Wednesday, November 14, 2012

Environmental Psychology and the Quest for Eutopia Lecture 3 Part 1/4: Steps toward a Mercy Sustainability Center


Steps toward a Mercy Sustainability Center
Dr. T.H. Culhane


15 Minute Video lecture part 1 here:

Transcription of Video found here:
Part I: Be the Change You want to See

Greetings, fellow voyagers in Environmental Psychology and the Quest for Eutopia,

As you know, this class is about finding solutions to the age-old conundrum of how to live sustainably on the only life-bearing planet we know of.

I've often given presentations with the title “Saving the Planet: It starts at Home” and this mantra, whether we are talking about Climate Change or Saving Energy or Preserving Wildlife or Keeping our Air and Water Clean and our food healthy, echoes the Ghandian saying “Be the Change You Want to See in the World”. You may also be familiar with the quote from Margaraet Meade, “Never doubt that a small dedicated group of individuals can change the world, in fact it is the only thing that ever does.”

We ask in this class for you to come up with your own version of Eutopia, describing to us the changes you would make to make the world a better place. We ask you to be as realistic as possible and to start with your own home and neighborhood and community – things you have at least some influence on. We ask you, rather than just thinking globally and acting locally, which is good, to approach it from the other way around – think locally and act globally, meaning, think about how to solve problems you understand and are experiencing, and share your solutions with others and have faith that your individual and collective actions here on the ground will have an impact all over the world, because the basic problems of survival are common to us all.

What differs are some of the finer bio-regional details. And since you can't assume to know what the environment of other people around the world is, you have to start with bio-regionalism in your development plans, thinking locally, before you can presume to think globally. When you can solve the problems in your own backyard (doing what our President Barack Obama called “Nation Building here at home first”) then you might be able to assist folks in nation building abroad. But you can't think for them, you can't really think globally – remember from our previous lecture that “the map is not the territory” and unless you grew up somewhere or live somewhere you can never really know the place and the needs of the people. But you can act globally, by sharing the solutions you came up with at home with people who live in other environments and allowing them to adapt your solutions to their circumstances.

James Scott, whom I've referenced before, in Seeing Like a State, How Certain Schemes to Improve the Human Condition have Failed, was among the first to bring attention to the distinction between two very different types of of knowledge: Techne and Metis.

Brand and Karvonen (2007) in their article “The ecosystem of expertise: complementary knowledges for sustainable development” (http://sspp.proquest.com/archives/vol3iss1/0601-004.brand.html)
explain the difference by saying,


The problem of competing formal expertise is exacerbated by the existence of experiential, local, or tacit knowledge that arises from personal experience and exploration outside the confines of educational institutions and without full adherence to the scientific method. Scott (1998) refers to these different forms of knowledge in his distinction between techne and metis. Techne “is characterized by impersonal, often quantitative precision and a concern with explanation and verification,” while metis represents indigenous knowledge, meaning, experience, and practical results. Similarly, as Lane & McDonald (2005) explain, Levi-Strauss and Feyerabend are sig nificant among the scholars who have observed that the “construction of [indigenous] knowledge is holistic, territorially oriented and concrete, whereas western science is abstract, reductionist, and separates the human from the natural.” Lane & McDonald sum up their perspective on technical knowledge by stating that “technical knowledge simultaneously sharpens our focus and obscures our vision.”

Techne was usually something development agencies tried to bring to a given developing country -- the immutable universal; Metis was usually something development agencies tried to supplant -- the endlessly variable, mutable, local specific. Techne was "one size fits all" -- easy to replicate and ship around the world. Metis was intensely place oriented -- custom solutions for custom problems.

One of the great problems of formal education institutions has been their emphasis on techne to the exclusion of metis. And since one of our tasks in this course is to have each of us come up with our own vision for eutopia, I thought I would offer you mine by starting very locally and imagining what Mercy College could look like if we created a Sustainability Center that seriously integrated Metis into its curriculum and see how we might link it with the Mercy Global Center and truly make it possible to learn how to think locally and globally and act locally and globally in a sustainable way.

I invite you to share this vision with me now:

Imagine a center you could go to to learn how to 'design with and for the other 90%' . Imagine a place you could go to and use your education to immediately make positive changes in your own neighborhood and with others around the world.

The Mercy College Sustainability Center would be a new kind of educational initiative that would draw part of its uniqueness from the power of collective intelligence and current trends in crowd sourcing and citizen science combined with the philosophies of the Cooper Hewitt 'Design for the Other 90%” exhibit and the United Nations “Design with the Other 90%: CITIES” exhibit (Ironically, curator Cynthia Smith's exhibits are on display at the Mercy Corps Action Center; we know Cynthia through our Solar CITIES board directors Kenneth and Diane Miller who are also on the board of the Smithsonian and Cooper Hewitt Museums; we can expect a good synergy with them. See http://www.mercycorps.org/events/2012/06/04/27035)

The Mercy College Sustainability Center represents another important “experiment in the cost-effective use of technology in teaching” (to paraphrase Dr. Saul Fisher) placing an emphasis on the “Do-it-Yourself”, “Try this at home”, “Home Depot” or “Local Hardware Store and Recycled Materials” approach to environmental technologies.

It embraces the time-honored tradition of the American “tinkerer”, of the backyard and garage entrepreneur, and the indomitable spirit of the inventor. It uses hands-on learning and lived experience to inspire in students a feeling of certainty for the truth spoken by one of America's greatest heroes, Alexander Graham Bell:

Wherever you may find the inventor, you may give him wealth or you may take from him all that he has; and he will go on inventing. He can no more help inventing that he can help thinking or breathing.” Alexander Graham Bell
Bell also famously said, “A man, as a general rule, owes very little to what he is born with – a man is what he makes of himself.”

A Sustainability Center that is founded on this can-do ethic would indeed be truly sustainable. It would foster a keen eye for endless improvements and higher efficiencies, for getting ever bigger bangs for the buck, for doing more with less. It would train its trainees to think outside every box and yet be able to integrate and package diverse systems into one functioning, problem solving whole. It would help students make of themselves the very best they can be in service to themselves, their families, friends, communities and the greater society and the ecosystems of the planet.

In the aftermath of Hurricane Sandy and its catastrophic impact on New York and so many other parts of our nation and with the impending threats of more unnatural and natural disasters to come, our mandate is making a Sustainability Center that is as useful as possible to the people of New York in particular, and to the US and the World in general, and that is capable of weathering not just the weather, but economic crises and instabilities as well.

We recognize that Mercy College, as a small liberal arts college with a majority of Pell grant eligible students and very modest financial means, has limited space and facilities. Nonetheless it occupies great strategic locations, particularly the Dobbs Ferry campus overlooking the Hudson River in sight of Manhattan. If it positions its sustainability efforts in the traditions of technological pacifist leader Mahatma Gandhi and British economist E.F. Schumacher, author of “Small is Beautiful”, if it follows in the footsteps of the pioneers of appropriate technology, and if it utilizes Ghandi's development philosophy where “everyone is considered an education resource, the teacher as well as the student and the literate as well as illiterate” then we can create something as appealing to students and funders as it is unique, and something that will grow and endure.

It will also teach meaningful cross-disciplinary and applied science, and prepare Mercy students to be leaders in research and development (R&D) and in regional and international development, in disaster preparedness, crisis prevention and emergency management. Our students will have the confidence to enter the new 'green' job markets, and to join international aid and relief efforts and start social entrepreneurial businesses at home and abroad.

In India the educational approach to sustainability I'm suggesting for Mercy's Sustainability Center is often called “The Barefoot Approach” (
http://wp.barefootcollege.org/barefoot-approach/).

Its success over the past 40 years in “Empowering the Rural Poor to Develop Themselves” was noted at the International Symposium on Lifelong Learning 2011 in the keynote address “Demystifying Education: The Barefoot Approach” (http://www.ied.edu.hk/isll/Download%20Files/Panel1_%20Mr_Sanjit_Bumker_Roy.pdf) and it can apply to urban dwellers as well. It is in alignment with Mercy's PACT approach, giving educational self-determination priority over externalized attempts at 'standardization' and sidestepping the techno-politics of what Timothy Mitchell (2002) called the “Rule of Experts”. Applied to urban and suburban education in a developed country like America that nonetheless has to deal with severe environmental and socio-economic challenges, this approach would yield dramatic positive and appealingly unconventional results and multiplier effects.

Models for Mercy to Follow:

My recommendation is that we follow, in many regards, two existing models for sustainability centers. One is the Barefoot College in India, the other is the Arava Insitute for Environmental Studies in Israel.

The "Barefoot College" Model from Tilonia, Rajastan, India, which I visited with the India Youth Climate Network in 2009. has proven the efficacy of the 'bricoleur' or tinkerer education approach, now emphasized in the World Bank Education Strategy 2020, since 1971. Barefoot College's visionary founder Bunker Roy showed us his answer to sustainability education: teaching people from whatever background (in the case of his college a deliberate selection of illiterate women from around the world who were between 35 and 60 years of age) how to build their own renewable energy, water purification, pumping, waste management and food production systems at the home and community scale and then empowering them to go back to their countries, train others, and start micro-enterprises to solve local problems that could scale up and become more sophisticated with greater capital investment.

A visit with the women, conversations with them and observations of the results they obtained, convinced me and others in our educational technology group that this approach has the highest chance for success in our times and produces the biggest bang for the buck.

