~/talk

Why Apprentices do not drink all the Booze and hack all the Things

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An apprenticeship at InnoGames runs three years and pairs roughly 245 hours school / 2,568 hours work per year, with low initial output that rises as training recoups costs; employers often hire 3–10 apprentices annually. A survey of ~400 parents finds ~50% see apprenticeships as blue‑collar, <20% equate them with university and only 10% would prefer them. Apprentices ship code on Elven (millions of players), need a unified curriculum and wider studio uptake, and succeed through usage, reputation, identification, learning.

AI-written summary · about

  1. 0:00Apprenticeships in game dev
  2. 6:02Stigma around tech apprenticeships
  3. 9:13Historical roots and modern adaptation of apprenticeships
  4. 13:24Employer costs and benefits
  5. 16:31Apprentice workplace challenges
  6. 20:24Flaws in CS education
  7. 24:14Future-proofing education
  8. 30:20Intrinsic motivation in apprenticeships
  9. 33:10Apprenticeship success requirements
  10. 36:43Student demands for flexible ed
  11. 37:47Why apprentices do not hack all the things
  12. 40:16Q&A
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