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Author Topic: Legonomics - teaching kids about ownership and power
Doug
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posted 10 April 2007 02:14 PM      Profile for Doug   Author's Homepage     Send New Private Message      Edit/Delete Post  Reply With Quote 
This is an interesting article I found about a daycare centre where both kids and teachers learned a thing or two about economic arrangements through playing with Lego.

quote:
A group of about eight children conceived and launched Legotown. Other children were eager to join the project, but as the city grew — and space and raw materials became more precious — the builders began excluding other children.

Occasionally, Legotown leaders explicitly rebuffed children, telling them that they couldn't play. Typically the exclusion was more subtle, growing from a climate in which Legotown was seen as the turf of particular kids. The other children didn't complain much about this; when asked about Legos, they'd often comment vaguely that they just weren't interested in playing with Legos anymore. As they closed doors to other children, the Legotown builders turned their attention to complex negotiations among themselves about what sorts of structures to build, whether these ought to be primarily privately owned or collectively used, and how "cool pieces" would be distributed and protected. These negotiations gave rise to heated conflict and to insightful conversation. Into their coffee shops and houses, the children were building their assumptions about ownership and the social power it conveys — assumptions that mirrored those of a class-based, capitalist society


http://www.rethinkingschools.org/archive/21_02/lego212.shtml


From: Toronto, Canada | Registered: Apr 2001  |  IP: Logged
Michelle
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posted 10 April 2007 03:39 PM      Profile for Michelle   Author's Homepage     Send New Private Message      Edit/Delete Post  Reply With Quote 
What a fantastic article! Wow.

If you go about halfway down, you'll see a section called, "Exploring Power". The game the teachers set up was incredible.

quote:
To build on Drew's breakthrough comment about the pleasure and unease that comes with wielding power, and to highlight the experience of those who are excluded from power, we designed a Lego trading game with built-in inequities. We developed a point system for Legos, then skewed the system so that it would be quite hard to get lots of points. And we established just one rule: Get as many points as possible. The person with the most points would create the rules for the rest of the game. Our intention was to create a situation in which a few children would receive unearned power from sheer good luck in choosing Lego bricks with high point values, and then would wield that power with their peers.

... We introduced the Lego trading game to the children by passing a bin of Legos around the circle, asking each child to choose 10 Legos; we didn't say anything about point values or how we'd use the bricks. Most children chose a mix of colored Lego bricks, though a few chose 10 of one color. Liam took all eight green Legos, explaining that green is his favorite color; this seemingly straightforward choice altered the outcome of the game.

When everyone had their Legos, the teachers announced that each color had a point value: The more common the brick color, the fewer the points it was worth, while the scarcest brick color, green, was worth a whopping five points.

Right away, there were big reactions.

...We didn't linger with the children's reactions, but carried on with the game, explaining that the object of the game was to trade Lego pieces in an effort to get the most points. Kids immediately began to calculate how they'd trade their pieces, and dove into trading. Several children shadowed Liam, pleading with him to give them a green — but he refused.

After a few minutes of trading, we rang a bell and children added up their scores. Liam and Kyla had scores that far out-totaled those of the other children. Kendra asked them each to create a rule, explaining that we'd play another round of the game, following the new rules and aiming for the same goal: to get the most points possible.

We expected that the winners would make rules to ensure that they would win the next round — for instance, "All greens are worth 50 points," or, "You can only win if your name starts with a K." We were surprised at what happened.

Liam instituted this rule: "You have to trade at least one piece. That's a good rule because if you have a high score at the beginning, you wouldn't have to trade, and that's not fair."

Kyla added this rule to the game: "If you have more than one green, you have to trade one of them."

With these new rules on the books, we held a second short round of trading, then rang the bell and added up points. Liam, Kyla, and Lukas won this round. The three winners grinned at each other as we gathered in a circle to debrief the game. Before we could launch a conversation as teachers, the children's raw emotion carried us into a passionate exchange.

...When the teaching staff met to reflect on the Lego trading game, we were struck by the ways the children had come face-to-face with the frustration, anger, and hopelessness that come with being on the outside of power and privilege. During the trading game, a couple of children simply gave up, while others waited passively for someone to give them valuable pieces. Drew said, "I stopped trading because the same people were winning. I just gave up." In the game, the children could experience what they'd not been able to acknowledge in Legotown: When people are shut out of participation in the power structure, they are disenfranchised — and angry, discouraged, and hurt.