There would be extreme merit in adapting the Barefoot approach for Mercy College, keeping in mind that despite the fact that we, like Barefoot College, have no engineering faculty at the school, that there are no physics or chemistry classes or laboratories and that we have no dedicated building or equipment for such activities, we can nonetheless create a sustainability program of the highest quality, one that is of broad appeal and one that can garner Mercy College high visibility and attractiveness for student recruitment and funding opportunities.

The fact is that the kind of Science, Technology, Engineering, and Math (STEM) skills needed to effectively build and install, implement and operate sustainable environmental technologies, can be learned by almost anybody anywhere. The construction skills required are already resident in a huge number of individuals in almost every community, and the theoretical and applied science background can be easily delivered and understood because it is relevant to peoples' survival and taps into deeply encoded attention structures.

At Mercy we would be one of the first East Coast institutions of our size to formalize the kind of informal learning that puts science and engineering to work for community benefit.

Creating a hands-on Center for student learning of both the theory and the practice of sustainable development (“sustainability praxis”) at a small liberal arts college with no facilities for such activities could be seen as huge challenge, but in another sense this can be seen as an ideal opportunity. In the Barefoot College approach the assumption is that students actually come from impoverished areas with no technical background and that they normally face severe material constraints. The emphasis is then on learning how to build solutions to life's existential challenges using local and found materials and becoming savvy in how to obtain critical components from the market and do the necessary systems integration to achieve success.

And achieve success they have – becoming famous the world over for turning out students who go on to become entrepreneurs and community leaders. In an article on the betterplace.org website (http://www.water.betterplace.org/ws_casestudy_barefootcollege.html) it is pointed out that

“To date, the Barefoot College approach has benefited 900 communities, not only in India but also in Afghanistan, Ethiopia, Mauritius, Senegal, the Gambia, Sierra Leone and Mali.”.

Having seen many of these successes overseas with my own eyes, I've asked myself, “where are students being trained in America to handle the real challenges of sustainable living?”
Many of our students gain valuable field experience in the Peace Corps or doing missionary work, but there are very few places in America where college students get trained to not just become aware of the challenge of sustainability in a textbook sense, but adept at solving those challenges with their own hands.

In Israel this kind of education has been taken up by the Arava Institute for Environmental Studies where I have given several workshops and for whom I was the keynote speaker at their alumni conference in Aqaba, Jordan. To end the conference, after a lot of talk about sustainability, a group of us headed back across the border to Eilat and spent a day at the Intstitute building biodigestors on the campus to turn its food waste into energy and fertilizer for new food. Arava brings Israelis, Palestinians, Arabs and international students together and gives students opportunities to innovate their own solutions to the problems of survival (water, energy, shelter, pollution) that exacerbate political tensions.

The Arava, situated on a Kibbutz in the arid south of Israel, takes Praxis seriously and trains its students to be able to solve environmental problems in their home country as well as sending them to other countries to be involved in relief efforts, creating peace through local and appropriately scaled environmental engineering.

Mercy College in particular and the New York City and Suburban landscape in particular, offers much much more in the way of “out of the gate' opportunity, materials, and possible subsidy or seed-funding than Barefoot College had when it began in the remote part of Rajastan where it is situated or than the Arava had when it started in the deserts of Israel. My thought is that we as Americans should be able to achieve the same successes as India and Israel has been able to achieve if we put our hearts and minds to it.

Saturday, November 10, 2012

Mercy College Video Lecture 2: Cognitive Mapping in a 5D world en route to Eutopia



 Transcript of the Video Lecture:


Greetings fellow voyagers. For my relational summary this week I'd like to take a look at the topic of Environmental Perception and Cognition which Bell writes about in Chapter 3 of our textbook. In particular I want to explore the areas of Cognitive Maps, the discussion of which starts on page 70, and Wayfinding, which they discuss on page 88.

I'd also like to model for you how to go about your own relational summaries.

The first thing I do is flip through the chapter and look at the parts I underlined and at the notes I made in the margins as I was reading it. I notice, for example, that on page 71 the author has a diagram of Lynch's five elements for a cognitive map.

He identified Paths, Edges, Districts, Nodes and Landmarks. We are told, and here is my first quote,

“As a planner, Lynch was among the first in his field to try to understand such subjective concerns as people's feelings about the quality of their environment and how their perceptions could be used in environmental design.” The text informs us that Lynch's book “the Image of the City” remains a classic reference in cognitive mapping.”

I notice that on page 72 my margin notes say “One person's path is another's edge: Khan El Khalili contested meanings”. What did I mean by that? Why did my brain react to the textbook this way?
See the way I read books is that I REACT to things the authors say and try to get into a dialectical conversation with them. I don't just nod and think, “well, he's the expert so let me just try to memorize what he says” I think, “hey... that sentence or paragraph makes me uncomfortable, it reminds me of something I observed when I was living in Egypt about how the rich treated the poor. Let me see if the author can help me understand what I expereinced!”.

The point that struck me about Lynch's categories when I read them in Bell is that he said they were SUBJECTIVE – in other words they didn't reflect REALITIES about the environment – they reflected perceptions of the people in that environment. And each of us has different perceptions. In other words, Lynch's work was important to me in my quest to fix a broken reality because he made explicit that maps are NOT objective.

We'd like to think they are, or more appropriately, the people who pay for them to be made would like to act as if they were, but the truth is they are not. This is why James Scott from Yale insisted we understand that “the Map is NOT the territory”.

Just take a look sometime on Mercy campus and see where the “official paths” are, and where students have carved out their own muddy path across the lawn. And notice how many times grounds keepers have to keep posting signs saying “keep off the grass” and how many signs exist everywhere saying 'restricted area – keep out'.

The fact is that all space is contested space and everybody would draw a different map if they had their way. In Egypt's famous bazaar market, Khan El Khalili, a road way was created by the government that cut the community into two pieces. On one side of the highway they kept the tourist market, which increasingly sells goods made to look like there are authentically Egyptian but mostly imported from China. On the other side of the highway they left the old craftspeople whose dying arts in handicrafts cannot earn them a decent living. To make matters worse, they only created a couple of bridges spaced far apart, and put a fence on both sides of the road and a tall traffic barrier in the middle. The net effect was to completely cut the poor community off from the major market and to keep tourists from being able to easily access old Cairo. This increased poverty tremendously.

On the map the intent could be seen, from a bird's eye view, to increase efficiency – a more of less straight line from the Nile and downtown Cairo to the airport road. But a bird's eye view doesn't take in the daily lives of the people and their needs, and the “view from on high” is typical of planners who work for governments ruled by the wealthy elites who really do think they are above the rest of the population. They literally do “look down” on the poor, if they notice them at all.

The same planning debacle was famously done by Robert Moses to New York. The famous book about this infamous man is called “The Power Broker: Robert Moses and the Fall of New York” and if I hunt on Google I find some interesting readings about how he used path planning to increase poverty in Manhattan. In an article called “Did Robert Moses Ruin New York City?” found at http://online.barrons.com/article/SB50001424052748704759704577271393988247900.html, JOAN MARANS DIM says,

“ Moses, with his maze of highways, left an unforgivable stain on New York's landscape. Ride the Cross Bronx Expressway or Brooklyn-Queens Expressway and you'll understand why old timers who once lived in the neighborhoods they afflicted still curse him...Moses was a zealot who built a city for automobiles and those who could afford automobiles. And therein lies Moses' greatest flaw. He cared not a whit for the working stiffs, who didn't need or couldn't afford an automobile. In 1929, when the Second Avenue Subway was proposed, Moses wasn't keen on it. In 1942 and again in 1954, when the city attempted to build that line, Moses prevented funds he controlled from being allocated to the project, preferring instead to spend them on building expressways between his bridges through densely populated neighborhoods in the Bronx and Brooklyn
IMAGINE IF MOSES HAD TEMPERED his actions with consideration of the needs of all the people. Picture the Triborough Bridge (now known as the RFK Bridge, in honor of Robert Kennedy) with a rail system connecting Manhattan to La Guardia and Kennedy airports. Picture a Second Avenue line. When Moses gained power in 1924, New York City had one of the world's most modern subway systems. When he was ousted from power in 1968, it had one of the worst-maintained systems.”



So this innocent diagram on page 71 of our book isn't so innocent after all. Planners like Moses use maps and the 5 essential elements to sell their ideas, and often their ideas “don't care a whit for working stiffs”. Ask yourself, “why isn't my house a landmark? Why are the houses of the rich and famous landmarks? Why is y district a district? Who made it so? Who made the ghetto the ghetto? Where is the edge that separates those struggling to get relief from the devastation that Hurricane Sandy created, and who created that edge? Is it possible that some of the destruction was caused less by Sandy than by the planners who carved up the city into districts and paths and edges? How does what is happening in New York mirror what happened in New Orleans a few years ago?



Yup, Environmental Perception and Cognitive Maps aren't the clean, uncontroversial areas you might imagine them to be! As Bell says on page 73, “In addition to the physical characteristics of a city or rural environment itself, you might expect that individual or cultural differences would cause people to place varying weights on certain environmental features.” This quote is about what Lynch called the “Legibility” of landscapes – remember that in Chapter 2 on page 45 Bell defined Legibility as “the degree of distinctiveness that enables the viewer to understand or categorize the contents of a scene – the greater the legibility, the greater the preference.” Of course our Bell reading is a textbook so it bends over backward not to be controversial. But Legibility has a long history in political economics and is something that Yale Professor James Scott talks about in his book “Seeing Like a State: How Certain Schemes to Improve the Human Condition Have Failed .



