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Make the junior put it to the test John Henry style. You code something while they use gpt and see who comes up with a working version first
Make the junior put it to the test John Henry style. You code something while they use gpt and see who comes up with a working version first
I hope that along with the next president’s EO (assuming we don’t have a dictator) to change the name back, it also changes the name of a tiny garbage parcel of land that’s uninhabitable due to lead or an old chemical spill to something like “greasy orange fief”.
I’m sure this is a good thing, but considering the vast majority of Germans haven’t figured out screens on windows I’m not sure the appeal to authority in the title has the desired effect.
I predict we’ll have FTL travel before we can invent a stick that’s “unfoldable”.
I agree with that to a certain extent, but computer classes (at least where I grew up) weren’t very comprehensive or germane to the skills people are talking about in this thread. If I think back, in elementary school we mostly had a few educational programs (typing, spelling, oregon trail, etc), and in middle school we did some stuff with excel and I’m sure some other things I’m forgetting, but we definitely didn’t have anything about how computers fundamentally worked. Maybe there was some very simple coding in basic, but it would’ve been very limited.
The reason I learned how to mess around with files and things was because computers simply weren’t very easy to use. Trying to get games running when they didn’t work just out of the box was a great teaching tool. Early on you had to learn the DOS commands (which by necessity meant learning file menus), and in windows (I can’t speak to anything Mac related) before plug and play worked well there was still endless tinkering you had to do with config files. Like you get the game installed but the sound doesn’t work, so you have to edit the config files to try different channels for your soundblaster. Or maybe your new printer won’t print, so you have to search online for the dll files you need.
There just stopped being a need to learn how to do anything like that, so the functioning of computers became that much less understood. I agree that the whole digital native narrative was dumb and hurt children’s learning (if anything the generation who dealt with the problems outline above are much closer to digital “natives”), and there’s a ton of stuff computer classes should be teaching these days. But classes will always only be effective in a limited capacity compared to learning about something because you need or want it to work for you in your life outside of school.
Damn, I never even thought of the implications for compsci. That’s gotta be an interesting challenge for profs these days.
Current students generally have horrendous computer literacy. There was only about a 20ish year window where using a computer meant you were forced to become vaguely proficient in how it worked. Toward the end of the 90s into the 2000s plug and play began to work more reliably, then 10 years after that smartphone popularity took off and it’s been apps ever since.
Students in high school this year were born from ~2007-2011. Most of them probably had a smartphone before a computer, if they even had the latter at all.
How much did spez care about violent rhetoric coming out of the donald for years before finally doing something about it. What a pos that fuckface is
The -vania part always seemed a bit odd to me as well because of the history of the games, but it makes sense based on when the term became popularized. If someone had tried to coin a term for the genre earlier I think it would’ve been Metroid-like alone, specifically because the early entries of Castlevania didn’t really have any movement-based mechanics upgrades until SotN. Even things being locked behind item progression was only in Simon’s Quest before that (although it looks like Vampire Killer had some more open levels where you had to find keys). I’m not familiar with Rondo of Blood, which looks like it had some exploration of levels with the secondary character, but again without upgrading movement mechanics.
So you basically had Metroid ('86) and Super Metroid ('94) being quintessential examples of the modern metroidvania genre, whereas there were almost a dozen Castlevanias before SotN ('97) that were mostly linear.