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#91
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#92
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![]() wrote 4) Reducing the license test requirements has not brought sustained growth to US amateur radio. Does Amateur Radio need to grow? If so, why? Good luck on this one now, de Hans, K0HB |
#93
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#94
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![]() "John Smith" ) writes: The only way I could think you could reduce the number of games sold/played on computers is to make the kids get a license before they can have a computer. Now the test could be pretty damn complicate, but if you require them to pass a 50 wpm typing test the numbers will drop... now consider that they will view having to learn code for a license as totally preposterous and you are close to getting a clue... It is the code, not the exam... John THe code is the game, as is the written test. Pass the code test, and you move up a level. Same with the written test. It ultimately is not all that different. I tend to not play computer games, but every so often I give one that came with the installation a try. For the first bit, I am horrible, and I can't understand how anyone could get very high scores. But as I play with the game, I learn the tricks that work, and suddenly I am doing well, until I hit some higher plateau. SOmeone looks at theory, and it looks like a really high cliff. If they turn back then, they don't get very far. But if they keep at it, it turns out that the first steps aren't really that bad. Code's the same. Some of us have pointed out the feeling of accomplishment when we were young, to have passed the code test. It wasn't something in our way, it was something to get good at. The first time I picked up an electronic hobby magazine, back in 1971, none of it made sense. If there hadn't been non-technical material, such as Wayne Green's column in Electronics Illustrated, there wouldn't ahve been much value in each issue at the beginning. But I kept at it, and I learned. I thought I had four years to go before I could get a license, because back then you had to be at lest fifteen here in Canada to take the test. The rule was changed the next spring, and that year or so of reading everything I could get my hands on (three months after that first hobby magazine, I had a membership in the ARRL so I could get QST) was highly valuable, because I didn't have to cram to pass the test, I had a certain level of background to get ready for the test. I ended up joining the local club's code and theory class. It had started in the fall, but it was February when I learned I would be able to get a license that year. Kid sitting across from me, somewhat older, told me I'd not be successful, coming in so late. But then, what I really needed was the code, and the "network" the ham club supplied. I passed all but the code receiving test in May, the first month I could take the test, and passed the code receiving test in June. I didn't get the results till grade six was over, so I couldn't boast to my classmates. Michael VE2BVW |
#95
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Michael:
Frankly, a Jr. College degree (A.A./A.S.) is multitudes more difficult than passing a ham exam... frankly, the exam is moot when in comparison, even to the ability to be proficient in beating a moderately video game... however, here in La La Land who knows... Warmest regards, John "Michael Black" wrote in message ... "John Smith" ) writes: The only way I could think you could reduce the number of games sold/played on computers is to make the kids get a license before they can have a computer. Now the test could be pretty damn complicate, but if you require them to pass a 50 wpm typing test the numbers will drop... now consider that they will view having to learn code for a license as totally preposterous and you are close to getting a clue... It is the code, not the exam... John THe code is the game, as is the written test. Pass the code test, and you move up a level. Same with the written test. It ultimately is not all that different. I tend to not play computer games, but every so often I give one that came with the installation a try. For the first bit, I am horrible, and I can't understand how anyone could get very high scores. But as I play with the game, I learn the tricks that work, and suddenly I am doing well, until I hit some higher plateau. SOmeone looks at theory, and it looks like a really high cliff. If they turn back then, they don't get very far. But if they keep at it, it turns out that the first steps aren't really that bad. Code's the same. Some of us have pointed out the feeling of accomplishment when we were young, to have passed the code test. It wasn't something in our way, it was something to get good at. The first time I picked up an electronic hobby magazine, back in 1971, none of it made sense. If there hadn't been non-technical material, such as Wayne Green's column in Electronics Illustrated, there wouldn't ahve been much value in each issue at the beginning. But I kept at it, and I learned. I thought I had four years to go before I could get a license, because back then you had to be at lest fifteen here in Canada to take the test. The rule was changed the next spring, and that year or so of reading everything I could get my hands on (three months after that first hobby magazine, I had a membership in the ARRL so I could get QST) was highly valuable, because I didn't have to cram to pass the test, I had a certain level of background to get ready for the test. I ended up joining the local club's code and theory class. It had started in the fall, but it was February when I learned I would be able to get a license that year. Kid sitting across from me, somewhat older, told me I'd not be successful, coming in so late. But then, what I really needed was the code, and the "network" the ham club supplied. I passed all but the code receiving test in May, the first month I could take the test, and passed the code receiving test in June. I didn't get the results till grade six was over, so I couldn't boast to my classmates. Michael VE2BVW |
#96
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.... moderately difficult video game... even...