In that book legibility has many meanings.
Venkat, in his blog “RibbonFarm: Experiments in Refactored Perception” (http://www.ribbonfarm.com/2010/07/26/a-big-little-idea-called-legibility/) does a nice job of summarizing:



“James C. Scott’s fascinating and seminal book, Seeing Like a State: How Certain Schemes to Improve the Human Condition Have Failed, examines how, across dozens of domains, ranging from agriculture and forestry, to urban planning and census-taking, a very predictable failure pattern keeps recurring.  The pictures below, from the book (used with permission from the author from pages 16 and 17) graphically and literally illustrate the central concept in this failure pattern, an idea called “legibility.” .




States and large organizations exhibit this pattern of behavior most dramatically, but individuals frequently exhibit it in their private lives as well. Scott calls the thinking style behind the failure mode “authoritarian high modernism,”
Here is the recipe:
  • Look at a complex and confusing reality, such as the social dynamics of an old city
  • Fail to understand all the subtleties of how the complex reality works
  • Attribute that failure to the irrationality of what you are looking at, rather than your own limitations
  • Come up with an idealized blank-slate vision of what that reality ought to look like
  • Argue that the relative simplicity and platonic orderliness of the vision represents rationality
  • Use authoritarian power to impose that vision, by demolishing the old reality if necessary
  • Watch your rational Utopia fail horribly
The big mistake in this pattern of failure is projecting your subjective lack of comprehension onto the object you are looking at, as “irrationality.” We make this mistake because we are tempted by a desire for legibility.

So the quest for easy legibility turns out to be behind many of our failures in the quest for Eutopia.

Venkat goes on, explaining,

“High-modernist (think Bauhaus and Le Corbusier) aesthetics necessarily lead to simplification, since a reality that serves many purposes presents itself as illegible to a vision informed by a singular purpose. Any elements that are non-functional with respect to the singular purpose tend to confuse, and are therefore eliminated during the attempt to “rationalize.” The deep failure in thinking lies is the mistaken assumption that thriving, successful and functional realities must necessarily be legible. Or at least more legible to the all-seeing statist eye in the sky (many of the pictures in the book are literally aerial views) than to the local, embedded, eye on the ground.
Complex realities turn this logic on its head; it is easier to comprehend the whole by walking among the trees, absorbing the gestalt, and becoming a holographic/fractal part of the forest, than by hovering above it.
This  imposed simplification, in service of legibility to the state’s eye, makes the rich reality brittle, and failure  follows. The imagined improvements are not realized. The metaphors of killing the golden goose, and the Procrustean bed come to mind.”



I've now used at least 3 outside reading quotes in my relational summary so far, and a couple of quotes from our main textbook, so for brevity's sake I'll bring this section to a close, but I urge you to read Venkat's blog post, particularly his section on 'The Psychology of Legibility” and see how so much of what we are doing is trying merely to ease our own anxieties about what we perceive as the threat of “chaos”.



Making the world legible to us through simplification is important for our own wayfinding. The problem is that each person has a different cognitive map and a different sense of legibility and chaos. After all, how many couple fight precisely because the spouses have different ideas of what makes for an ordered, legible household and what constitutes an intolerable chaotic state of affairs?



This is an age old problem and goes back to the origins of cognitive map making.

Let me talk about cognitive map making as it relates to my experience:

Almost all animals, and increasingly robots as well, make cognitive maps. These are maps that stay inside the mind of the organism or machine and guide their movements.

Recently I had an opportunity to ride in the self-driving Google car – a real “AUTO” mobile in that it was truly auto mobile –autonomously driven. It was a normal Toyota Prius plug-in hybrid with a laptop computer in the back connected to a box that controlled the electronics of the car driving the steering, acceleration and braking.

On top of the car a LIDAR unit was mounted, continuously making 360 degree sweeps and scans of the environment. The programmers told us that they must drive the car through the neighborhood once to create the cognitive map for the steering computer. Once in the computer's memory the car uses the map to navigate and drive itself by comparing what the LIDAR sees in the present to what it saw in the past. Naturally this map is updated each time it drives to include new objects.


This is called an “eidetic memory” . Many organisms have it and some, like our cousins the great apes, can use it more effectively than we – taking mental snapshots that they can maintain with fidelity.
You may have seen the famous case of the chimpanzee that can reproduce entire sequences of numbers on a computer screen, playing a kind of flash card memory game, faster and more accurately than any human.

There are some human beings who posess extraordinary photographic memories too, like tk who draws vast landscapes reproducing every detail after flying over them only once in a helicopter.

But for most humans memory is somewhat more plastic if more imperfect and so we tend to insert our own imagery into the map.

While this can cause problems it also unleashed the powers of our imagination for we found that we could give the maps we created of our world features of our own creation. We could give the visions from our dreams their own coordinates in our representations of the real world and for the first time we could plan. Psychology Today in an article called 'The Truth About Photographic Memory” stresses that

“While people can improve their recall through tricks and practice, eidetikers are born, not made... The ability isn't linked to other traits, such as high intelligence. Children are more likely to possess eidetic memory than adults, though they begin losing the ability after age six as they learn to process information more abstractly.
Although psychologists don't know why children lose the ability, the loss of this skill may be functional: Were humans to remember every single image, it would be difficult to make it through the day.”



In other words, we need to simplify our own memories and internal maps if we are going to plan, and if we are going to be creative in how we plan, it can even help to have an imperfect memory, making us less rigid. And there-in lies the paradox, a contradiction that shows just how broken our natural reality is – on the one hand simplification and errors make us less rigid thinkers, on the other hand, we use simplification and the legibility these “errors” help us create to IMPOSE on others even more rigidly, as if our imperfect maps somehow provide perfect solutions to reach our perfect world or utopia. Perhaps this is why F.A. Hyek blamed planners as being among the worst dangers to society in his seminal Holocaust era book “the Road to Serfdom”.
My good friend Paul Sagawa a wall street analyst and Harvard Business school graduate, pointed out recently the dangers he sees in economists acting as though mathematical models, which are simplified maps of complex realities, when the start trying to plan the economy on the basis of those simplifications. He wrote:
|”Economists are wanna-be physicists, chasing a chimera of a deterministic mathematical model that can adequately describe the workings of aggregated human behavior. Whether Keynesian, Monetarist or Supply-sider, the empirical evidence is inadequate to test any of the major schools of macro-economic thought with enough scientific rigor to support the confidence with which the proponents of these sc
hools are willing to state their projections and policy recommendations. Thus Keynesians are SURE that a reduction in government spending combined with a tax cut will cause a massive contraction in demand that would plunge us into a negative spiral, Monetarists are SURE that Fed interest policy has us on track to Wiemar Republic style hyperinflation, and Supply-siders are SURE that raising tax rates will result in tax avoidance behavior that would actually reduce government revenues while creating disincentives to investment that would increase unemployment. Since there is no real proof that any of these warring schools is actually correct, adherence is more a matter of philosophy, faith and self-interest, than logic.
The dirty secret underlying the elaborate mathematical models underlying the various economic conceits is that they assume that there are underlying constants in the behavior of human beings. To pick on Keynesians for a moment, the idea that there is a fixed "multiplier" - constant like Avogodro's number or the speed of light - that determines the effect of government stimulus spending on the overall economy is silly. Human reaction to economic conditions is complicated, greatly effected by emotion, and changes over time with learning. To assume that the economy's response to policy today would be the same as it was in the '30's, the 70's, or even the '90's, seems naive, when the national mood has turned so unusually pessimistic, when our relationship to the rest of the world economy is in such flux, and when the debate over economic policy is so open and antagonistic.
Personally, I think national psychology is the MOST important factor in economic recovery. We need a nation that really BELIEVES that it is on the road to prosperity before we can actually make progress toward that end.”

Paul's Wall Street perspective targets something that simple models or maps don't have room to accommodate – feeling. Mood. Psychology.
How do you make a cognitive map of those 'intangible' and 'messy' parts of reality?



We humans do make maps out of emotions – call them emotional maps if you like, and we often take our sense of direction from these rather than logical maps. From this we get the saying “People will almost never remember what you said, will rarely remember what you did, but will almost always remember how you made them feel”. We often say we are “following our instincts” – which are feelings, rather than reason, or any logical map. We say 'I am going with my gut'. But what is the gut feeling? Is it some combination of the visual map and Lynch's five elements, with another sixth element overlaid on it – a kind of emotional landmark, a feeling node, an edgy edge? Is the problem that we've oversimplified reality to make it legible and then forgotten what we threw out? Does our planning get messed up because we left out of our cognitive maps the very things that we actually were planning for – safety, security, dignity, happiness?

When I was studying Orangutans in the primary rainforests and jungles of Borneo we found that they could plan too. They would anticipate when certain trees in their vast territory would come into fruit and journey there at the precise time to beat all the other less intelligent animals. But while they could plan a trip based on future expectations they couldn't plant a new fruit tree closer to home so their planning was restricted to following the admittedly dynamic map in their minds. They could plan for greater happiness. Certainly not for a better life, for liberty and the pursuit of happiness.

To a certain extent they and almost all animals that build nests can also plan to change their cognitive maps and change their environments. They must visualize the place where they want to build their nest, then go and gather the materials they need and update the map with every alteration they make. But once an organism has the ability to fix a map by drawing lines in the sand, in mud or clay or on paper, more impactful changes can be made. The question is, by fixing a map into a form outside the mind, do we lose sight of the reasons we wanted to map in the first place? By removing the map from the brain-body complex with its filters and emotions and memories, do we abstract it into a dangerous form that actually makes us lose our way?