From: I've got a fever, and the only prescription is more cowbell. | Registered: May 2001  |  IP: Logged
arborman
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posted 10 April 2007 04:05 PM      Profile for arborman     Send New Private Message      Edit/Delete Post  Reply With Quote 
Excellent.
From: I'm a solipsist - isn't everyone? | Registered: Aug 2003  |  IP: Logged
Michelle
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posted 10 April 2007 06:21 PM      Profile for Michelle   Author's Homepage     Send New Private Message      Edit/Delete Post  Reply With Quote 
Calling blake 3:17 to the ECE phone!
From: I've got a fever, and the only prescription is more cowbell. | Registered: May 2001  |  IP: Logged
Fidel
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posted 10 April 2007 08:14 PM      Profile for Fidel     Send New Private Message      Edit/Delete Post  Reply With Quote 
Kids! It's all about them.
From: Viva La Revolución | Registered: Apr 2004  |  IP: Logged
N.Beltov
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posted 10 April 2007 08:26 PM      Profile for N.Beltov   Author's Homepage     Send New Private Message      Edit/Delete Post  Reply With Quote 
I've read that the original inventor of the board game Monopoly had intended the game as an educational tool to show the harmfulness of inexorable trends in capitalism. In the same vein, Robert Tressell, in his famous book The Ragged Trousered Philanthropists, outlined basic economics in the chapter "The Great Money Trick". Tressell's character gave his lessons through a character known as "the professor" who taught using pieces of cake. Paulo Friere also developed some similar techniques. It's all good.
From: Vancouver Island | Registered: May 2003  |  IP: Logged
500_Apples
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posted 10 April 2007 08:29 PM      Profile for 500_Apples   Author's Homepage     Send New Private Message      Edit/Delete Post  Reply With Quote 
I sometimes wonder if the video games Civilization and SimCity contributed to my right of center streak. (I poured hours upon hours into them in my formative years). Has anyone else on this board played these games and have any thoughts?
From: Montreal, Quebec | Registered: Jun 2006  |  IP: Logged
Fidel
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posted 10 April 2007 11:56 PM      Profile for Fidel     Send New Private Message      Edit/Delete Post  Reply With Quote 
quote:
Originally posted by 500_Apples:
I sometimes wonder if the video games Civilization and SimCity contributed to my right of center streak.

SimCity is based on the capitalist expansion model if I read the EA summary properly. I have a few questions.

Does global warming affect SimCity?.

Do the Sims have proportional voting?.

How does Sim Mayor deal with downloading and reduced transfers from Sim Capital ?.

Is violent and bloody revolution a possible scenario ?.


From: Viva La Revolución | Registered: Apr 2004  |  IP: Logged
trippie
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posted 13 April 2007 11:29 PM      Profile for trippie        Edit/Delete Post  Reply With Quote 
I found this to be the most interesting thing in the posts here..

quote:
Drew said, "I stopped trading because the same people were winning. I just gave up."


to me this is what has to happen before Capitalism can be defeted...

And that is the grand manipulation taht goes on... keeping people interested in the capitalist idea of a social structure... keeping the proletariat just interested enough to keep them around...


From: essex county | Registered: Feb 2006  |  IP: Logged
a lonely worker
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posted 16 April 2007 09:05 PM      Profile for a lonely worker     Send New Private Message      Edit/Delete Post  Reply With Quote 
500 apples those games actually pulled me more to the left.

With Sim City all the industry was polluting so I spent more time on building nice cities for all instead of ugly rich ones.

Same with Civilisation where I used to have as many happy people (for points) and as few army units as possible. Not exactly the sort of thing someone playing the Celts as "MacDeath" should be doing. Although I do remember attacking the English and Americans repeatedly but never destroying them, so London and Washington never left the bronze age. So maybe on Civ you might have a point.

Fidel, in Civilisation pollution is a major factor and if you use nukes (either as weapons or for power) there can be serious consequences. You can also have communism as your economic system which penalises you economically (it's an American game after all) but is very good for guilt free attacks on the English - which is the whole point of playing as the Celts. They're also very good for spies, bribing other nations units to your side and causing riots in your opponents cities which makes for very painless conquest.

Although I haven't played in years it still was fun at the time. Now it seems kinda nerdish.

I think the point in all of this is it's how you play the game and what you consider to be important. This legfo experiment proves this as well and the teachers definitely tried to teach this important lesson.

[ 16 April 2007: Message edited by: a lonely worker ]


From: Anywhere that annoys neo-lib tools | Registered: Jul 2005  |  IP: Logged
Michelle
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posted 16 April 2007 09:14 PM      Profile for Michelle   Author's Homepage     Send New Private Message      Edit/Delete Post  Reply With Quote 
I think it would have been interesting had the game gotten to the point where some of the kids who hadn't given up had started to try to take the valuable pieces by force when they realized they couldn't get them by the rules.

I play Monopoly with my son. He really likes the game. I teach him strategy on how to win the game (e.g. buy property early and often and build houses on it asap). I feel like it will soon be time to start talking critically about the game, or maybe teaching him some of the history of what the inventor of the game was trying to get across. It could be a really good learning experience for him. A couple of times he has lost the game, and felt very frustrated and hopeless by the end of the game. It's the same sort of lesson as legonomics.


From: I've got a fever, and the only prescription is more cowbell. | Registered: May 2001  |  IP: Logged

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