Let your kids lose: Success inhibits preschoolers’ selective trust
sciencedaily.com
sciencedaily.com
This works for all ages... and for boardgames and physical games. It's their choice which mode they want to play in, and they trust and respect you more when given the choice. You treat them as a peer. You can beat them mercilessly, or you can join their side and practice the game together. And the thrill and confidence they get when they beat you playing 'for real' is just priceless.
Essentially anything where "I've consumed more calories that you have" or "I've had more years to think that you have" are an unfair advantage for purposes of fun.
pure instruction -> teaching through playing -> friendly match -> competitive match
Let's use a card game as an example.
Pure instruction: Both players play with their cards visible to each other, and the teacher coaches rules and strategy as they play.
Teaching through playing: The hands are now private, but the teacher will tell the student if they're making bad moves and allow do-overs. The teacher may also set up situations for the student to take advantage of.
Friendly match: The teacher is playing against the student. No coaching is given. But, nit-picky procedural rules are not always followed. (You've set that card down and your hand left it, you can't pick it up again).
Competitive match: Rules are followed to the letter.
Think of a chess game, for example. We can play by the rules to the letter, but if I decide to systematically take your pieces one-by-one or "forget" some of my own experience to perhaps make it more fun, are elements I assumed are in the original comment above.
At first, early on, games should be very simple. The idea is to focus solely on the basic structure of games:
--game start
--keep attention on game
--turn taking/following in correct sequence
--problem solving around a very simple goal
--game end
--with finally very clear assessment of player ranking (i.e. You won, I/we lost or I won, You lost)
Underlying all this should be a heavy focus on the maintenance of appropriate emotional responses and behavior modeling (e.g., no gloating, no sore losers, no emotional aggression or defensiveness).Again, this is all ground-floor stuff, so kids can start learning it as early as 2-ish. Learning to take turns is a huge emotional advantage. As is learning how to both succeed and fail in games and life with grace.
A very good game that has a degree of complexity appropriate to kids that young is "Animal Upon Animal" by HABA.[0]
It's a simple stacking game: On your turn, stack this animal on that animal; if the stack of animals falls over, that's the fail state. (There is a 6-sided dice with pictures on 4 of its faces, and 1 and 2 pips on the the remaining, but it can easily be removed from the game until the child in question is ready for it.)
The 3 year old will tell you what they want to do.
At 3, my little guy's favorite toy was rated for 8+ years old, and his favorite game was chess.
He never cared if he won or lost at chess, his primary purpose was to push his pawns, castle, and then get in at least one en passant.
Maybe start with hopscotch (the regular kind with where you toss an object into a square, but with clearly numbered squares), telling them each time the number of the square they're on, the number of the square they're heading to, and the number of hops they'll do, before they do them. After a while, they'll get an understanding of how the numbers on the squares relate to what you're saying, and maybe even a vague intuition for subtraction.
Eventually, you can replace the thrown object with a rolled die (I suggest a big soccer-ball-sized die they can see from far away, with numbered faces instead of pips)—whose roll indicates how many spaces they should move rather than the space they should move to—and keep playing the same game.
Once they get that, then they're ready to play board games.
https://smile.amazon.com/Jax-8001-Sequence-for-Kids/dp/B0000...
My First Carcassonne and Sushi Go! are two we like and they're playable for adults too. (A lot of kids games are terrible, ones based on licenses like Disney or Paw Patrol for example.)
Also check out Peaceable Kingdom they make cooperative games for kids (Hoot Owl Hoot, Race to The Treasure, etc.) I haven't played them personally but based on reviews some families really enjoy them a lot.
He has played Uno (without the scoring and with face up hands of cards) for a while now. The other game he has been able to play and that I recommend as not being as painful for adults as some, is an Orchard Toys game called 'Where's my cupcake?', but he's only just at the snakes and ladders type stage. We played a lot of Sorry too with my six year old when he was about 4-4.5. The other thing we have done is having the three year old 'on a team' with an adult, but that obviously works better with multiple kids.
One they hit 4.5/5, there are tons of games you can play with them. That's when things start get to fun! Basically, I wouldn't worry yet - they just have to get to the right stage developmentally which they will do.
Obviously, these have to be done intentionally. A weaker player who nearly wins only to discover their opponent was "teaching" is probably a bit offended: their accomplishment stolen from beneath them.
What aids all of this is that Go has a handicapping system that can be very well tuned so that for people who would score within 40-60 points of one another you can probably tune the game down to even odds.