One of the paradoxes of mapping, as I've mentioned , is that it can also make people blind to change. The necessary act of simplification to accommodate the limited dimensions and skills available is often a blessing – neuroscientists like David McLean, author of the Triune Brain theory – have long suggested that the brain itself acts as a filter, radically simplifying the bewildering mass of data that our world affords us so that we can make sense of things, only letting us perceive information that we can successfully use and make sense of. We don't even have the sensors we would need, which bees have, to perceive ultraviolet light, or which mosquitoes and leeches and snakes, robots and even automatic doors and lavatory faucets and TV remote controls have to see Infra Red light. We don't have the ultrasonic sensors that bats and dolphins to navigate with sonar or which many cars now have to keep from colliding into something when backing up. The frequency response of our ears is limited to a range of 20 to 20,000 Hz - whales go much lower and dogs go much higher. But sometimes less information can be useful – for example color blind people are often asked by the army to look at photographs of potentially camouflaged enemy weapons because they aren't easily fooled by similar colors.

Too many features can make a cognitive map impossible to understand so even when organisms have all the sensors they may need to pick up details of the world around them the brain, particularly a part of the brain called 'the reticular formation', 'la rete mirable' or the 'marvelous network' learns to pick out the salient features and ignore the rest. Over time we become habituated to features in our environment that are unchanging or seem to pose no threat or have no survival advantage and so we often simply don't notice them. But for that exact reason we can become too complacent trusting simplified maps, and when we commit the incomplete information to paper and then use an oversimplification to make decisions we can make mistakes.

Once again I repeat that it is for this reason, Yale Professor James Scott, in his classic “Seeing Like a State: How Certain Schemes to Improve the Human Condition”, cautions us that “The map is not the territory”. I want to drum that into your heads!

Increasingly, however, because of our ability to map and model in 3D and create virtual reality representations of our environments, the map and the territory actually can converge and almost be the same thing, at least as far as our limited senses are concerned. With multimedia we can add layers of nuance and emotion, using music and soundeffects and the tools of the artist to capture a more faithful representation of the reality we are trying to describe with out maps.

Because too much information can be confusing 3D map makers also work to simplify things, but they try to do so in meaningful ways. It isn't just because of computer speed and bandwidth constraints that video game developers use a lot of tricks to simplify the objects in a scene. Too much realism can not only burden the CPU and crash the computer or make the processor run agonizingly slowly, it can also make a game aesthetically unplayable as a player struggles to figure out what she sees or hears from the screen is important to achieving the game's goal objective. There are many games that have open ended environments, like World of Warcraft and Second Life, but they too limit the amount of landscape you and your computer must process at any given time, and they tend to use low 2D texture images for backgrounds and distant objects instead of three dimensional objects.

Still, computer games today, particularly those that run on high-end computer systems and consoles like Xbox 360 and the PS3 and Wii, can so faithfully represent real environments that it can almost feel like you are there. My wife's young cousin plays Assasin's Creed when he gets home from his history class because he feels he can explore Renassaince Italy better by wandering through the canals of a virtual Venice. Many years ago I used to teach in South Los Angeles and once visited the famous Watt's Towers artistic landmark that commemorates the first L.A. Uprising. Since I now live in Germany I couldn't easily take my friends there, but I was able to take a virtual trip there to show them what it is like by getting on a bicycle and riding there in the game Grand Theft Auto San Andreas (one can also carjack some serious wheels to get there, but as a bike rider that isn't my style!).

Several years ago, while living in the slums of Old Islamic Cairo and working with the architects there I was able to use their 3D models of our neighborhood to put it into the Elder Scrolls IV Oblivion game engine. I georeferenced the models with Google Earth and brought that into the game too, and oriented everything with the location of north in the game so that when the sun rose and set in-game it corresponded to the real location of the sun in Cairo. In this way I was able to put virtual solar panels on a 3D model of my actual roof and look at shading and shadows at various times of the day without having to go on the real roof. It occurred to me that this could be a very valuable tool for planning, and I am now working on creating a “sustainable development simulator”.

There are, of course, games that let you simulate a city, like Sim City and Sim City Societies and equip your town with windmills and solar energy stations , and now in the Sims 3 you can actually build your own house and put solar panels on it and you can have your characters drive around in a hybrid or electric car. But of course the houses and buildings you build in these simulation engines are based on fantasy maps with no correspondence to the real world.

Nonetheless, real world 3D mapping is getting more and more common place. Google Earth has several modules which can help you get a virtual look at reality on your computer. You are probably familiar with Google Earth Street Map View.

But there is also a unique new tool called Building Maker that lets you be part of a collective architecture project turning Google Earth into a 3D replica of the real earth. http://www.sketchup.com/3dwh/buildingmaker.html
The way it works is that you download the Google Earth Plug in for your browser, then you select a city, create a virtual building with simple tools using photographs of the real building that they provide, upload your model for review and if they approve it (which is most likely if you follow the simple instructions) everyone in the world can see it and fly through it on Google Earth or on Google Maps in your browser.

The point is that for the first time in human history we have the ability to make maps that complexify information rather than simplify it. Yet these are maps which, because they involve all 3 of the dimensions we are used to living in (as well as other dimensions of sound and time-lapse and socio-political feeling – creating the so-called 5D landscape) are actually more legible than the 2D maps we've relied on for so many millenia. And they are legible in customizable ways – they can be rendered in any textual or visual language, incorporating all of the differing cultural elements that were left out by simplifying maps.

Using technology to embrace the complexity of the world and understand it not through reduction, but through holistic comprehension, may be what saves us after all. To use yet another quote from our readings, let me turn to Jane McGonigal's quote from Kathi Vian in her introductio to the Superstruct Ten-Year Forecast on page 343 of Reality is Broken:

“Zoom out” she says, “Look at the coming decade from the perspective of millenia of change. Focus on the progress of the universe from the breakthrough structures of the atom to the living cell, the biota, the community of nations, the global economy. This is how the future will be new, by continuing the incredible experiment of reorganization for greater complexity, by creating the next astonishing structural forms in this long evolutionary path.”

Jane concludes, “It seems clear to me that games are the most likely candidate to serve as the next great breakthrough structure for life on earth. There's no guarantee, of course, that evolution will continue along any given path, other than the path of improved survivability in a given environment. But all of the historic evidence seems to suggest that collaboration improves human survivability and will continue to do so, as long as we can innovate new ways of working together. First humans invented language. Then farming, and cities; trade and democratic forms of government and the Internet – all ways of supporting human life and collaboration at bigger and more complex scales. We have been playing good games for nearly as long as we have been human. It is now time to play them on extreme scales. Together, we can tackle what may be the most worthwhile, most epic obstacle of all: a whole-planetary mission, to use games to raise global quality of life, to prepare ourselves for the future, and to sustain our earth for the next millenium and beyond.”

To do this, I believe what we need is to create new kinds of ever more complex and at the same time universally AND idiosyncratically legible cognitive maps of this brave new world we want to create.

And it starts with you, playing the game, engaging in the dialectic, sharing your view of the world so we can fit your unique landmarks, nodes, paths, edges and districts onto the same map, trusting that in a 5D world, all maps, no matter how distinct they appear, can overlap and help us to safely reach the same desirable destination.



Wednesday, October 17, 2012

Environmental Psychology, Gamification and the Quest for Eutopia




Transcipt of Video 1, Above: Syllabus Introduction


In this course we explore something historically novel: the blending and democratized application of environmental psychology, positive psychology, educational theory and computer gaming technology to the possibilities for meaningful community participation in sustainable development and to the making of new and better worlds both in fantasy and in reality. That is a fancy way of saying we will look at how new technologies and new knowledge of how human beings and societies relate to, function in and change their environments open up new possibilities for problem solving on both a personal level and on an epic scale.
In this course we explore how we can all contribute to the creation, realization and implementation of our own ideas of eutopia. And in this course you get a chance to share your vision of “the good place” (Greek: Eu = Good; Topia = Place) with your peers and instructors and, thanks to the advent of globalized internet based social media technologies, the entire world.

And that means that you have the possibility for having an impact and literally changing the world. For the better. Your way.

Background:

Since the beginning of recorded history human beings have looked at their environment as it is and then used their powers of imagination to conceive of alternatives that pleased them more. This ability to invent worlds that do not yet exist seems to be unique to humans among all of the earth's lifeforms and the capacity to act on those fantasies and actual create such worlds almost certainly distinguishes us from all the other species with which we share the planet.
The ancients fixed their fantasies in legends and myths, thinking out loud through poems and stories and songs, and then thinking out louder through the magic of the written word. Books such as Plato's Republic, for example, were able to broadcast and carry the thoughts and ideas of small groups and individuals all around the world, enabling new forms of civilization and its governance to be tried out thousands of miles from their point of origin. In the Middle Ages and Renaissance periods books like Thomas More's “Utopia”, Francis Bacon's “A New Atlantis” and Thomas Campanella's “City of the Sun” explicitly used the power of “story” to help people pre-visualize what a 'better' world might look and feel like.
Books were not the only ambassadors of alternative realities of course. Drawings and paintings, sculptures and models, theater plays, dance, opera and circuses, athletic games and board games, all of these media were put into service at one time or another to express visions and possibilities for creating different environments and different relationships between human beings and between humans and non-humans in those environments.
In the 20th century the harnessing of electromagnetic waves as carriers of such visions dramatically extended the reach and impact of human speculative fictions. Radio and films and television allowed people all over the planet to experience very realistic and dramatic ideas of possible worlds in a way that felt as emotionally impactful as dreams, giving everybody who listened or watched the conviction that they had the capacity to be epic dreamers, “seers with conviction” – visionaries. And as more and more people realized they could use these technologies to express their own ideas of what the world could be, the effect on our psychology has been profound – a democratization of oracular thinking...

