







Young children will pass up rewards they know they can collect to explore other options, a new study suggests. Researchers found that when adults and 4- to 5-year-old children played a game where certain choices earned them rewards, both adults and children quickly learned what choices would give them the biggest returns. But while adults ...
Adult age differences in monetary decisions with real and hypothetical reward
Abstract Age differences in monetary decisions may emerge because younger and older adults perceive the value of outcomes differently. Yet, age‐differential effects of monetary rewards on decisions are not well understood. Most laboratory studies on aging and decision making have used scenarios in which rewards were merely hypothetical (decisions did not have any real consequences) or in which only small amounts of money were at stake. In the current study, we compared younger adults' (20–29 years) and older adults' (61–82 years) decisions in probabilistic choice problems with real or hypothetical rewards. Decision‐contingent rewards were in a typical range of previous studies (gains of up to ~4.25 USD) or substantially scaled up (gains of up to ~85 USD per participant). Reward type (real vs. hypothetical) affected decision quality, including value maximization, switching between options, and dominance violations (choices of an option that was inferior to another option in all respects). Decision quality was markedly better with real than hypothetical rewards in older adults and correlated with numeracy in both age groups. However, we found no evidence that reward type affected people's risk preferences. Overall, the findings portray a fairly positive picture regarding the use of hypothetical scenarios to assess preferences: With carefully prepared instructions, people from different age groups indicate preferences in hypothetical scenarios that match their decisions with real and much higher rewards. One advantage of using real rewards is that they help to reduce decision noise.

Does AI stop children from learning?
New data show the peril and promise of the technology

Choosing Less‐Preferred Experiences For the Sake of Variety
Abstract. Data from several experiments show that, contrary to traditional models of variety seeking, individuals choose to switch to less-preferred option

Adults Lose Skills to AI. Children Never Build Them.
Discussions of cognitive offloading often miss a critical distinction: What AI does to a 45-year-old's brain is categorically different from what it does to a 14-year-old's.

Children today are suffering a severe deficit of play | Aeon Essays
Children today are cossetted and pressured in equal measure. Without the freedom to play they will never grow up

Social-Information Seeking in Development: The Child as Experimental Psychologist
Research has established that children are “naive psychologists,” adept at understanding and navigating the social world from an early age. However, most of this work has focused on how children process information that they acquire incidentally, for example, by passively observing others’ actions. Here, we draw on literature framing children as intuitive scientists who actively seek information and test hypotheses to propose a view of children as naive experimental psychologists. From this perspective, children play an active role in selecting and pursuing relevant social information (e.g., about agents’ goals, traits, or relationships), whereby their search strategies are influenced both by context and task demands, as well as their prior beliefs, concepts, and domain-specific naive theories. We argue that the particular challenges associated with learning and reasoning about other minds may necessitate that children leverage their active learning competences, and we outline how the social domain uniquely constrains and shapes the learning process. We review existing research on social-information seeking in children and adults and identify directions for future research, emphasizing that children’s developing social cognition should be understood in terms of the active, exploratory role they take in learning about and participating in the social world.

Social-information seeking in development: The child as experimental psychologist
Research has established that children are “naive psychologists”, adept at understanding and navigating the social world from an early age. However, most of this work has focused on how children process information that they acquire incidentally, for example by passively observing others’ actions. Here, we draw on literature framing children as intuitive scientists, who actively seek information and test hypotheses, to propose a view of children as naive experimental psychologists. From this perspective, children play an active role in selecting and pursuing relevant social information (e.g., about agents’ goals, traits, or relationships), whereby their search strategies are influenced both by context and task demands, as well as their prior beliefs, concepts, and domain-specific naive theories. We argue that the particular challenges associated with learning and reasoning about other minds may necessitate that children leverage their active learning competences, and we outline how the social domain uniquely constrains and shapes the learning process. We review existing research on social-information seeking in children and adults, and identify directions for future research, emphasizing that children’s developing social cognition should be understood in terms of the active, exploratory role they take in learning about and participating in the social world.
Why should children program - a review of Seymor Paperts Mindstorms
This is an essay about what it means to teach a kid to program, using Seymor Paperts groundbreaking book Mindstorms as a reference.
Social learning preserves both useful and useless theories by canalizing learners’ exploration
In many domains, learning from others is crucial for leveraging cumulative cultural knowledge, which encapsulates the efforts of successive generations of innovators. However, anecdotal and experimental evidence suggests that reliance on social information can reduce the exploration of the problem space. Here, we experimentally investigate the extent to which cultural transmission fosters the persistence of arbitrary solutions in a context where participants are incentivized to improve a physical system across multiple trials. Participants were exposed to various theories about the system, ranging from accurate to misleading. Our findings indicate that even under conditions conducive to exploration, the transmission of cultural knowledge canalizes learners’ focus, limiting their consideration of alternative solutions. This effect was observed in both the theories produced and the solutions attempted by participants, irrespective of the accuracy of the provided theories. These results challenge the notion that arbitrary solutions persist only when they are efficient or intuitive and underscore the significant role of cultural transmission in shaping human knowledge and technologies.

