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by im3w1l 1081 days ago
A device made with the best of intentions and with many helpful features for enhancing education may turn out to have harmful consequences in practice. Those harmful consequences typically include temptations to have fun instead of productivity and learning. And that's where all those concepts you quote come in.
3 comments

outcomes matter, intentions don't really. if a device leads to bad outcomes, then it's by definition not a good tool for education in the typical classroom setting.

of course it might make sense to then have a very different class that deals with the whole problem of supercharged dependence forming devices and activities.

The need to separate “fun” from “productivity and learning” is part of the problem. Make learning fun and engaging.
A program designed to be fun while also being somewhat educational will never outcompete a game designed to be as fun as possible without regard for educational value.
That sounds like a concern for teachers making lesson plans, and not for general student expectations.
That sounds like an ideal world where devices don’t garner attention to make more profit.