I recommend to people learning to look at the activities of someone "good" at the field but not a star for this reason, I don't know if it applies to all fields but for ex I got the same feeling learning chess by following GM's games (I was lost) and a book like "Master vs Amateur" opened my eyes to typical errors made by intermediate players that won't show up in chess books (another example is "The Amateur Mind"). I tell soccer players than besides enjoying watching the games of the big teams and star players to watch "journeymen" games from a 2nd division to learn the basics.
Also the reason why we frequently learn more from a student mate explaining something that from a veteran teacher or professor, who forgot the struggles of the beginners.
For instance, when competing to win, there's little room to be exploratory, playful, envelope pushing, maximizing learning. First tries at anything mostly fail. So I'll say "I'm going to focus on learning new things, not just on winning". And verbalize the exploration like "hmm, I wonder if...", attempt, and post mortem review ("I just tried X... and Y happened"). Or offer that as an option - "I'd like to try throwing (at target) under my leg... or would you rather I throw regular?"
Play to teach can be mixed in as a part-time objective. "Fake-oops, I dropped my card face up. What was it? What's something you might do differently knowing I have that?"
One can also optimizing for game interesting / fun. "Well I could use this card to wipe you out there, instead of discarding it, but this is so much fun, I want to fight it out".
So never "illusionary success", always transparent honesty. But being explicit that there can be more than one "game" at play. But also have to watch that this all doesn't become an "it's unpleasant to lose" avoidance strategy - if playing "for real", maybe that's to the bitter end.
Which makes me confused by this quote: "... it suggests that children may not be as savvy as previous research has suggested."
Obviously a "helpful" clue that doesn't improve your chance of success (they always succeed) isn't really helpful. Isn't it quite savvy to recognise that?
If someone has gotten a better understanding of what they are actually trying to say I'd like to hear it.
There might be an interesting result in it somewhere, as it could be interpreted to imply that only slightly challenging kids in an educational context could lead them to believe that their learning efforts has no use if the challenges are adjusted to never let them fail. But I don't see how the results could be interpreted to mean what the title says.
So one adult was always giving bad advice and one was always giving good advice. But in half the games it was rigged so the child always found the toy even if they looked in the wrong places. The advice from the adults was still always bad and good advice for the rigged games.
Afterwards they asked the kids who they thought were more helpful. Even though one adult was giving bad advice always and one adult was giving good advice always the 4-5 years olds only discerned this if they actually lost the game when they didn't follow the good advice, even though the adult giving bad advice was always still giving bad advice.
I think the key is they must have rigged the game to ensure the bad advice adult was always still giving bad advice. If the bad advice turned into good advice in the rigged version then it wouldn't work, just like you said.
But yes, it's hard to determine whether this is how the experiment worked from the article. Unfortunately the actual paper at http://www.sciencedirect.com/science/article/pii/S0022096516... is paywalled in the usual way.
Searching for
"title of article" PDF
is usually pretty effective (and is in this case ;-) ). In CS you'll find a PDF hosted on the author's home page like 99% percent of the time. Other fields are more spotty, but this approach is still pretty effective.There was actually 4 similar studies described in the article. But the first one is the most important.
The setup was that the kid would watch a video where a toy was hidden in one of two cups. The helpful person would point out to the kid in which cup the toy was hidden. The unhelpful person would not give any hints at all but rather just explain which toy was hidden. The kid would of course follow the helpful persons advice, but would have to guess in void of any advice.
The kid would then get to guess in which cup the toy was hidden, whereafter the answer was revealed in the video. However, in the successful condition, the answer was modified so the kid would guess right no matter what.
This was repeated eight times, after which the kid got to choose which person would give them advice for four more trials.
It was in this situation it showed that the kids who had always been successful did not seem to value the better advice they would expect to get from the helpful person while the kids who had failed due to lack of advice chose the helpful person.
In the article they discuss this being due to the kid trusting their own ability to guess, not needing any help.
I'd say that the results are academically interesting as they increase our understanding of children's decision making. But I don't think they should be taken out of context and be applied as a some kind of answer on how to do parenting and teaching.
The advice was "good advice" in the sense of "if you had followed the advice, you would have found the item before the taking-pity-on-you time limit." But it's not "good advice" in the sense of it having any relation to where the item was ultimately found—and therefore it can't be inferred to have been good advice just from the evidence the child has at that point.
On the other hand, if the game is played iteratively (like an iterated Prisoner's Dilemma), it would eventually become clear (presuming the child managed to find the item by themselves some of the time) that there is this "taking-pity-on-you time limit", and that some of the advice has a correlation to where the item is before that time limit. The child would likely intuit the "taking-pity-on-you" moment as the true loss condition of the game, and become upset when it happened, just as if they had been told they lost.
