Let’s finally get to the end of the Trilogy on Enactive Cognitive Science which is not really about how human minds work. It is about how the human mind can be made to work when immersed repeatedly in the ‘right-kind’ of experiences. As we will see, virtual reality and digital technologies are seen as a Godsend to aspirations that go back to 1932 Congress of the International League for a New Education in Nice, France stating:
The current crisis calls for a worldwide concentration of all the efforts made towards a renovated education. In 20 years, education could transform the social order and establish a spirit of cooperation susceptible of finding solutions to our present problems. Only an education that completely redefines the relationships with the children can start a new era, freed from the ruinous competitions, the biases, the concerns and miseries so characteristic of our civilization.
That aspirational quote from the past was in an insert from UNESCO’s MGIEP publication Blue Dot, Issue 8 (July 2018), article called “Learnification: Encouraging Learning Through Video Games” that also informed us that:
Education can no longer mainly be focused on reproducing content knowledge; it evolves too fast, and has never been so broadly shared and so easily accessible. Educational success is now more about what people are able to do with what they know, how they adapt and how they behave. It is more about being versatile, about constantly adapting and constantly learning and growing in a fast-changing, hyper-connected world.
A renovated education needs to balance content knowledge and understanding with skills that help students extrapolate what they know, and with curiosity, motivation, and socio-emotional intelligence that will teach them to consider the wider implications of their actions, and to act mindfully.
I found that issue because to a cited author in this India Today story from a few days ago https://www.indiatoday.in/education-today/featurephilia/story/how-a-global-citizenship-curriculum-could-create-the-empathetic-citizens-we-need-in-future-to-save-the-world-1642944-2020-02-03, Professor Duraiappah, also wrote the lead-in called “Technology: A Game Changer in Education”. Today’s title came from the article’s aspiration to use a new curriculum to “to incorporate MGIEP’s socio-emotional learning framework titled EMCC or EMC2 and aims to build empathy, mindfulness, compassion and critical inquiry in students.” Sounds complementary to the Right Brain planned dominance covered in Part 1 of this Trilogy, doesn’t it?
With proper socio-emotional training, children understand how to deal with their emotions better. Apart from building emotional resilience, they effectively learn how to control their behaviour and relationships with others.
SEL training focuses on the core personality traits of students and develops them into wholesome human beings rather than specifically targeting subject-knowledge.
Moreover, SEL can serve as a proactive measure to prevent mental health illness, reduce stress, anxiety, depression and impulsive behaviour.
Why do we need a Global Citizenship Curriculum?
“Global citizens can be described as lifelong learners, who possess the critical consciousness to drive ‘active citizenship’, to recognize the inherent interconnectedness and dignity of all life, and instill the values of acceptance, equality, respect for diversity, empathy and compassion,” explains Prof. Anantha Duraiappah, Director, UNESCO MGIEP.
Now, it is not possible for students to suddenly transform their behaviours. Thus, the curriculum needs to be created in a way that can train the students and drive behavioural change by building a different kind of brain circuit.
Building a different kind of brain circuit. Hard to get more explicit about the real purpose of learning standards and global competency frameworks than that, is it? Here’s a bit more and think Axemaker Mind as a metaphor for what must be changed by the planned curriculum delivered in a virtual environment by digital technologies.
This means that the usual way their brains worked in certain situations would need to be changed via extensive training to build both intellectual and emotional intelligence. This is the kind of transformation that the Global Citizenship Curriculum aims to bring.
“MGIEP’s Global Citizenship (GC) curriculum is designed to inculcate such behavioural change. It advocates that it is not enough just informing students about why one must be a global citizen but to also inculcate the competencies of understanding the ‘other’ and doing concrete action to foster global citizenship,” Prof Duraiappah adds.
Going back to that earlier article from the Blue Dot, it ended with the aspiration that:
Education needs to change in order to prepare the future generations not only to thrive as individuals, but also to take up the incredibly complex challenges humanity as a whole will face in the near future. We need a renovated education system to save the world. And, as counter-intuitive as it sounds, we might need video games to save education.