John "John Smith" wrote in message ... Michael: Frankly, a Jr. College degree (A.A./A.S.) is multitudes more difficult than passing a ham exam... frankly, the exam is moot when in comparison, even to the ability to be proficient in beating a moderately video game... however, here in La La Land who knows... Warmest regards, John "Michael Black" wrote in message ... "John Smith" ) writes: The only way I could think you could reduce the number of games sold/played on computers is to make the kids get a license before they can have a computer. Now the test could be pretty damn complicate, but if you require them to pass a 50 wpm typing test the numbers will drop... now consider that they will view having to learn code for a license as totally preposterous and you are close to getting a clue... It is the code, not the exam... John THe code is the game, as is the written test. Pass the code test, and you move up a level. Same with the written test. It ultimately is not all that different. I tend to not play computer games, but every so often I give one that came with the installation a try. For the first bit, I am horrible, and I can't understand how anyone could get very high scores. But as I play with the game, I learn the tricks that work, and suddenly I am doing well, until I hit some higher plateau. SOmeone looks at theory, and it looks like a really high cliff. If they turn back then, they don't get very far. But if they keep at it, it turns out that the first steps aren't really that bad. Code's the same. Some of us have pointed out the feeling of accomplishment when we were young, to have passed the code test. It wasn't something in our way, it was something to get good at. The first time I picked up an electronic hobby magazine, back in 1971, none of it made sense. If there hadn't been non-technical material, such as Wayne Green's column in Electronics Illustrated, there wouldn't ahve been much value in each issue at the beginning. But I kept at it, and I learned. I thought I had four years to go before I could get a license, because back then you had to be at lest fifteen here in Canada to take the test. The rule was changed the next spring, and that year or so of reading everything I could get my hands on (three months after that first hobby magazine, I had a membership in the ARRL so I could get QST) was highly valuable, because I didn't have to cram to pass the test, I had a certain level of background to get ready for the test. I ended up joining the local club's code and theory class. It had started in the fall, but it was February when I learned I would be able to get a license that year. Kid sitting across from me, somewhat older, told me I'd not be successful, coming in so late. But then, what I really needed was the code, and the "network" the ham club supplied. I passed all but the code receiving test in May, the first month I could take the test, and passed the code receiving test in June. I didn't get the results till grade six was over, so I couldn't boast to my classmates. Michael VE2BVW |
#97
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![]() K=D8HB wrote: wrote 4) Reducing the license test requirements has not brought sustained growth to US amateur radio. Does Amateur Radio need to grow? Answer =3D NO If so, why? Good luck on this one now, .. . . passed that one. Next?=20 de Hans, K0HB w3rv |
#98
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K=D8HB wrote:
wrote 4) Reducing the license test requirements has not brought sustained growth to US amateur radio. Does Amateur Radio need to grow? Not at the price of continuously lowering standards - which doesn't work anyway. If so, why? All else being equal, the ARS would be well served to have more hams. For a whole bunch of reasons ranging from more buyers and sellers at hamfests to more points to make in contests to more folks to ragchew with. But all else is never equal. Simply lowering the license test requirements hasn't helped raise the numbers. While there's a lot of debate on the code test issue, even though all that's left is the basic, entry level 5 wpm test, little attention is paid to the fact that the *written* testing was drastically reduced in 2000 for all license classes. Previously it took 5 written tests totalling 190 questions to get an Extra, now it takes 3 written tests totalling 120 questions. The biggest reduction took place for the Technician - the written testing for that license was cut to about half its former level.=20 73 de Jim, N2EY |
#99
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![]() Mike Coslo wrote: bb wrote: Mike Coslo wrote: wrote: Look at the old ham mags and other publications (ARRL and non-ARRL, doesn't matter as long as it was a ham- oriented publication) of the so-called golden years of, say, the '50s. Back when we had annual growth of about 8% year after year. They *weren't* specifically aimed at "young'uns". The license requirements *weren't* reduced (as NCVEC and others want to do) to make the tests easier for kids to pass. The "Beginner And Novice" columns weren't aimed at teenagers or any other age group. And that may be a big part of what made them so attractive to kids! Let us assume that a company makes a video game. It's pretty popular and sells a lot. They would like to sell more. Should they make their next game really easy? Will millions more teenagers buy the game because they can beat the game the first time they play it? Do they want to make it so hard that it is impossible to beat? BTW, the answer is no on both counts. People who would play video games do not buy games that are too easy to beat. Nor too hard. Comparisons to the ease or difficulty of the ARS licensing process are invited. - Mike KB3EIA - Now if they were to make a game that you weren't allowed to play until you could beat it, your analogy would be closer to amateur reality. Beating the game would be a little like passing the test. But how many people can beat a game they've never played? I thought I was arguing for a middle of the road difficulty test. "John Smith" seems to think otherwise. - Mike KB3EIA - So far I've only read what you and "Quitefine" have posted. |
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