Learning in a Wisdom Age World John Findlay & Abby Straus Maverick & Boutique
Jul 14, 2015
Predictive Pattern of Change
Era Onset Period Ratio
Wisdom 2010 Emerging Emerging
Knowledge 2000 10 1 : 5.0
Information 1940 50 1 : 4.8
Industrial 1700 240 1 : 5.8
Agriculture
Mining & building
8000BC
1,200 1 : 5.0
Agriculture 8,500 1 : 4.9
Hunter-gatherer 50000BC 42,000 1 : 4.3
This pattern to human social and technological development closely approximates the Feigenbaum delta, 4.669*, the ratio of the emergence of successive periods (period doubling cascades) of complex systems such as ecologies and markets.
INDUSTRIAL AGEFeature Traditional classroom
Focus Knowledge telling
Classroom organization Individual desks facing the front of the room for
listening and control
Pedagogical role Instructor, tester, behavior controller
Learner role Note taker, listener, exercise completer, test taker
Types of questions Closed
Language Directive, disempowering “You will…”, “You must…”
Tone Silent, working alone
Technology Blackboard and chalk, slides, computer, whiteboard,
textbooks
Conversation Monologue
Expectations Learners will perform prescribed tasks, take in
information and play it back
INFORMATION AGEFeature On-line learning
Focus Knowledge reproduction
Classroom organization Rows of computers in a laboratory or home computer
connected to a server
Pedagogical role Instructional designer, tutor
Learner role Information finder, reproducer
Types of questions Questionnaires, true-false, closed to assess progress
through the course
Language Directive, instructive
Tone Independent, remote
Technology Managed learning environment, e.g. Blackboard,
simulations, web pages, email, software for word
processing design, spread sheets
Conversation Discussions with tutors and peers
Expectations Learn from on-line resources and repurpose
information
KNOWLEDGE AGEFeature Classrooms for conversation
Focus Knowledge creation
Classroom organization Tables and chairs for conversations
Pedagogical role Facilitator, modeler, questions designer, orchestrator
Learner role Participant, facilitator
Types of questions Open/discussable
Language Inclusive, respectful, e.g. “Let us…”, “What if we…?”
Tone Conversation, active
Technology Team meeting systems, internet, simulations, blogs,
wikis
Conversation Dialogue
Expectations Research (web and library), discuss issues, undertake
projects
WISDOM AGEFeature Wise application of knowledge
Focus Creating initial conditions for emergent knowledge
Classroom organization Multiple activity spaces using all learning modalities
Pedagogical role Inspirer, setter of initial conditions for viral/contagious
learning, designer of infinite games
Learner role Co-creator of learning activities, facilitator, leader
Types of questions Rich question and activity sequences to develop models,
theories, decisions and explore ethical dilemmas
Language Transcends and includes, plays with many world views
Tone Playful, integration of all intelligences, shift from
boundaries to horizons, both/and thinking
Technology Tools for expanding relationships and consciousness,
multi-player games, collective play, polarity management
Conversation Ethical dialectical (does it work for everyone?)
Expectations Intelligent information emerges from the system, we learn
to operate in increasingly ambiguous and complex worlds
Some Emerging Wisdom Age Jobs
Certified ethical hacker
Ecological footprint auditor
Conversation architect
Recycling consultant
Brain fitness coach
No-waste consultant
Complex projects leader
Organic food auditor
Chief cultural officer
Global governance director
Rituals designer
Mature age wellness manager
Human-human interaction consultant
Organic farmer
Polarity management mentor
Ideas from many conversations are generated and shared in real-time, keystroke-by-keystroke to create a “shared brain.”
Every idea is announced and valued. Participants look for the patterns in the ideas that bridge the differences in the room.
Sequences of rich questions are used to reach consensus about strategy, tactics, new theories, etc. through idea integration.
Experiment: What happens in our brains when we ask different kinds of questions?
Closed, left brain, automatic Rich and open, right brain, auto catalytic
Conversations in pairs, sharing of ideas, and sense-making using a dialectical discourse method achieves consensus, so the best, most richly integrated ideas emerge that are a good fit with the environment/context.
Learning Game Design Principles
Open-ended discussible questions or activities
Question sequences - 6 or 7 questions
Start with tacit knowledge or data collection
Build on a progressive firm foundations
Process ends with action plan, theory, model.
Scaffolds/prompts/check lists
Includes rewards e.g. next question includes the results from previous question.
Fun, engaging, surprising, interesting language
Example of a Learning Game
1. Brainstorm a list of all the different kinds of arts. e.g., theatre, novels....
2. Choose two of these art forms with which you are familiar, and describe what you like about each one. Ballet, rock music, jazz, opera, poem, movie, paintings, novels, sculpture, photographs, comics, cartoons.
3. What do all the arts have in common? What makes them interesting, exciting, entertainting?
4. What kinds of jobs do people have in the arts?
5. Choose one of these jobs and explain what skills you might need, what you would have to learn for the work that you do. Writer. Singer. Jazz pianist. Movie director. Actor. Cartoonist. Dancer. Photographer. Painter.
Some examples of our suites of meeting and learning applications that replicate the methods of the
world’s thought leaders
Visit
anyzing.com
learninginteams.com
relatingwell.co.uk
generatinggenius.com
Contact
John Findlay, [email protected]
Abby Straus, [email protected]