Now, in the 21st century, technology has gone a step further, actuallya quantum leap further, with the introduction of immersive interactive 3D virtual worldsand the availability of powerful but inexpensive game engines that allow for accurate and realistic simulations of physical processes that were unavailable to any but the wealthiest and educationally privileged groups in advanced economies.

Following the work of Dr. Jane McGonigal we will explore the argument that gaming, with its deep application of the principles of positive psychology and environmental pscyhology to the construction of emotionally compelling fantasy worlds, is already changing the way we perceive and conceive of our possibilities and alternatives. And we will investigate how gamification – the application of these principles to real world outcomes in education, business and development – can empower each of us to not just think out loud but to “think out loudest”, giving us all a voice in the transformation of world so as to create a desirable future.




 Transcript of Video 2, Above: The Relational Summary and Dialectics

Greetings and welcome to our First Lecture in Environmental Psychology, Gamification  and the Quest for Eutopia .

As you may know, the principal assignment in this course, the way you get most of your credit, is through the creation of what we call our 'Relational Summaries'.

A relational summary differs from a normal summary in that what we are looking for is the relationship between the course material and your personal experience. In the relational summary we use what we are learning from our textbooks, journal articles and outside readings and relate the topics to our own lives.


We aren't much interested in a parroting of the authors whom you have read – we make the assumption that we all have the books and material available and that we can read it ourselves. The relational summary is not a substitute for the assigned reading – it isn't a short cut for others to pick up the gist of what we are studying, and it certainly is not merely a way of 'proving' that you have read the material.

The relational summary is a part of dialectical thinking and communication, which may be the most important skill you ever learn as a human being.

We see dialectical skills being important in the current presidential debates and we treasure in our democracy our ability to be able to participate in those debates, much as we see in town hall discussions of where we would like our future to go. This ability for citizens as well as the political elite to discuss and debate their future is a hallmark of American democracy and one that is very rare in other countries around the world. Without it we have dictatorship.

Let's define dialectical thinking for a moment to make sure we are all on the same page:

dialectical thinking: Dialogical thinking (thinking within more than one perspective) conducted to test the strengths and weaknesses of opposing points of view. (Court trials and debates are, in a sense, dialectical.) When thinking dialectically, reasoners pit two or more opposing points of view in competition with each other, developing each by providing support, raising objections, countering those objections, raising further objections, and so on. Dialectical thinking or discussion can be conducted so as to "win" by defeating the positions one disagrees with — using critical insight to support one's own view and pointing out flaws in other views (associated with critical thinking in the restricted or weak sense), or fairmindedly, by conceding points that don't stand up to critique, trying to integrate or incorporate strong points found in other views, and using critical insight to develop a fuller and more accurate view (associated with critical thinking in the fuller or strong sense).

Since dialectical thinking is analogous to dialogical thinking, let's examine a definition of that term:

dialogical thinking: Thinking that involves a dialogue or extended exchange between different points of view or frames of reference. Students learn best in dialogical situations, in circumstances in which they continually express their views to others and try to fit other's views into their own.

Simple right? What we are really after is a dialog. And in the relational summary you write you are beginning a dialog between the authors you have read and yourself.

And by posting your relational summary you invite others – me, you fellow students, people outside the class if you like – to participate in that same dialog. You invite others to express their points of view and you try to see if you can fit the authors views and the views of your peers into you own.

That is the real function of all of our assignments.

John Taylor Gatto, whose book 'Weapons of Mass Instruction” we are reading this semester, also believes that dialectical thinking is one of the most important things we can learn or teach. He exhorts us to,

Teach children to think dialectically so they can challenge the hidden assumptions of the world about them, including school assumptions, so they can eventually generate much of their own personal curriculum and oversight.” (http://www.johntaylorgatto.com/chapters/18t.htm).

Many of our problems in the world today come from most of us spending years in systems that not only didn't encourage dialectical thinking but punished it. So we don't often get sufficient practice these days in the ancient art of Socratic dialog.

Another of our readings this semester, Bernard Suits' “The Grasshopper” is written in the form of a Socratic Dialog and represents some dialectical thinking at its best. It gets even better when you engage with the book and bring the dialog about the game playing grasshopper and the hard working ants out into our own reality where it can be discussed with our peers.

I have a method for creating the right environment for dialogical argumentation that I use every year here at Mercy. I simplify things by asking you to do the following:

Each time you sit down to write your relational summary, take at least three quotes from the course assigned readings, making note for us of the pages you found them on, and take at least three quotes from outside readings that you discovered to be relevant to our topic, in other words books or readings you “assigned” to yourself, and make note for us of where you found those ideas so we can find them ourselves if we want to go deeper. Reproduce those quotes or ideas from us and then engage in a dialog with those six quotes – or more, more is always better – by relating them to your own life experience and opinions and observations.

The summary that you come up with as you try to relate your life and opinions to what you have been reading about from other's lives and opinions is what becomes then a “relational summary”. It makes the readings something YOU can relate to and in turn becomes something WE can relate to.

The second part of the method is for you to involve yourself in a dialog or discussion with your classmates about the relational summary they posted. Take on the challenge of engaging with what they have written. Question their assumptions, provide your own perspective. Argue your point of view. Throw some new quotes and evidence at them that either supports or refutes what they have to say.

Don't worry about being 'right' or 'wrong' in a judicial sense – you will win no points nor lose points for the opinions you espouse; what we are looking for is that you back up your arguments with a trail of evidence that we can all follow – we want to be able to ascertain what is your personal opinion and what came from others, and we want to be able to go back and look at the source of those from whom you drew quotes and ideas. Most of all, we want to see that you can work with the opinions and ideas of others, give appropriate credit when credit is due, and that you can make a case for your own ideas and opinions by backing them up with personal experience.

Since the relational summary is the dialectical foundation of this course, I would like to take this opportunity to model for you how it might be done in my lecture.

In fact, a lecture usually IS a kind of relational summary. The professor takes what he or she has read, pulls out relevant quotes and ideas and builds an argument by relating the literature to his or her own life experience as a practitioner in the field. So my lectures are similar to what I expect from you – they are relational summaries.

Normally, we start with a quote or observation from the literature.

So, for today's lecture, let's assume that Jane McGonigal is right and that reality is broken.



 Transcript of 15 min Video Lecture Part 1, Above:

Let's assume that Jane McGonigal is right and that reality is broken.

She compares the way we perform in our real lives and the way we act in games and says, on page 4,

“As we make these value judgments, hold moral debates over the addictive quality of games, and simultaneously rush to achieve massive industry expansion, a vital point is being missed. The fact that so many people of all ages, all over the world, are choosing to spend so much time in game worlds is a sign
of something important, a truth that we urgently need to recognize. The truth is this: in today's society, computer and video games are fulfilling genuine human needs that the real world is currently unable to satisfy. Games are providing rewards that reality is not. They are teaching and inspiring and engaging us in ways that reality is not. They are bringing us together in ways that reality is not.”

“And unless something dramatic happens to reverse the resulting exodus, we're fast on our way to becoming a society in which a substantial portion of our population devotes its greatest efforts to playing games, creates its best memories in game environments, and experiences its biggest successes in game worlds.”

(Please note, as an aside, that this is the first of the six quotes I'm dialoging with in this relational summary, and that I've provided the reference; you can also find the argument at this website: (http://www.marketplace.org/topics/life/big-book/excerpt-reality-broken))

One of McGonigal's big themes is the supposed tragedy of this “mass exodus” to virtual reality and how to counter it by improving real reality.

But how do we begin to go about fixing it?

If you went to the doctor and complained, “doctor, I'm broken” the doctor, assuming she's any good, isn't simply going to tell you to take two aspirin and call her in the morning, she will try to determine where and how you are broken, and from that diagnosis seek the appropriate treatment.

And so it must be when treating the ills of reality.

First we have to decide what parts of reality seem to be 'broken' and define for ourselves whether we are talking about human society in general, which goes back tens of thousands of years, or the recent human social and technological experiment we call “civilization” which goes back to sometime between 5 and 8000 years ago?

Or was it our transition from a nomadic hunter gatherer lifestyle , going back millions of years, and shared with many other animals, to the sedentary agricultural lifestyle now unique to our species that created a feeling of being out of step with reality, reality being a nature to which we are longer well adapted, and that hence led to a feeling of broken-ness?

These hypotheses, which suggest a a mismatch between the type of creature the human animal evolved to be and the environment in which it now finds itself, is popular in popular literature that explores genetics, Biological athropology, Evolution and sociobiology.

We find good arguments for the idea of “man the maladapted animal” in the works of authors like Desmond Morris, Robert Ardrey, Konrad Lorenz and Erich Fromm in the 1960s in books like “The Naked Ape” and “The Terretorial Imperative”, “On Aggression” and “The Anatomy of Human Destructiveness” and recently in works by geneticist Spencer Wells and literary author Daniel Quinn in books like “Pandora's Seed: The Unforseen Cost of Civilization”, “Ishmael” and “Beyond Civilization”.

The basic argument about humans being out of step with nature is simplified by Quinn into the notion of the “leavers” and the “takers”.

