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What you really learned at school

By on November 26, 2010

School are churning out the unemployable.

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That’s the provocative title of Ewan MacIntosh’s marvellous blog post about how schools are failing our children, our businesses and hence our entire society.

He quotes (we’re getting a bit nested here), Don Ledingham’s summary of Alan McCluskey from the Swiss Agency for ICT in education:

The 7 Tacit Lessons Which Schools Teach Children

  • Knowledge is scarce
  • Learning needs a specific place and specific time (lessons in classrooms)
  • Knowledge is best learnt in disconnected little pieces (lessons)
  • To learn you need the help of an approved expert i.e. a teacher
  • To learn you need to follow a path determined by a learning expert (a course of study)
  • You need an expert to assess your progress (a teacher)
  • You can attribute a meaningful numerical value to the value of learning (marks, grades, degrees)

Why am I writing about this in a blog about the business of games?

Because we are going through a period of massive change in the games industry and, to quote screenwriter William Goldman:

“Nobody knows anything”

We are all experimenting, playing, creating, exploring and, above all, learning. We are going through a process of learning via doing, of experimenting and failing, of trying and iterating.

If we can’t do that – because we don’t know how to learn – we are going to get left behind. As Ewan fears our children may be getting left behind.

On the one hand, it’s mad of me to bring this up. I put myself forward as an expert (i.e. the author of How to Publish a Game), who teaches at specific times and places in disconnected little pieces (i.e. masterclasses) and I make consulting money because my knowledge is scarce.

So why would I tell you that you don’t need an expert teacher to learn?

The answer is because I believe strongly that what I do is not tell people what to do; I teach people how to learn about social games, or self-publishing or digital distribution. I talk about what is going on and why. I don’t have a playbook that clients should follow slavishly. I have a set of frameworks that you can apply to any game, any business, to understand how to make the game more popular, and make more money.

In short, I don’t teach people answers. I teach them how to learn.

Which is why I am so dispirited to learn that schools have stopped doing that.

About Nicholas Lovell

Nicholas is the founder of Gamesbrief, a blog dedicated to the business of games. It aims to be informative, authoritative and above all helpful to developers grappling with business strategy. He is the author of a growing list of books about making money in the games industry and other digital media, including How to Publish a Game and Design Rules for Free-to-Play Games, and Penguin-published title The Curve: thecurveonline.com