Skip to main content

constructionism

Educational philosophy — learn by building inspectable things

معلومات المصدر

المستودع
SimHacker/moollm
آخر نشاط في المصدر
٧ فبراير ٢٠٢٦ في ١٤:٤٠
لغة SKILL.md المكتشفة
الإنجليزية
النجوم
٦٠
التفرعات
٥

خيارات التثبيت

يُحدَّد Prompt الذي يراجع المصدر أولًا بشكل افتراضي. يمكنك التبديل إلى أمر مباشر أو تنزيل نسخة محلية.

مراجعة ملفات المصدر

اقرأ SKILL.md وأي ملفات مرافقة يعرضها SkillsMP قبل أن تقرر التثبيت.

مستكشف الملفات
5 ملفات

عرض SKILL.md

SKILL.md
تعليمات المصدر · معاينة للقراءة فقط
name
constructionism
description
Educational philosophy — learn by building inspectable things
allowed-tools
[]
tier
0
protocol
CONSTRUCTIONISM
origin
Seymour Papert — Logo, Mindstorms (1980)
lineage
["Seymour Papert — Constructionism, Logo, Mindstorms (1980)","Marvin Minsky — Society of Mind, K-lines (1986)"]
related
["play-learn-lift","society-of-mind","leela-ai","manufacturing-intelligence","room","yaml-jazz","adventure","skill","schema-mechanism","debugging"]
tags
["moollm","philosophy","education","papert","microworld","learning"]
# Constructionism > *"If you can build it, you can understand it. If you can inspect it, you can trust it."* Seymour Papert's educational philosophy: you learn best by **building things** you can **inspect and modify**. Not passive consumption. Not abstract explanation. **Construction.** ## The Tradition **Logo Microworlds** — Children don't learn geometry from textbooks. They teach a turtle to draw shapes: ```logo TO SQUARE :SIZE REPEAT 4 [FORWARD :SIZE RIGHT 90] END ``` The child: 1. **Builds** the procedure 2. **Runs** it and sees results 3. **Debugs** when it's wrong 4. **Understands** geometry through construction ## MOOLLM as Microworld | Logo | MOOLLM | |------|--------| | Turtle | Agent/Character | | Canvas | Room floor | | Procedures | Skills | | Variables | YAML state | | Drawing | File creation | **Everything is inspectable.** Open `ROOM.yml` — see the state. Read `session-log.md` — see the history. Modify `character.yml` — change the world. ## Core Principles ### Low Floor Easy to start — no setup, just explore: ``` > LOOK You are in the workshop. > EXAMINE hammer A simple claw hammer. ``` ### High Ceiling Unlimited complexity — build custom skills, complex pipelines, new protocols. ### Wide Walls Many paths to many goals — adventure games, workflow automation, knowledge organization. ## Learning by Doing ### The Debug Cycle 1. **Try** something — it doesn't work 2. **Inspect** state — see what happened 3. **Hypothesize** — "maybe the path is wrong" 4. **Modify** and retry — test the hypothesis 5. **Understand** — now you know how it works ### Cheating is Learning From Don's Logo Adventure: > Type `PRINT :ITEMS` to see where everything is. > Type `MAKE "RNUM 5` to teleport to the treasure room. > **If you cheat, you win by learning Logo.** "Cheating" in MOOLLM: ``` > Open character.yml directly > Add "magic_sword" to inventory > You've learned YAML and file structure! ``` The system rewards curiosity with knowledge. ## Micropolis: The Dream Don's Micropolis for OLPC applied the same philosophy to SimCity: - Open source simulation - Scriptable in Python - Kids can modify the rules - The city IS the curriculum MOOLLM applies this to LLM agents: - Open file state - Scriptable in any language - Users can modify the rules - **The filesystem IS the microworld** ### Embed Micropolis in MOOLLM ``` cities/downtown/ ├── ROOM.yml # Room metadata ├── city.save # Micropolis save file ├── state.yml # Extracted game state ├── newspaper/ # Generated stories ├── advisors/ # Expert cards └── session-log.md ``` LLM reads state, plays the game, summons advisors. ## PLAY-LEARN-LIFT Constructionism in action: 1. **PLAY** — Explore manually, make messes 2. **LEARN** — Notice patterns, understand 3. **LIFT** — Extract principles, create skills You don't design skills in the abstract. You **build them** from experience. --- ## Drescher's Schema Mechanism Gary Drescher's *Made-Up Minds* (1991) extends constructionism into a computational theory of how minds learn causal models. Drescher was a student of Minsky at MIT. **See: [../schema-mechanism/](../schema-mechanism/)** for the full treatment. ### The Core Idea A **schema** is a causal unit: `Context → Action → Result` The agent discovers schemas through experience, refining them via **marginal attribution** -- tracking which conditions correlate with success. ### Connection to PLAY-LEARN-LIFT | Schema Mechanism | PLAY-LEARN-LIFT | |-----------------|-----------------| | ACT + OBSERVE | PLAY | | ATTRIBUTE (marginal attribution) | LEARN | | SPIN OFF (refine schemas) | LIFT | ### Why LLMs Complete Drescher | Aspect | Deterministic | LLM + YAML Jazz | |--------|---------------|-----------------| | Items | Opaque tokens | Grounded meanings | | Patterns | Statistical correlation | Semantic understanding | | Spin-offs | Mechanical | Creative generalization | | Explanations | None | Natural language | > *"The YAML provides the skeleton; the LLM provides the soul."* --- ## The Insight > *"If you can build it, you can understand it."* > *"If you can inspect it, you can trust it."* > *"The filesystem IS the microworld."* See also: [schema-mechanism](../schema-mechanism/) for Drescher's computational extension.
عرض على GitHub