Saturday March 15, 2003

The Lessons of Volition

Play Teaches Ownership and Choice at Fairhaven School

Several months ago a Talkabout was held at Fairhaven School, the topic of conversation being play.  Play is a very important idea when talking about Sudbury model schools, but not just because a lot of it happens constantly and that the prevalence of it makes Fairhaven look different than any other school most people have seen.  It’s important because the relentless quality of play at Fairhaven is the key to what makes Fairhaven kids learn faster and more efficiently than their conventionally schooled counterparts.

During the Talkabout, a fascinating concept began to take root regarding the supposed differences between “work” and “play” that sprang from the realization that most of the “play” taking place at Fairhaven looks an awful lot like “work”.  Based on this, what we realized is that whether something is called “work” or “play” has nothing to do with whether we like doing it.  What determines our level of satisfaction in an activity is whether we have a choice to do it or not.

After all, the only real difference between a student learning math at Fairhaven and a student learning math at a conventional school is probably that the Fairhaven student is doing it voluntarily.  If “play” equals satisfaction and “work” equals dissatisfaction then nobody would ever “work” at Fairhaven, because no one’s going to force them to!  That’s why volition (whether a person is doing something voluntarily or involuntarily) is the single most significant factor influencing human behavior, not just at Fairhaven, but in the world.

Why is this factor so central?  Ownership and choice are what make volition the most important principle governing human behavior.

In our “work” lives, the principle of ownership in of itself virtually always governs whether a person likes or dislikes his or her job.  Imagine two people both working for the same organization.  The first person flawlessly performs all tasks assigned to him, but is tightly managed and only performs work he is required to do.  The second considers the minimum requirements of her job to be a point of departure, assumes responsibility far beyond the extent of her assigned position, and has a boss that encourages self-motivation, creativity, and empowerment.

While the first person is possibly an excellent and trusted employee, the second person has a stake; she is an owner.  Her sense of responsibility is driven by her stake in the organization, which is in turn driven by her sense of responsibility.  The precious byproduct in this self-propagating equation is that our second employee is almost certainly feeding off a very high level of job satisfaction.

During my career in the military, my colleagues and I smile when we hear someone in the middle of a four-year enlistment swear they will get out at the end of their term.  Almost invariably, as they approach their moment of freedom and choice is once again a factor in their career decisions, they will “re-up”, almost as if a switch has gone off in their head.

What is flipping that switch is the only difference in that person’s life from mid-term to end-of-term: choice.  We as humans derive pleasure equally from work and play only to the extent that we feel free to start and stop whenever we choose.  Having mentally “let go” of the job, our colleague looks around him at his career choices.  It’s when he sees continuing in the military as just another one of his choices that the job appeals to him in the manner that brought him there originally.  He can now choose to “return” to the job.

Most folks think that kids play video games because they are fun; however anyone who has really sat down and played or watched the complex strategy games of today knows they are quite simply work.  The work my son has to do to move to the next level bears no resemblance to play: in order to progress he must slay a monster to get through a door which reveals a series of doors that will either have more monsters behind them or the key to open the door to the “boss” monster that must be vanquished in order to proceed. 

The truly ironic truth is that sitting at desks 18 miles apart, my son and I essentially do the same thing all day: in order for me to move on to my next task I have to gather information from a variety of sources (some of which are available, some I have to leave messages for, some of which are dead ends).  From this research I craft a document that undergoes several rounds of edits before it can go to the “boss” for approval (unlike my son, however, I am not required to defeat my “boss” in combat).

Clearly what my son is doing is work: grueling, frustrating, and repetitive.  So while skeptical neighbors or family members raise an eyebrow at his daily regimen of computer games, Lego, and freeze tag, I marvel that he has learned something that most people three times his age haven’t: to work really, really hard with no regard toward obstacles and setbacks.

So the truly beautiful thing about Fairhaven is not that it teaches Latin or sewing or video editing, the truly valuable thing is that in the Fairhaven environment a student can possibly never realize that there’s a difference between playing Diablo six hours a day and writing a million-dollar computer application in C++.

At Fairhaven, the object of the lesson is ownership and choice, and the ruthless nature of grueling, frustrating, and repetitive “play” is the teacher.


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