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    # Notes on interview with Charlie 2023.03.06 - **關於「自學」** - School 42 讓「自學」變得**自動化**,學生進去就**不知不覺地參與**,其中的關鍵在於「**創造環境 / 營造氛圍**」。舉例來說,剛剛從 [Piscine](https://42.fr/en/admissions/42-piscine/) 回來的人,通常都會非常興奮說未來一定會想要再去,雖然 Piscine 要求你在一個月內學完大學要花一年來教的 C 語言基礎能力,其實很硬,但學員會有 momentum 想一直參加下去,這也是我喜歡 42 的原因。 - 稱 School 42 是一個自動化的學校,好像讓這件事聽起來很簡單,但其實它的學習方式是**精心設計**的,從 Piscine 開始,每天功課要出多少、難易度應該怎樣**剛剛好**(有難度有不會讓人想放棄),甚至是完成作業後的 peer review ,雖然是隨機抽籤的,但 reviewer 和 reviewee 的點數增減、時間限制這些設計,目的都是在營造一個正向的氛圍。 - 每天 School 42 的工作人員都可能會突然發起一些 pop-up 的小活動 / 競賽,要大家放下手邊的事一起來做。用類似這些手法**創造一個很酷的環境**,會讓學員**覺得自己也是一個特別的人**,我覺得它把心理學、遊戲設計的理論和方法都在「自學」裡用上了。 - 它跟武俠小說拜師學藝也不一樣,因為**沒有「師」**,而是你自己在它設計好的開放路徑上探索,你就像在**玩迷宮**一樣,試一試不行自然就會回到它設定的點,但你就是一直去探索、嘗試。 - **School 42 vs. Web3** - 對我來說, Web3 的重點就是「去中心化」。這就跟 School 42 的願景「每個人都有機會成為 programmer 」是一樣的,Web3 的去中心化也沒有預設不同背景的人就有什麼 gap 或 ceiling ,你可以透過自己的持續參與去學習所有的事情。 - 另一方面, Web3 在 NFT, DAO 這些領域的應用,也可以反過來讓 School 42 的營運和設計方法變得更公開透明,可以讓人自由地疊加。 - School 42 的教程方向的確是預先決定好的,但它也會對 skill tree 的設計做滾動調整,比方說 AI 最近很重要,它們可能就會嘗試用自己的設計哲學來規劃任務。 --> 跟 Ethereum, EIP 和應用開發者的關係有點像? - School 42 有點像 console game ,終究是單一個 universe ,對設計者來說相對比較「可控」;但 Web3 有從技術到文化都差異很大的不同公鏈,感覺更像一個 multiverse ,有更多不可控? - Web3 太廣泛,每個人從不同應用領域切入,可能就會相對忽略某些共通的技術特性,比方說「安全性」,所以 Web3 教學還是能找到一些基礎的素養能力,是幫助使用者不管去到哪個公鏈環境都能用得到的。 - **Quest-to-(L)earn / Arm0ry Playground vs. School 42** - **解任務**是表面上的共同點,但 42 怎麼把「自學」自然地融入在使用者體驗中,是 Arm0ry Playground 想做到的重點。 - 我們把自己的專案取名為 Playground 的原因,就是想要設計好路徑,但**允許使用者在探索中可以失敗**,但也會知道怎麼往下一步前進。**「失敗」是探索 Web3 必須要有的經驗**,使用者甚至可能在失敗中發現我們原本沒有想過的東西,而他們會知道怎麼去玩它。 - 把 Web3 想像成**西部荒野**,它有無限可能,一個好的 quest-to-learn 應該要像 sandbox 和 playground 一樣。 - 關於「沉浸感」的問題, School 42 雖然有實體空間,但它給人的體驗其實很像「線上遊戲」,所以雖然現在還不知道怎麼設計,但我們覺得一個以線上為主的 quest-to-earn 平台應該也有機會做到。Note: 即使是 Windows 的「踩地雷」,也可以讓人玩得非常投入。 - 小遊戲不需要也很難做到太多層次的體驗,但它可以透過讓你熟悉規則後逐步增加的挑戰性,來讓你解決關卡的快樂感和得到的反饋感,會跟著逐漸提升(e.g. Angry Birds?);如果是 RPG ,故事架構和層次當然比較複雜,它會想讓使用者自我投射在角色上,自己去探索故事中的不同空間。 - School 42 如果是一個線上學校,能不能同樣成功?不一定,而且一定會發展出不同的體驗方式。就像疫情期間像 gathertown 這樣的平台興起一樣,目的也是希望讓人在遠距中產生實體會面的感覺,但理論上應該也有機會成功。 Playground 也或許可以加入某些線下互動的環節,來維繫使用者的社群感。 - 目前絕大多數的 quest-to-earn 都比較像是條列式的任務清單,但缺乏一個 narrative 從使用者的角度把不同的任務串在一起。 - Charlie:這坑超難!真的很大! - Jiahe:開發一個 RPG 類型的 quest-to-earn。 - **Who do we urgently need right now?** - non-programmers - 超喜歡玩遊戲、研究遊戲的人 - 懂教育(心理)理論、對教育有熱忱的人 - 能提出 quest (或知道怎麼讓一般人提出好的 quest )的人(by the way: use forms instead of mark-downs on templates) - 能做 design research 和 concept design 的人 - programmers - 能寫 smart contract 的人 - 前端開發能力強的人

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