordination, video games
speed up your neural pathways." This, the writer says, allows
knowledge to travel around quicker, thus speeding up judgments and
decisions, possibly leading to a higher IQ. Margaret Shotton, like David
Deutsch, believes that parents who disapprove of their children playing
computer games are mistaken, but David Deutsch is skeptical about the
neural pathways theory. Perhaps surprisingly, he doubts that computer
games improve hand-eye coordination.
David Deutsch: Life improves one's hand-eye coordination. One spends
one's whole life picking things up and doing fine finger movements, which
one does in video games as well, but video games, if they are well
designed, tend to use skills which people already have. If they go too far
beyond what people already have, they tend to be less attractive as video
games. They are then more like playing the piano, which requires a new
kind of physical skill. Video games do not really impart a new kind of
physical skill; what they impart is the fundamental mental skill, of
understanding a complex and autonomous world.
Sarah Fitz-Claridge : Many parents would agree that conversation is
very valuable, and it is because their children spend so many hours
playing computer games instead of conversing, that they worry.
D: I do not accept that children play video games instead of
conversation. They love both, and there is plenty of time in a day for
many hours of video games and many hours of conversation - especially
since, in my experience, it is perfectly possible to play video games and
talk at the same time. Most parents do not talk enough to their children.
If they want to talk to their children, let them do so. If the
conversation is interesting enough, the children will talk. They will
either talk during the video game or, if it is very interesting, they may
postpone the video game. Forcing them to give up the video game in order
to talk will make the resulting conversation worthless.
S: Could the number of hours children spend playing computer games be
harmful?
D: Let me answer that question in two ways. First, how do you know what
the appropriate number of hours is? Nobody can know that. If your children
were playing chess for several hours a day, you would boast about what
geniuses they are. There is no intrinsic difference between chess and a
video game, or indeed, even between things like playing the piano and
playing video games, except that playing the piano has this enormous
initial cost. They are similar kinds of activity. One of them is
culturally sanctioned and the other is still culturally stigmatised, but
for no good reason. I spent a lot of time playing with Lego when I was a
child. For some reason, it never occurred to my parents that because I
spent hours and hours with Lego, this was bad for me. If it had occurred
to them, they could have done a lot of harm. I know now, for myself, that
the thing which makes me play video games today is identical to the thing
which made me play with Lego then - which is, by the way, the very same
thing that makes me do science - that is, the impulse to understand
things.
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(Joe Jackson Continues...)
Additionally, our observation at Fairhaven (which is echoed at almost
all other Sudbury schools) is that video game playing is an intensely
social activity in which medium and large groups of children (usually boys
6-14 years old) noisily play with much constant comment.
And finally, researchers have been trying to establish links with
gaming and aggression, most notably recently, for years. Having played
them extensively, I am certain that such a short-term link exists, that
when you play a violent game you feel a localized heightened aggression.
Just as I do after seeing a movie like Raging Bull, reading a book like
Sea Wolf, watching a stage production of Romeo and Juliet.
For centuries we humans have realized that a fantasy world that
includes pretend violence and role-playing is a healthy release of our
instinctive aggression. For the life of me, I don't understand why the
human race would suddenly start listening to a bunch of 21-year-old
students at the University of Iowa doing research on the internet and
saying that the link exists but inexplicably concluding that IT TURNS
PEOPLE INTO STONE COLD KILLERS.
While I believe the localized effect is there, the attempt to
longitudinally prove that video games create violent people is such BAD
science in terms of attaching their prejudices to a set of numbers, well,
OK, I'm done. It's Saturday. Relax, Joe.
Sorry to rant on, but this is an issue very near and dear to my heart.
-Joe