The following is a list of disparate lines from previous blog posts that highlight / describe / articulate what I want to Make:
- What if [students] only gave their attention to the things they cared about? What if they could subscribe and unsubscribe to any class or subject or group or community of practitioners?
- Create multi-age classrooms and multi-generational learning spaces.
- Why do we still have classrooms anyway? We need to call them a new name. Also, why do we call it “first grade” and “second grade” and so on? We need new names for these learning spaces: Individuals sign up for different groups of practitioners. Each learner subscribes to a community(s) of practitioners that they are drawn to, such as “Makers,” “Innovators,” “Speakers,” “Readers,” “Experimenters,” “Writers,” “Researchers,” “Designers,” “Artists,” “Storytellers.”
- Will Wright, the designer of The Sims, who knows how to get millions of teenagers to engage in an activity, told the New Yorker magazine what he would do with education: “The problem with our education system is we’ve taken this kind of narrow, reductionist, Aristotelian approach to learning. It’s not designed for experimenting with complex systems and navigating your way through them in an intuitive way, which is what games teach. It’s not really designed for failure which is what games teach. I mean, I think failure is a better teacher than success. Trial and error, reverse-engineering stuff in your mind, all the ways that kids interact with games – that’s the kind of thinking schools should be teaching. And I would argue that as the world becomes more complex, and as outcomes become less about success or failure, games are better at preparing you.” Even the most sophisticated digital simulation game is going to impose restrictions on what you can attempt and not attempt. What I mean is that tabletop games (as opposed to digital games) are more versatile, more divergent, and more open-ended allowing for more disruptive and innovative solutions to problems.
- This is exciting to me as an educator because I want my students to grapple with complex questions and ambiguous problems and then seek out answers and solutions. I’m curious to investigate more about the value of tabletop role-playing games, Process Drama, and Serious Games as learning tools.
- You cannot transmit wisdom and insight to another person. The seed is already there. A good teacher touches the seed, allowing it to wake up, to sprout, and to grow.
–Thich Nhat Hanh, Planting Seeds
- But why should work be separate from school? And when I say work, I’m talking about doing the work that you love to do, spending time creating or building or making or directing or organizing something.
- Now this doesn’t mean you work in a vacuum, of course. You find communities of practitioners, or experts, or mentors to learn from. Independent Learners have always met regularly for shared classes or for just to play/socialize. When you teach yourself, you’re always listening and reading and talking to others. “School is connections.” (HT to @boadams1)
- Progressive businesses care about What can you do, and What have you already done. (Also very important: superior writing skills and exceptional “soft skills”–patience, empathy, pitching, compassion, storytelling, genuine deep listening, communication, people skills).
- I just came across this Alice Walker video on youtube. She says:
It’s so important to do work that you absolutely love. It’s the only way you really grow; is who you’re meant to be.