That rule seems overly strict perhaps? Like if someone only says positive things, but only occasionally, then there is still a signal there.
Positive praise, if rare, with neutral (or no) feedback otherwise, can have a similar effect.
While I never won, I was never discouraged, because he would always point out where I had made good plays and where I could have done better, in a very interactive manner.
This has got to be one of the best ways to learn.
When he wins, it'll be because he earned it, and I know from experience what a triumph that win will be.
Children were shown a video on a laptop featuring two containers. There would either be a helpful person or an unhelpful person who secretly puts a toy in one of the containers. The helpful person would then indicate which container they had put the toy into (either by pointing to the container or by lifting the containers to reveal the toy). Contrary to what the article says, the unhelpful person simply did not offer any sort of hint. The child would then be asked to select the container the toy was in.
I hope that clears things up.
From the article (and abstract), it's hard to imagine a game where the 'bad' advice is really 'bad' if (1) the player always trusts it; and (2) they then always succeed. In such a case, the forced-success may retroactively make the bad-advice 'good'. (At best, maybe the bad advice forced a slower completion? But that requires assuming some more complicated game.)
From playing the game of interpreting this article, I have concluded that neither the article author nor the researchers (via their original abstract) can be trusted to summarize such research in sufficient detail for unambiguous interpretation.
My daughter often wins at Ludo, but it's not because I let her. She also often loses.
I want my kids to beat me, not just win by chance.
Just not be afraid to really lose to your child in game which at start equally unknown for both you and your child. Let your child to learn how to win and learn how to learn to win.
As an example of such a learning: https://news.ycombinator.com/item?id=11653538
If you or your child do not like chess, you can choose any other game, which allows your child to use his fluent mind strengths to win you. Just stop thinking that child is small, stupid and unable to win a fair game. He really can win, but not the games where your crystallized mind has its advantages.
But I meant something different. Learning how to play particular game is a small step to aquiring general learning skills. How to learn is a great problem, and many do not know efficient ways to learn something. But its very important not only to move forward after a failure, but to become smarter and increase chances of making successful decisions on the next occasion to win.
A bit of a sidetrack, but Ludo does have decisions: which disc to move and how many spaces. Chasing vs rushing to complete. Whether to move a disc when a 6 is diced or to bring a new disc into play.
Chutes/snakes and Ladders is pure luck.
Lots of things in life (good and bad) are pure luck. Handling things you "do/don't deserve" with appropriate emotional responses is a valuable life skill.
> Lots of things in life (good and bad) are pure luck. Handling things you "do/don't deserve" with appropriate emotional responses is a valuable life skill.
That is also true.
Card games are particularly good in this respect, but there are a wide variety of games where a completely unskilled player can occasionally win against a much more skilled opponent.
Likewise the violin. There are "levels" to reach, and competitions, but ultimately it's down to you and the music and the instrument. The point where my daughter surpassed me on violin came remarkably quickly. Granted, I was trying to play along on the double bass.
As I read it, the idea occurred to me to learn a new instrument along with your child. My experience is that kids learn to play an instrument faster than an adult; even given that, they'll only progress along with you by practising, and it's a pretty cool way to spend time with your kid.
Thanks for the inspiration.
The title is inconsistent with the article title, and even the article title seems inflated to what it describes.
As I understand it, the experimental group played a game they couldn't lose (rigged) and adults gave them "hints." The kids [correctly] identified that they weren't dependent on the adults' help in that group.
However, there doesn't even seem to be a link to the actual study anywhere, so I can't even check what this research actually is.
The "establish selective trust" phrase is much more accurate than just "trust" -- in fact, the current title on HN in strictly incorrect. The preschoolers don't have problems trusting. Rather, you could argue that they're more trustworthy when they never lose. It's the "selective" part that's important. (That said, this feels a bit pedantic to me, and it seems as if no one is confused by the difference in wording.)
The "Let your kids lose:" prefix on the SD headline (and not in the peer reviewed publication) could cut either way -- it might be link bait, but it's also not inconsistent with the researchers' advice.
rule: .*daily.* deny -- to stop people wasting time...
rule: imgur.com/.* allow -- kitten pictures allowed
-- (we don't want to have a revolution at our hands)It works fine in Firefox/Chrome, I was trying to open it using qutebrowser so maybe it's a problem with QtWebKit? Anyways, my fault for jumping to conclusions (thinking the site was hugged to death).
[0] https://www.incapsula.com/why-am-i-seeing-this-page.html
I meant, why does it require a scientific study to understand that lying to small children deforms their worldview?
- Having a flippant, dismissive, repetitive comment provides no value to the conversation and wastes the time of anyone reading.