Where we went wrong, Quinn says, is when we decided that we could decide who gets to live and die. He says on page 239,

"The premise of the Takers' story is 'The world belongs to man.' ...The premise of the Leavers' story is 'Man belongs to the world.'"
"For three million years, man belonged to the world and because he belonged to the world, he grew and developed and became brighter and more dexterous until one day, he was so bright and so dexterous that we had to call him Homo sapiens sapiens-- which means he was us."
"The Leavers' story is 'the gods made man for the world, the same way they made salmon and sparrows for the world. This seems to have worked well so far so we can take it easy and leave the running of the world to the gods'."
Quinn uses a talking gorilla as the main character who tells humanity that the “taker” culture has used both religion and science to justify 'playing God' and to justify acting as if we can do whatever we want to our environments. He says,
"The story of Genesis must be undone. First, Cain must stop murdering Abel. This is essential if you're to survive. The Leavers are the endangered species most critical to the world - not because they're humans but because they alone can show the destroyers of the world that there is more than one right way to live. And then, of course, you must spit out the fruit of the forbidden tree. You must absolutely and forever relinquish the idea that you know who should live and who should die on this planet."

(Another aside: This is the second quote I'm using in this relational summary, this time from outside readings not assigned to the course. I'm relating the ideas from our course readings to ideas from material I have hunted and gathered myself; this is a key part of the relational summary, bringing in outside arguments. You can learn more about the ideas in Quinn's Ishmael from http://en.wikipedia.org/wiki/Ishmael_%28novel%29; In this way I'm leaving a paper trail of my sources).

Suggesting that human culture explains where we went wrong might not be the full answer though. Not many people in the world want to leave its running “to the gods”. People started acting as though the world belonged to them rather than the other way around because many did find life in 'harmony' with nature to be, as Hobbs famously pointed out in his Leviathan “nasty, brutish and short”.

So despite some evidence from certain tropical environments favoring the Rousseauian concept of the Noble Savage living a carefree life in balance with her surroundings, there is also evidence of great hardship for groups of people trying to live well while 'belonging to the world'.

So there is another perspective we might consider. And that is the idea that maybe Nature itself is “broken”. Maybe the very nature of Nature – the way the universe in general and the Earth in specific were created – inevitably leads any intelligent and feeling organism to feel dissatisfied. In that case reality isn't just broken, but perhaps was never such a great place to begin with.

Regardless of the level of reality in which you may find yourself unhappy, identifying the priority areas is still of the essence, and finding ways to improve the parts that trouble you most seems to be one of the major tasks we face in life.

Fortunately, Dr. McGonigal identifies several areas where she finds reality to be broken and gives several possible solutions.

In Part 2, “Reinventing Reality” she quotes Ralph Waldo Emerson saying “All life is an experiment, The more experiments we make, the better”. And the experiments she urges us to run, using games as the safest and most rewarding testing ground, are encapsulated in the following list, compiled from throughout the book on http://fragileearthstudios.com/2011/07/11/fixes-for-reality/:

  1. Compared with games, reality is too easy. Games challenge us with voluntary obstacles and help us put our personal strengths to better use.
  2. Compared with games, reality is depressing. Games focus our energy, with relentless optimism, on something we’re good at and enjoy.
  3. Compared with games, reality is unproductive. Games give us clearer missions and more satisfying, hands-on work.
  4. Compared with games, reality is hopeless. Games eliminate our fear of failure and improve our chances for success.
  5. Compared with games, reality is disconnected. Games build stronger social bonds and lead to more active social networks. The more time we spend interacting with our social networks, the more likely we are to generate a subset of positive emotions known as “pro-social emotions.”
  6. Compared with games, reality is trivial. Games make us part of something bigger and give epic meaning to our actions.
  7. Compared with games, reality is hard to get into. Games motivate us to participate more fully in whatever we’re doing.
  8. Compared with games, reality is pointless and unrewarding. Games help is feel more rewarded for making our best effort.
  9. Compared with games, reality is lonely and isolating. Games help us band together and create powerful communities from scratch.
  10. Compared to games, reality is hard to swallow. Games make it easier to tame good advice and try out happier habits.
  11. Compared with games, reality is unsustainable. The gratification we get from playing games are an infinitely renewable resource.
  12. Compared with games, reality is unambitious. Games help us define awe-inspiring goals and tackle seemingly impossible social missions together.
  13. Compared with games, reality is disorganized and divided. Games help us make a more concerted effort – and over time, they give us collaborative superpowers.
  14. Reality is stuck in the present. Games help us imagine and invent the future together.
McGonigal concludes that “Maybe we should be treating our reality more like a game.”


However, given limited time and resources we still need to find a starting point, we need to pinpoint at least one major area where our daily reality makes us suffer, and it is important that we identify an area that we have at least some control over, and apply our fixes there first.

John Taylor Gatto clearly identifies an area that he believes is central to the problem and vital to the fix, and that is something that is very close to all of us, and to a certain extent within our control:

School.

The idea that school itself could be our chief problem may strike some of you as odd. Schools are supposed to be something we need more of, not less of, right? Schools are supposed to be our most important solution to our problems, right? When we talk about “helping” third world countries, we talk about building more schools. When we talk about the path to success we talk about the need for more schooling.

But according to John Taylor Gatto in “Weapons of Mass Instruction”, schools themselves may be the very things that are most broken in our reality, and Jane McGonigal is inclined to agree. And it isn't just a matter of differentiating between so-called “good schools” and so-called 'bad schools”. According to Gatto it is the very nature of the institution that makes it rank as the greatest of our problems.

So here is the second of the three quotes from our assigned readings I want to call attention to:

Our “American” schools (both public and private) are fashioned after the Prussian system of education. The Prussians were well-known for their regimented society and their efficient military. “Divide children by subject, by age-grading, by constant rankings on tests, and by many other more subtle means, and it was unlikely that the ignorant mass of mankind, separated in childhood, would ever re-integrate into a dangerous whole.” A society divided is a society which cannot find its way. So it was there in Prussia and still is here in America that we have a society of people able and willing to take orders.
Mandatory education serves children only incidentally; its real purpose is to turn them into servants.” A society of servants requires a class of leaders.


One in every five American jobs is some form of oversight over the behavior of others.”


These quotes come from page xviii of the “Prolouge: Against School”. More can be found at http://www.hcsedu.com/BOOK_REVIEWS/Weapons_of_Mass_Instruction/.

The Gatto perspective, which we should all think through with an open mind, is that our schools aren't failing. Not by a long shot. The problem is that they are succeeding too well. How can that be?

Gatto contends that our schools are succeeding in doing what they were really set up to do, which is to keep people from being independent creative thinkers and from being able to compete in the marketplace. In other words, schools were set up not to help you get a good education, but to put barriers in the way of you getting a good education.

He gives plenty of good evidence for the idea that the dysfunction of schools is deliberate, but even if it weren't, a strong case could be made that the reality of schools is still broken in the sense that the way schools operate goes against millions of years of co-evolution between human minds and the environments we evolved in. The argument that people are maladapted to the institutional school environment is made most strongly by J. Gary Bernhard in “Primates in the Classroom: An Evolutionary Perspective on Children's Education” .

I use Bernhard as the second of my quotes from unassigned readings that I think are relevant to the dialectic we are engaging in.

On page 75 Bernhard reminds us that,

“An interesting aspect of the context of closeness and cooperation in nomadic foraging societies is conversation. People seek one another out, keep up on all the latest news, talk before , during and after the hunt, tell jokes and tease one another...”

He quotes from the Anthropologist Tonkinson (1978, 127) who lived among the !Kung bushpeople of Botswana, saying, “Also characteristic are a gregariousness, a love of animated discussion and repartee, and a keen interest in what transpires in all dimensions... [conversation] keeps up good, open communication among the members of the band; through its constantly flowing expression it is a salutary outlet for emotions, and it serves as the principal sanction in social discipline...”



 Transcript of 15 min Video Lecture 1, part 2, Above:

Now contrast that with the way we treat conversation in schools. We forbid students to talk 'out of turn', forbid them to talk before, during and after the hunt for knowledge, forbid teasing, animated discussion and repartee, and we wonder why discipline is always falling apart in such an environment.

We ignore tens of thousands of years of the desire to be in a conversation being the prime attractor for maintaining social decorum and participating in the social contract observing the golden rule.

The threat in traditional societies was that if you misbehaved you would be cut out of the great conversations that humans alone possess the brains to have. You would be silenced or ostracized. But in school environments everybody feels punished the minute they walk into the classroom because they are not allowed to talk freely. For generations this was the most powerful social sanction you could impose on a person: deny them the right to free speech.

In fact the American utopian experiment and our cherished 1st amendment to our constitution is precisely about guaranteeing this most important right. Tyranny occurs when the right to speak freely is removed. Yet ironically in our schools we encourage tyranny on the part of the teacher and we try to put down the natural rebellion students engage in to recover their stolen rights. A so called lack of discipline is usually associated with students trying to be part of any real conversation, voicing your own views particularly when expressing unpopular opinions. Good discipline, good school behavior is assumed to occur when students merely parrot back what the teacher has permitted you to say and when you follow their prescribed script.

We should also observe that in a hunter gatherer society the natural environment has not been dumbed down by reducing the landscape to just a handful of plants and animals. The natural environment is a place where people have not been “dummified” by repetitive monocrop agriculture or factory work (as James Scott from Yale University describes it in “Seeing Like a State: How Certain Schemes to Improve the Human Condition Have Failed) ; the environment is so rich that there is plenty to talk about that immediately creates a so called “teachable moment”.

In a sufficiently complex natural environment, merely commenting on what you are seeing – talking about the weather and commenting on the sounds and sights and smells your senses are taking in -- becomes a valuable education in itself. By comparison most classrooms are entirely too dull, and it is no wonder that whatever students freely talk about is going to seem off topic. Students in particular and human beings in general prefer to talk about things relevant to their concerns and survival, not the sterile and meaningless environment the school system has provided.

Of course this is hotly debated with one camp believing that classrooms should be sterile so that students are not distracted from the message the teacher is dictating.

