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I think the broader message of the typical-90s-developer-kid journey is "make sure it's a requirement to do something they think is fun—and ideally not an artificial one". I don't know how you do that in the age of just-works iphones and free or dirt-cheap services to address practically every need—which is also why I don't have side projects.

Point is, don't make the goal (for the kid) "learn to program". Make the goal "do thing that's fun (but you'll have to learn to do computer-stuff/programming to get there)" The ones for whom "learn to program so... you can program" is an effective motivator probably don't need much help other than a finger pointing the right direction.

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