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Why the reason is worth more than the answer

A child who guesses right has learned nothing. A child who spots what is wrong with an argument and still lands on the wrong conclusion has done the hard half of thinking. Says Who? scores accordingly, and it says so on screen, every time.

The lucky guess problem

Ask a child whether a claim is true and you get a coin flip dressed up as knowledge. Half the time the coin lands well, the child hears "correct", and something worse than nothing has happened: they have been rewarded for a method that does not work. Do that a few hundred times, which is roughly what a quiz app does, and you have trained confident guessing.

The interesting part of an answer was never the answer. It is the route the child took to it. Did somebody give a reason, or just say it louder? Is there a way to check? Is one person's story being stretched into a rule about the world? Those questions have right and wrong uses, and a child can get visibly better at them. The conclusion, on its own, is weather.

What the game does about it

In Says Who? a child reads a claim, decides what they think, and then has to say why, by choosing from a hand of reason cards. Only then does the game reveal what actually happened. The points go mostly to the why. A right answer built on a poor reason is called what it is, a lucky guess, and it earns less than a wrong answer built on a fair one.

Children find this outrageous for about ten minutes. Then they work out what is being valued, and they start reading the claim properly instead of sprinting to a verdict. That shift, from "what is the answer" to "what would I need to know", is the entire point of the app, and no part of it survives if guessing pays.

There is also a third button next to believe and reject: not enough to say yet. It is frequently the correct one, because most of what anybody hears is neither proved nor disproved at the moment they hear it. Knowing when you have not been given enough is the least taught skill in the whole subject, and the one adults use most.

The question to ask at dinner

None of this needs an app, which is a strange thing for an app page to say, but it is true. The whole method fits in one question: not "what did you learn today" but "how do you know?", asked warmly, about anything at all. Asked about things that turn out true. Asked, now and then, about things you said yourself.

The best outcome this game can produce is a child who asks you that question back. The second best is a child who, told something certain by a certain friend, quietly thinks: that is one person's story, and nobody said where it came from.

Says Who? is completely free, for iPhone and iPad, in English and Hungarian.