For my third quote from our assigned readings I choose Bell et al.'s Environmental Pscyhology textbook, page 450 in the section on “learning environments” . They say,

“Some researchers believe that classrooms should tend more toward the complex rather than the simple. Having more stimuli and opportunities for environmental exploration provides an enriched environment that facilitates learning. Others disagree, arguing that complex learning environments are distracting and make it difficult for the student to concentrate on school work... Of course, classrooms serve more purposes than just learning content relevant to a specific topic. They also involve learning how to learn, learning social responsibility and acquisition of cultural values. Different classroom environments may facilitate one of these purposes but not the others. Working for the right fit between pupil and learning environment is probably the most desirable approach (e.g. Ahrentzen et al., 1982), a view consistent with adaptation level theory as presented in chapter 4. Because things change with time, it is important to evaluate classroom design modifications continually.”

The pointer back to Chapter 4, “Theories of Environment-Behavior Relationships” and Adaptation Level Theory on page 110 is a good one because it honors the fact that for every individual learning is different and for each there may be “an optimal level of stimulation”. The problem is that there is no “one size fits all” prescription for schooling and the danger of schools is that they teach to either the lowest common denominator, or they teach to the mean, the so called 'average' student, or they break people apart into designated groups – from so called special education to the suppposedly 'highly gifted', all of which stigmatize us and injure young people's ability to integrate their unique skills into society in a way that gives us all the chance for a happy self actualized life.

McGonigal might argue that virtual reality now gives us the ability to customize classrooms for each individual student so that nobody has to suffer through a learning environment they don't feel comfortable in. We can customize the manufacture of minds the same way we now customize consumer products, and nobody has to feel stigmatized.

But if we are still going to create brick and mortar classrooms, if we are going to inevitably err in our design of a learning environment by trying to accommodate a roomful of different people without trying to homogenize them, then the proper error, some would argue, would be too look at the types of environments in which the human mind evolved and create circumstances that at least in some respects are analogous to those that shaped us.



Bernhard in Primates in the Classroom analyses the school environment from the perspective of a nervous system that was honed over millions of years on a planet where people did talk all the time (talking was the one thing our species did that set us apart from all the other animals) and in which the act of sitting still and listening to others talk uninterrupted occurred mostly at night in dark environments around the warm glow of a campfire. This was the time of storytelling when the elders and the wise and most accomplished told their tales to pass on wisdom to the tribe. The bright light of day saw us on our feet hunting and gathering in unimaginably complex environments, searching for materials to build tools and shelters and running from predators and constantly chattering to one another.

No wonder students find it hard to sit still and sit quietly in a classroom in the middle of the day. So long as the sun was up we were mostly up on our feet and if we were sitting doing productive work, like basket weaving or clothesmaking or sorting and chipping stones, we were constantly moving our hands and, more importantly, constantly talking with one another.

Parents instinctively know this – we read stories to our children at bedtime just before lights out, not in the middle of the day, and we discuss our discoveries and activities around the dinner table.

But school asks us to go against our entire history of adapting brain and body to the circadian rhythms that govern our attention structures in complex and highly stimulating environments. We demand normal night-time behavior, conditioned over millenia when darkness simplified our surroundings, during the hours we are most interested in active motion and exploration and communication.

Is it no wonder, then, that children find it so hard to cooperate with the artificial mandate we impose on them to suspend all motion and spontaneous talking and listen to the shaman like teacher tell stories?

I did an experiment in my own classroom in the early 1990s with a group of so called “troublemaker” students. I simply drew the shades, turned out the overhead lights, put an orange-red light bulb in one corner of the room, looking like a campfire, and whispered greetings as the students filed into the classroom. They immediately adopted a hushed tone and whispered back, “what's going on?” I whispered, “sit down around me in a circle, I want to tell you a story.” And they played the game with me. They were quiet yet alert, excited but calm. I told them about the need to “hunt and gather” for information that could save our “tribe” from disaster and told them that when the sun came up we would have to get up and explore the room for clues to solve a problem I had written on the board. I said in my whisper “and remember, to solve the problem you HAVE TO talk to one another, because the clues are scattered throughout the room and nobody can solve it on their own.”

Then I turned on the lights and opened the shades and said in a loud voice, “right, let's get to work!!”

Immediately the classroom turned into a magical environment for treasure hunting. After about a half an hour of frantic conversation, working with microscopes and dissection scopes and books and probes, milling about with high energy, I drew the shades again, turned out the lights and went and sat by the “fire”. Almost immediately my students calmed down, ceased what they were doing and gathered around me, quieting into a hush. I asked softly, “welcome back to the cave. It's been a long day hunting and gathering. Let's talk about what you discovered and see what you brought back to camp...”

This simple but effective experiment, repeated many times with different groups, confirmed to me the notion that environment not only powerfully affects psychology, but that the school environment is unusually antagonistic to normal human behavior and is thus responsible for most of the problems that teachers and parents and students all complain about. Yet almost nobody seems to do much about it.

Over the years I went further with these experiments in applied environmental psychology – I started having the students select movie soundtracks to play during certain lessons, enhancing the teachable moments by treating the classroom as if it were a landscape in a Hollywood movie and allowing the students to feel like characters in various adventure and science fiction stories.

By using music and visual aids and, with the student's help, an understanding of what environments their young minds and bodies wanted to be immersed in in order to learn most effectively, we turned our classroom from a place of boredom, hostility or goofiness into a place of mystery, adventure and productive experience. We turned classrooms into spaceships, jungles, and even a utopian biosphere called Marsville. When we couldn't make the classroom simulate the environment we wanted we put students in front of a blue screen and let them see themselves on a television monitor with whatever fantasy landscape they wanted behind them.

With a little bit of Hollywood magic we were able to deal with the broken nature of reality and use a bit of fantasy imagineering to fix it, at least as far as how we saw it in our minds eyes.

The year that the movies 'Deep Impact” and “Armeggedon” came out we researched the threat of the earth being hit by a meteor, watched scenes from Hollywood blockbusters and scientific documentaries and set about learning “survival science”, discussing how we might survive in shelters, grow food, recycle water, and provide electricity. To learn to “shoot down” prospective meteors we used a computer game called 'green globs' that taught the use of quadratic equations to destroy green spheres in a cartesian coordinate system which we said represented the meteors. In this way students became enthusiastic about learning math because it was suddenly relevant to stopping a real threat – it wasn't algebra, it was 'ballistics'.

Let me go into a little greater detail about the Green Globs Program.

I used green globs in my classroom at Hollywood High School's At-Risk Youth Career Academy in the mid 1990s as a way of teaching math and ballistics to students.  But please note that I was never a math teacher. I was working with retired Air Force personnel as part of a government sponsored project to improve math and science to help our armed forces.  I found Green Globs to be the best way to motivate my students and really give them understanding of applied math but the mission of our students was not to learn equations that, as they said so often “we'll never use when we graduate”, the objective was to work in teams to solve a problem of possible meteors and possible missiles from space threatening their country. These threats were represented by the green globs on their “radar screen” - a cartesian coordinate system that finally had meaning.

We had a big screen with a projector in the front of the class representing mission control and a row of computers in the back where team members sat in groups of two or three trying out quadratic equations from various text books to see what effect they would have.  When they thought they had a good equation that would knock out the maximum number of globs with a single shot in their back room simulations, potentially  saving resources and time and ammunition, they would send a hero up to the front to take the shot against the "real" menace.   Each team had a certain "budget" of shots.

The program was wildly successful -- students taught themselves math to cooperate and compete to counter the "threat from space".  They memorized trigonometric functions and equations for circles and ellipses and point-slope formulas merely because they wanted to be better heros against the imaginary threat. We did no teaching of math concepts and no drilling. They simply played the game in this context and the learning and memorization came naturally.

By contextualizing the learning in terms of meaningful fantasy landscapes that had some connection with reality but was safer than reality, we made serious learning fun. By making the goal mastery of skills in a non-threatening environment where failure is not punished or ridiculed but is a sign that you are pushing your limits, we took all of the anxiety out of science and math.

As an aside, for the purposes of our Relational Summaries, note what I've just done here: I used my discussion of our readings to launch into a very personal explanation of MY particular experiences as a teacher trying out some ideas I got from the literature and some that I came up with myself. In this way my summary of the literature becomes relational to my life and ideas and opinions, and that is what I want to get from you too. We aren't interested in hearing once again what we already read, we want you to take us on a journey into your past, your present, your experiences, your observations, your experiments, your trials and errors. We want to learn from YOU! So please do relate what you are reading to your life.



 Transcript of 15 Minute Video Lecture Part 3, Above:

In my life experience, going back to my early experiences as an inner city teacher deeply troubled by the chaos in the classroom, what we did back in the late 80's and 90's when I was working with so-called 'at risk students' in South Los Angeles, was “gamify” the classroom. Back then we didn't have that word for it. But now “Gamification” is seen by more and more people, from corporate leaders to educational leaders, as one of the best ways to make work and learning relevant, effective and fun.

Even the Wharton School of Business at the University of Pennsylvania teaches a course on “gamification” that explores how game elements can be used to improve the way we do things.

Privileged kids have almost always been given the chance to gamify their learning experiences, have almost always been permitted and encouraged to tailor their educations to their own particular learning styles, to bring their passions and excitements into the learning environment. If ways of capturing intrinsic motivations for learning a subject were not provided in school they were inevitably provided by family, friends or community. The question as far as school in general goes is, “can we really make learning environments that make learning meaningful and fun for everyone? Or is this impossible to do within the standardizing school environment?”

