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by tmotwu 1835 days ago
People need incentives, and being competitive in school-like activities provides them.

Universities have been moving away from evaluating candidates from raw academic or scholastic perspectives. For instance, removing standardized testing from the process. [1,2,3] This has raised concerns and considerable pushback from parents. It raises the uncertainty of admission, even if they raise a child to do everything right and mold them into the standard high achieving student.

Of course, not unwarranted concerns: how do we fairly evaluate a student's external achievements without picking favorites. There is no objective measure to solve that problem.

[1] https://www.nytimes.com/2021/05/15/us/SAT-scores-uc-universi...

[2] https://www.wsj.com/articles/harvard-university-wont-require...

[3] https://mitadmissions.org/blogs/entry/a-special-announcement...

2 comments

I was asking how to get kids to explore things where they might find something that sparks them to desire to spend time on "A Project of One's Own".

Competition in school or school-like activities is a fabricated incentive that doesn't have anything to do with kids doing what Paul is talking about with "A Project of One's Own". Chasing a GPA leads to a feedback loop akin to "keeping up with the Joneses" and basically the "plodding along" path in life.

Where do you find the balance between spending time maximizing your child's entry into a safe and secure future versus entertaining their passions? Not that being passionate about something and school-like activities are mutually exclusive anyway. Anyway, kids are far too young to decide what they want to do, so college is a good time and place for that already. Most students coming in to top universities come in undeclared.

Maybe Paul's kids have that privilege to go down that riskier alternative. For many others, its non existent and frankly, it is tone deaf.

As a (relatively new) father, I think about this a lot. The way I see it, when I was my kid's age, we used to have middle-class opportunities for A students, B students, C students and D students. Maybe A students went on to good universities and did really well, B students went to college or something but still lived a solid middle class life, C students maybe could do a little community college and still eek out a living, and D students got by with hard work and some assistance. There was a reasonable shot at a middle path for everyone. But now the middle class is disappearing, and society is very quickly bifurcating into two classes: "Well off" and "Crippling poverty/prison". The bar is higher and the stakes are higher now than when I was a kid. The world is now a brutal and competitive slug-fest for those shrinking number of top slots, and if my kid doesn't get one of them, she's doomed to a really tough life. Only the top-tier of the A students gets a crack at "well off" and the rest--will be left behind. There's no middle path anymore. There is a huge tidal wave of inequality coming, and I am willing to sacrifice to ensure my kid gets on one of the few boats left. She can figure out what she's passionate about once she's safely on the boat.
I actually learned this lesson playing World of Warcraft, a Massively Multiplayer Online game. You see in WoW there is a huge timesink of effort required to beat the game. We're talking thousands of hours of gameplay. It's a social game, and the more skilled the people that you are with, the quicker that comes. It's also an RPG, meaning that you need to do x to do x+1.

The playerbase therefore learns the most optimal way to do everything the fastest possible way, and they call that the meta. The meta is almost always monotonous and boring. It's a terrible way to play the game, but if it gets you to be playing with a cool group of people, people will bore themselves to death.

Another aspect of the meta is that being an RPG, you are just about forced to stick to one character. When a patch is added to the game and your character goes from the storngest to the weakest, your social status drops considerably. But no problem, because in a few months another patch might launch that switches the balance. The group of people that you deal with therefore need to treat you well when you are weak so that you will stay with them when you are strong.

The neat thing with WoW is it's 15 years old, there have been many many cycles, and all of the people driven to play this way have long since burned themselves out. We see numbers for what they are. We see the social status games.

The balance is to ignore the numbers and find the people. The people going to Stanford might just be on average better people than going to your local State University, but if you can find people to fill out your social circle within your State university that meet your criteria, do that. If you can sacrifice a little bit of effort to move yourself somewhere slightly better to get around better people, maybe that's worth it. But don't sacrifice everything for Moloch.

And the lesson you learn once you give up the numbers, that we all intuitively know anyway, is that you very quickly get BIGGER numbers than those chasing it. Capability comes from the feedback of learning and doing. When you do stuff for fun and feel pain when you mess up, you become motivated to learn, which gives you more opportunity to play. So there was actually no balance after-all, the dominant choice was always to play.

So here's to play. Here's to WoW. A gigantic waste of time that has taught me many of lives most important lessons.

> being competitive in school-like activities provides them

To an extent. I keep wondering, wouldn't it be better if schools/universities were structured as PvE challenges, not PvP ones? Trying to elicit a culture of collaboration, instead of pitting students against each other?

I may be strongly biased, because I hate competition outside of games[0], and competitive incentives generally make me stop caring.

--

[0] - Particularly, games in which points are fake and only matter for brief status rewards and after-play joking.

If I was a Professor teaching the same class to two different sections, it would be really neat to give the entire winning section extra credit based on the difference between the average values of the two sections. This would encourage group study and would ultimately lead to students helping their other classmates out. And since teaching is the best way to learn, everyone would do better.

Maybe you don't even need two sections. Just split the class into two teams? Has this been tried anywhere?

That's still a "student vs. student" mindset, just one that incorporates a form of collective punishment, which is against the Geneva convention. It's an absolutely atrocious idea.
The problem is that, if both teams are randomly selected, then they should be expected to have equal underlying performance, and the only thing your grades are measuring is noise. It is unfair when one winds up with a team that happens to contain outlier students through sheer luck of the draw.

The law of large numbers would smooth these kinds of things out, but a single semester is not a very long time, and we don't want classes to have large numbers of students.

Collaboration and competition are not mutually exclusive. Competition does not always result in self-determination. For instance, people mentor others because they might learn something new themselves or grow their network. Thus, you can enjoy collaborating with others while doing so because of your competitive ambitions.
It's the question of who are you competing with, and how hard. That's why I mentioned PvE and PvP games. I find a fair competition against a (widely understood) environment fine. I dislike competing against my fellow players.

As an example: our class at the university was somewhat unique in that, unlike most other departments/subjects, our scholarships were thresholded only by grade average. So, where students in other classes were competing against each other to reach the few top spots that paid money, in our class, we all helped each other out. Helping another student didn't jeopardize your chances at the scholarship, and it felt nice when the person you helped got the scholarship too. We were playing a PvE game - competing against the grading system. Even though ultimate rewards were given based on individual performance, there was no downside to cooperation.