Interview with Morgan G. Ames on 'The Charisma Machine: The Life, Death, and Legacy of One Laptop Per Child' (Part II)

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You root the OLPC project in a particular conception of the relationship between technology and childhood in the thinking of Seymour Papert. What do you see as some of the core assumptions shaping this vision of ‘the technically precocious boy”?

Nicholas Negroponte was certainly the public face of One Laptop per Child, but he readily admitted in his marathon of talks in the early days of OLPC that the very idea for the project was actually Papert's, even though Papert was already retired when OLPC was announced. He often said that the whole project was "the life's work of Seymour Papert." 

And when you read through all of Papert's public writing, from the late 1960s through the early 2000s, you can clearly see that connection. Papert started writing about the liberatory potential of giving kids free access to computers not long after after he joined MIT in the 1960s. Throughout the 1970s, he was a central figure in developing the LOGO programming environment. The branch he worked on, which ended up being the dominant branch, was built around the ideals of what he called "constructionism," as a tool for kids to use to explore mathematical and technical concepts in a grounded, playful way. He kept advocating these same views throughout the 1980s and 1990s, even as LOGO lost steam after many of the really grand utopian promises attached to it failed to materialize.

Seymour Papert

Seymour Papert

I argue that one of the reasons for this failure is that LOGO and many constructionist projects are built around a number of assumptions about childhood and technology that just aren't true for all children -- and in fact are only true for a particular set of children, mostly boys, who have a lot of support to explore technical systems.  

Some of this support comes from their immediate environment: they have parents who bought them a computer, who helped them figure it out, who were there to troubleshoot, who supported their technical interests. If it wasn't a parent, it was someone else they could turn to with questions. The programmers I've interviewed who proudly say they are self-taught had a whole constellation of resources like this to help them along. 

But some of this support also comes from the cultural messages that we hear, and often propagate, about children. Messages about boys' supposedly "natural" interest in tinkering with machines goes back at least 100 years -- there's this great volume called The Boy Mechanic: 700 Things for Boys to Do that was published in 1913! Then there's transistor radio culture, engineering competitions, and a whole host of technical toys specifically marketed to boys in the decades following. Amy Ogata, Susan Douglas, Ruth Oldenziel, and many other fantastic historical scholars have traced these histories in depth. With the rise of computing, this same boy-centered engineering culture gets connected to programming, displacing all of the women who had been doing that work as low-paid clerical workers around and after World War II, as Nathan Ensmenger and Mar Hicks have shown. The same boy-centered culture also defined the video game industry in the 1980s.  

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From all of this, at every turn boys -- and particularly white middle-class boys -- are told that they belong in this culture, that they are (or can be) naturals at programming. Everyone else has to account for themselves in these worlds, and everyone else faces ostracism, harassment, and worse if they dare to stick around. It's something I became pretty familiar with myself throughout my computer science major.

When I talk about the "technically precocious boy," it's both of these pieces -- the specific material and social support certain kids get, but also the larger cultural messages they live with and have to make sense of in their own lives. This is what social scientists call a "social imaginary," or a coherent and shared vision that helps define a group.  

Unless projects very actively reject and counter these social imaginaries, they ride the wave of them. One Laptop per Child is one of these, just as Papert's other projects were. Even though these projects tended to speak inclusively about "girls and boys" and "many ways of knowing," they then turned around and extolled the virtues of video games and talked about technical tinkering in ways that wholly relied on this century of cultural messaging, which had long been incredibly exclusionary.

Did this conception constitute a blind spot when applied, unproblematically, to childhoods lived in other parts of the world? How might we characterize the childhoods of the people who were encountering these devices in Latin America? 

The biggest issue with relying on the social imaginary of the technically precocious boy is that the kids who identified with it have always made up a very small part of the population. If you think back to the youths of many of those who contributed to OLPC, who were discussing its similarities with the Commodores or Apple IIs of their childhoods -- most of their peers couldn't care less about computers. So to assume that somehow all or most kids across the Global South, or anywhere in the world, would care when this kind of passion is idiosyncratic even in places that have long had decent access to computers is a bit baffling to me.  

When I've said as much to friends who worked on OLPC, I often heard something along the lines of, "well, those past machines maybe only appealed to some kids, but this one will have much more universal appeal!" And Papert wrote about the universal potential of computers too -- he called them the "Proteus of machines," with something to appeal to everyone. I see similar stories in movements to teach all kids to code.  

But the majority of the kids I got to know in Paraguay -- as well as those I met in Uruguay and Peru -- just weren't very interested in these under-powered laptops. I found that over half of kids in Paraguay would rather play with friends or spend time with their families, and didn't find anything all that compelling about the device. The one third of students who did use their laptops much at all liked to connect to the Internet, play little games, watch videos, listen to music -- pretty similar to what many kids I know in the U.S. like to do with computers. This is not to erase the cultural differences that were there, much less the legacy of imperialism still very much present across the region. But it really drives home just how wrong the assumption was that kids in the Global South would be drawn to these machines in a way that differed fundamentally from most kids in the Global North, that they'd really want to learn to program.

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You correctly note that the metaphor of the school as a factory often results in a dismissal of teacher’s role in the educational process. Yet, the OLPC and other Media Lab projects have depended heavily upon teachers and other educators to help motivate adaption and use of these new platforms and practices. How have these two ideas been reconciled in practice? 

The social imaginary of school-as-factory is a perfect foil for the social imaginary of the naturally creative child (and the technically-precocious boy as an offshoot of it). We certainly see messages all the time that portray schools with derision and contempt -- in spite of a long and well-documented history of school reform, schools are often talked about as hopelessly outdated, mechanistic, and antithetical to children's creativity. (This is not to say that I think schools are perfect as they are -- I certainly dislike drill-and-test practices, for one -- but they are complicated and culturally-embedded institutions, often asked to create impossibly large cultural changes with impossibly scant resources.) When One Laptop per Child, or other Media Lab projects, echo some of these sentiments, they hardly need explain themselves -- the school-as-factory social imaginary readily comes to hand.  