Jane McGonigal, author of Reality of Broken, takes things further than gamification. She doubts the efficacy of trying to take our school curriculum and merely create “educational games” and new point systems and rewards and incentives from the outside in. She suggests that merely gamifying the workplace or the school environment fails to capture the essence of what we need to do to fix things in our world.

There are many other critics of gamification who argue persuasively that we are going about it in the wrong way.

In an blog post by Kristen Bourgault called Gamification in Education: Epic Win, or Epic Fail? At http://www.digitalpedagog.org/?p=1416, she talks about “THE CHEAPENING OF GAMIFICATION”, saying (and here I use my third quote from an unassigned source):
Is gamification really the magical process that so many believe it to be? Many critics would argue against it, saying this process merely cheapens and distracts from the learner’s experience.
Look around you – elements of video games are creeping into many of your daily activities. Have you booked a flight recently on Trip Advisor? Commented on a Huffington Post article? New ways of “earning badges” and “unlocking achievements” are cropping up every day. But does the ability to earn a badge automatically increase our engagement in an activity?
Game designer and consultant Margaret Robertson doesn’t think so. In a recent blog post speaking out against the term ‘gamification’, Robertson wrote, “What we’re currently terming gamification is in fact the process of taking that thing that is least essential to games and representing it as the core of the experience. Points and badges have no closer a relationship to games than they do to websites and fitness apps and loyalty cards. They’re great tools for communicating progress and acknowledging effort, but neither points nor badges in any way constitute a game.”
Gamification is the wrong word for the right idea. The word for what’s happening at the moment is pointsification. There are things that should be pointsified. There are things that should be gamified. There are things that should be both. There are many, many things that should be neither.” Margaret Robertson
You may be tempted to jump on board and trade your grades in for badges and call it a game. But this simple act doesn’t dramatically change the learner’s experience. Take some time to really understand what makes a good game great. Create a compelling narrative to pull your students through the course. Set up mentoring and collaboration opportunities such as those you encounter in games to enable learners to share what they know. And frequently chime in with feedback. Use those badges to chart progress, but meaningful instructor feedback is what will truly propel the learner forward.
Gamification, by contrast, doesn’t rely on internal motivation. Instead, it’s using the oldest tricks in the book: providing instantaneous feedback, egging on the competition, and rewarding even tiny steps of progress. Gamification assumes that the player isn’t especially motivated – at least at the beginning – and then provides barrels of incentives to ramp up that motivation.” Elizabeth Corcoran

This is something that true game designers would never do because the essence of a good game, as pointed out by Bernard Suits in his analysis of what makes a good game in 'The Grasshopper”, and echoed throughout “Reality is Broken”, is that good games are AUTOTELIC ACTIVITIES (see pages 45 and 46 for a good definition of that term) that tap into our INTRINSIC reward system. Gamers don't play games to earn points, or money, or fame, or to get candy bars, though all those things may occur. They play games because it is fun, because it feels good, because they want to, and often they will continue even when they are threatened or punished for playing. By contrast schools, no matter how many extrinsic rewards are offered from the outside, are usually places of compulsory attendance. The high truancy rates attest to the deep structural flaws in their design.

So gamifying school environments with more extrinsic rewards can not really tap into the intrinsic motivations that make all mammals naturally want to play and play and play, all the while preparing themselves through play for the serious business of survival. A dog will chase a ball or a stick whether you give him a treat or not because it is wired to find it fun. Eventually the dog will use that skill to catch a rabbit, but as a puppy it plays merely because it is fun. So in this sense pure games, properly designed may be a better way to prepare humans for gaining real survival educations than some school curriculum beefed up with flashy point systems and 3D characters.

The subtitle of McGonigal's book is “Why Games Make Us Better and How they Can Change the World” and the essence of her argument is that games themselves have the power to transform reality for the better. In many cases games today “previsualize” what an alternative reality might look like. The detailed fantasy landscapes are immersive and interactive and whether they depict a utopian or a dystopian past or future, a version of the world as it was, or is, or could be, they give players a certain “agency”, and ability to interact with and make changes to the reality around them. This is itself is more empowering than the normal artforms and media that people used to depict different versions of the world.

Also, when playing MMORPGs or “massively multiplayer online role playing games”, gamers are learning organically how to cooperate with strangers to 'level up'. McGonigal argues that far from being mere 'shoot 'em up' competition, a wide variety of games today reveal to the players the real-life advantages of working together and solving common problems.

McGonigal argues that we could and should design more games that overtly concern making a better world, such as her “urgent evoke” and “world without oil” games, but she also argues that the rewards systems and meaning systems of games, and their ability to keep people focused on difficult challenges without punishing 'failure' stands in complete contradistinction from the way schools and work environments are run. In the latter there is constantly anxiety to succeed and one false step can have terrible consequences. In the former, in the game environment, we follow Thomas Edison's advice, “if you aren't making at least 10 mistakes a day you aren't learning fast enough” and honor Albert Einstein's comment “I failed my way to success”. Game design inherently makes challenges fun and encourages investment in that which is difficult. School and jobs seem too often to do the opposite.

We can try to “gamify” real schools and jobs with different incentive structures, but there may be something deeper about these environments that prevents any amount of reform from having real impact, and this is a point that Gatto tries to hammer home.

Gatto, after 30 years of teaching in some of the toughest schools in the nation, concludes that schools were not created to help people succeed, they were created to maintain the illusion of a democracy and meritocracy while enslaving minds to a sinister Pavlovian conditioning of bells and schedules that rewards only those who are obedient and confine their thinking within narrow parameters proscribed by the elites in charge of maintaining a hierarchical order. In Gatto's experience, any school that really starts producing a majority of critical people who can truly think for themselves and realize that they can learn far more on their own than they could in an institution seals its own doom.

And if this is so, then trying to fix a school with gamification would be like changing the hubcaps and tires on a car and giving it a new paint job without replacing the faulty engine.

If Reality is indeed broken, meaning that there are structural problems with our society, with our environments and even with our own human nature that make life more difficult and unfair than we would like it to be, then mere gamification might be likened to cosmetic changes when the only way to solve these problems for sure would be to create new structures and test them out. But because of the inherent risks in replacing one reality with another, the tests, or experiments, can't easily be done in the real world.

They need to and can be done in games.

But if we can try out alternate realities in games, with low risk, low transaction costs, no threats of social disruption or harm to the player, the community or society, and if these alternative realities turn out to be superior to what we see in reality, then the argument would be “why do we need the practices and institutions in reality to stay the way they are?”

Why couldn't games replace school? Why couldn't games replace work?

If we can show that through gaming people can learn better and faster, if we can show for example that playing Green Globs with your friends can give you a better understanding of quadratic equations and cartesian coordinate space and graphs, why would you go back to using a textbook? Why would you get up early and go through the sleet and snow on a cold winters day to catch a bus to arrive in a room before a bell rings risking getting “in trouble”, just to have a person stand in front of you with an ancient technology like chalk and a chalkboard, writing incomprehensible symbols on the board, where you may feel embarrassed to ask a question lest you lose face or social rank, when you could sit home in a warm bed with a cup of tea and your laptop playing green globs, or when you could go to the community center or public library and join a gaming group cooperating to save the world from space aliens using mathematical formulas?

If we can show that through gaming you can do your job better and more efficiently, if we can show, for example, that playing SimCity Societies you can balance a budget better and improve roads and transportation while keeping your citizens happy, or that by participating in the game “Fold-It” you can help solve protein configuration problems that have been stumping biochemists for centuries and with friends from around the world “design new protein shapes and actively help cure diseases”, why would you be content going to a job where part of your energy and time and much of your salary was wasted in the commute, another large portion wasted in on-job politics and conformance to dress codes and other social norms, and even more wasted through the inefficiencies created by fiefdom obsession over secrecy and proprietary information? Why wouldn't you develop and sell your skills to cutting edge firms who see the win-win value of crowd sourcing and collective intelligence in a new global on-line marketplace that uses virtual reality as an integral part of its work skill portfolio?

The fact is that the military and the scientific and engineering communities, as well as economists, have been using computer simulations and various game theories and approaches to do serious work for decades. Real soldiers use combat simulations – games – to learn serious techniques and strategies at almost no cost and without the risk of injury or death, pilots of course use flight simulators to learn how to fly real aircraft, Astronauts train in simulators before going into space, and even doctors today train in virtual reality before refining their skills on real patients.

And while simulations get ever more faithful to reality as we model the physical, chemical, biological and social interactions with greater accuracy, we also learn from games and our ability to distort physics and defy the laws of the real universe how we might change things to make the outside world a little more to our liking.

Games like Spore enable the public to participate in nurturing the evolution of imaginary life forms (and in the process learn quite a bit about natural selection, artificial selection and evolutionary processes) but genetic engineers are also using simulations to see if they can improve upon the designs found in nature without threatening our natural systems while the kinks are being worked out.

And that is the greatest advantage of games – in them failure has few costs and has overwhelming advantages, so gamers are encouraged to fail. This acceleration this provides for learning and improving can not be overemphasized.

For if there is one thing that is truly broken about reality, about our schools, our jobs, our social life, our policies and planning and our international relations – if there is one thing that is truly broken about nature itself on this planet or any other in our universe, it is that failure creates fear. And when we fear to fail, we cannot truly learn. Trial without error leads nowhere.

So the simplest fix for all of reality and its woes is to create environments where we can control the consequences of failure, and make it safe for each individual to learn by making their own mistakes and level up at their own pace.

We now have designs and technologies that enable us to do that, and that is much of what this course is about.


(The full lecture with graphics, 45 minutes long, for review, is below)