Effective Altruism is self-recommending
Recently we bought my 3-year-old daughter a "behavior chart," in which she can earn stickers for achievements like not throwing tantrums, eating fruits and vegetables, and going to sleep on time. We successfully impressed on her that a major goal each day was to earn as many stickers as possible.
‘We need to reclaim childhood’: UK ministers urged to restore right to play
A steady erosion of outdoor playtime is impairing the development of infants, say experts

Learning to solve complex tasks by growing knowledge culturally across generations
Knowledge built culturally across generations allows humans to learn far more than an individual could glean from their own experience in a lifetime. Cultural knowledge in turn rests on language: language is the richest record of what previous generations believed, valued, and practiced, and how these evolved over time. The power and mechanisms of language as a means of cultural learning, however, are not well understood, and as a result, current AI systems do not leverage language as a means for cultural knowledge transmission. Here, we take a first step towards reverse-engineering cultural learning through language. We developed a suite of complex tasks in the form of minimalist-style video games, which we deployed in an iterated learning paradigm. Human participants were limited to only two attempts (two lives) to beat each game and were allowed to write a message to a future participant who read the message before playing. Knowledge accumulated gradually across generations, allowing later generations to advance further in the games and perform more efficient actions. Multigenerational learning followed a strikingly similar trajectory to individuals learning alone with an unlimited number of lives. Successive generations of learners were able to succeed by expressing distinct types of knowledge in natural language: the dynamics of the environment, valuable goals, dangerous risks, and strategies for success. The video game paradigm we pioneer here is thus a rich test bed for developing AI systems capable of acquiring and transmitting cultural knowledge.


Children’s Sense of Fairness as Equal Respect
One influential view holds that children’s sense of fairness emerges at age 8 and is rooted in the development of an aversion to unequal resource distributions. Here, we suggest two amendments to this view. First, we argue and present evidence that children’s sense of fairness emerges already at age 3 in (and only in) the context of collaborative activities. This is because, in our theoretical view, collaboration creates a sense of equal respect among partners. Second, we argue and present evidence that children’s judgments about what is fair are essentially judgments about the social meaning of the distributive act; for example, children accept unequal distributions if the procedure gave everyone an equal chance (so-called distributive justice). Children thus respond to unequal (and other) distributions not based on material concerns, but rather based on interpersonal concerns: they want equal respect.
Exploitative Game Design: Beyond the F2P Debate
The past few months have seen a torrent of articles about Free-to-Play business models, often discussed alongside issues of ethics in games (for example: 1, 2, 3, 4, 5). These pieces have addressed the effect on addiction-prone players or children, the possibility of corrupting artistic intent, the sheer amount of money being spent, and other advantages and dangers of F2P. While all of this is relevant, I fear that we’re focusing too much on F2P and glossing over the wider ethical issues in game design.
Growing up in the online world: a national consultation
We are consulting on further measures to prepare children for the future in an age of rapid technological change. This includes potential age restrictions on social media and other services such as gaming sites and AI chatbots, restrictions on addictive design features and risky functionalities, and better support for parents and families.