But you're right that how schools relate to teachers, and how teachers relate to these projects, is much more complicated. In his writing Papert very clearly condemns schools, but is much more equivocal about teachers, often casting them as "co-learners" even as they are charged with steering children's learning toward mathematical ends. Other OLPC leaders said some terrible things about teachers early on -- more than one said that most teachers were drunk or absentee, for instance -- but local projects, including Paraguay Educa (the local NGO in charge the OLPC project in Paraguay), conducted teacher training sessions and expected teachers to use the laptops in classrooms. At the same time, OLPC and many local OLPC projects, including Paraguay Educa's, talked about how the most interesting things kids would do with their laptops would probably happen outside of classrooms, and that they would soon leapfrog past their teachers in ability. 

I can't fully resolve this paradox, but I can say that keeping the social imaginary of the school-as-factory alive is pretty valuable to many ed-tech projects that promise to overhaul an educational system that seems to be both in urgent need of fixing and receptive to quick technological fixes. However, it's one thing to paint a rosy picture of the possibilities for technologically-driven educational reform without the need for teacher buy-in -- but then when it comes down to actually implementing a reform effort, teachers become a necessary part of the project, because ultimately they are a necessary part of learning.

What are some of the important differences between the schools described in the rhetoric around OLPC and the actual schools you encountered on the ground? 

Negroponte exhibited some very wishful thinking in justifying the costs of the program. He'd tell governments that they should think of this as equivalent to a textbook, and put their textbook budget into this program. Amortized over five years, he said, a hundred-dollar laptop would be equivalent to the twenty dollars per year per student that Brazil, China, and other places budgeted for textbooks. But I found only one school in Paraguay that consistently used textbooks, and it was because they were sponsored by an evangelical church in Texas. If schools had any, they had some very old textbooks that were kept in the front office for teachers' reference only. Most teachers wrote lessons on a blackboard, and students copied them into notebooks that they were responsible for buying. 

Papert had a version of this analogy as well -- but instead of textbooks, he equated computers with pencils. You wouldn't give a classroom one pencil to share, he would say derisively -- but even if OLPC's XO laptop had actually been $100 rather than close to $200, that's a far cry from a ten-cent pencil. Moreover, even ten-cent pencils were items that not all Paraguayan students could consistently afford. A good portion of Paraguay's population are subsistence farmers and the Paraguayan school system has been underfunded for many decades now; some schools don't have working toilets, and none provide photocopiers, paper, or even toilet paper or soap. Most classrooms did not have plugs for charging laptops or WiFi routers -- the schools, with the help of local project leaders and parent volunteers, had to install those. And in some cases, the wiring that they used was mislabeled, so the plugs failed.

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Despite these rough conditions, many teachers really did care about teaching -- they were not "drunk or absent entirely," as Negroponte once claimed. But much like teachers in the U.S., they were beset from all sides by demands for their time, they were very underpaid, and many exhibited signs of burnout. Even so, some were really excited about the project, but most really didn't have the time they would have needed to integrate a difficult-to-use laptop into their curriculum. In the book I include several vignettes from my fieldwork that describe in detail how these teachers would struggle to use laptops for lessons in spite of broken machines, uninstalled software, slow networks, and quickly-draining batteries. It's no wonder that nearly all gave up in time.

The Constructionist paradigm leads us to see the web and media use as “distractions” from the core OLPC mission at the same time as the MacArthur Foundation’s Digital Media and Learning initiative was emphasizing the kinds of learning which could take place around games, social media, and participatory culture more generally. How would your results look if read through this different frame? 

Aside from some fairly abstract discussions of the virtues of videogames, constructionism generally doesn't really discuss media use -- it seems to exist in a cultural vacuum where students encounter a Platonic (or perhaps Papertian?) ideal of a computer with nothing but LOGO, and maybe Wikipedia, on it. But the connected learning framework -- which, in the spirit of cultural studies, takes children's interests and media worlds seriously as ideal starting-points for learning -- was very much on my own mind throughout my fieldwork and analysis. And I was deeply impressed by the ways some kids found innovative ways around the XO's hardware and software limitations, and the ways that a new video or music file would spread, student to student, through schools. 

The piece that was largely missing, though, was a way to bridge those interests with learning outcomes like literacy, numeracy, and critical thinking that are important for effectively navigating the world. A handful of parents and teachers had ideas about how to shape their children's interests toward more learning-oriented ends, and I have a chapter devoted to their stories. But they were the exception, not the norm.  

Moreover, I would bring a critical media studies lens to this as well, and ask just what kind of influence advertisers including Nestle, Nickelodeon, and more should have in children's educations. These companies developed content specifically for the XO laptop that was widely popular during my fieldwork, and thus had preferential access to children via an avenue that most considered "educational." While I love the connected learning approach of really centering children's cultures in the learning process, I am very critical of companies' efforts to make money off of that.  

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Morgan G. Ames researches the ideological origins of inequality in the technology world, with a focus on utopianism, childhood, and learning. Her book The Charisma Machine: The Life, Death, and Legacy of One Laptop per Child (MIT Press, 2019) draws on archival research and a seven-month ethnography in Paraguay to explore the cultural history, results, and legacy of the OLPC project -- and what it tells us about the many other technology projects that draw on similar utopian ideals. Morgan is an assistant adjunct professor in the School of Information and interim associate director of research for the Center for Science, Technology, Medicine and Society at the University of California, Berkeley, where she teaches in Data Science and administers the Designated Emphasis in Science and Technology Studies."