Before we cover all these plans for manipulative virtual reality environments some more because of the planned experiences to create new neural Habits of Mind they can provide, let’s look at two more books that also cover the crucial effect of experience: The Biology of Belief and The Embodied Mind. As the first book cited put it:
I call it the belief effect to stress that our perceptions, whether they are accurate or inaccurate, equally impact our behavior and our bodies…[a] whole new field of research called behavioral epigenetics [whose] mission… is nothing less than to figure out how nurture shapes nature…Here, nature refers to gene-controlled characteristics, and nurture refers to the influence of a wide range of life experiences, from social interactions to nutrition to positive mental attitudes.
So when another Blue Dot article on Virtual Reality in Education tells us that “Pedagogically, these types of interactive VR display systems can offer major advantages over other visualisation media, because of the engaging, immersive and interactive (active rather than passive) nature of the learning experience they create,” we need to recognize this as the manipulation of experience that it is. In fact, MGIEP notes that it “collaborated with Google to develop several 360-degree expeditions,” which again matters because Google is also the Vatican’s partner in using education to achieve Humanity 2.0 and was the developer behind Search Inside Yourself from Post 1. All of these see VR and embedding SEL within its experiences as a means for “transforming education for building peaceful and sustainable societies. It [MGIEP] sees immersive experiences such as VR as an integral part of SEL for our younger generations as they face 21st century challenges to build a peaceful and sustainable planet.”
The Biology of Belief provided this succinct explanation of the role of experience without regard to how the concept can be turbocharged for manipulation via VR and immersive digital environments that include what parents have been told are simply ‘digital textbooks’. Look for the Immersive Experience could be the warning label!
The same epigenetic influences also continue after the child is born because parents [and then educators] continue to influence their child’s environment. In particular, fascinating new research is emphasizing the importance of good parenting in the development of the brain. ‘For the growing brain of a young child, the social world supplies the most important experiences influencing the expression of genes, which determines how neurons connect to one another in creating the neuronal pathways which give rise to mental activities.’
The bookwent on to urge parents to act as ‘genetic engineers’ to provide the right kind of environment to “activate the genes to develop healthy brains,” but as the Blue Dot cover story “A New ‘Digital Ecosystem’ for Whole Brain Learning” made clear, parents are no longer to be the primary ‘genetic engineers’. From the article with the same co-author as cited by India Today above:
To summarise, new digital learning environments engage students in ‘real world-like’ interactions forcing them to use multi-sensory ways to learn. Resources from technology can provide access to multiple simulated environments and virtual reality experiences in novel situations, enabling students to experience the real-world relevance of their learning. For instance, learning platforms facilitate building skills of collaboration and communication. Similarly, digital games have emerged as a novel methodology to teach and assess both prosocial behavior and socio-emotional skills. The digital gaming scenario lends itself rather appropriately for SEL since it allows stealth assessments in real-world scenarios and opportunities to intervene and remediate them when necessary.
Who do you think evaluates such a necessity and whose vision lies behind the Learning Trajectories for remediation? As usual I am running long, but imagine the uses of this recognition that “genes are shaped, guided, and tailored by environmental learning experiences” when tied to digital VR student environments and remediation tied to global learning standards and frameworks. The Biology of Belief illustrates the role of environment and experience by pondering the effect on Liza Minnelli of being raised not in Hollywood by her “superstar mother Judy Garland and her father filmmaker Vincent Minnelli,” with its highs and lows of stardom and abuse, but:
If Liza had the same genes but was raised by a nurturing Pennsylvania Dutch farming family, that environment would have epigenetically triggered a different selection of genes. The genes that enabled her to pursue a successful entertainment career would likely have been masked or inhibited by the cultural demands of her agrarian community.
Masked or inhibited. Now imagine the effect of all this planned role playing in virtual reality with the provided student experiences grounded in how “the actual connections among ensembles of neurons change as the result of experience. In brief, these ensembles present us with a self-organizing capacity that is nowhere to be found in the paradigm for symbol manipulation.” That latter is a quote from The Embodied Mind, which recognized that:
it makes no sense to speak of brains as though they manufacture thoughts the way factories manufacture cars. The difference is that brains use processes that change themselves–and this means we cannot separate such processes from the products they produce. In particular, brains make memories, which change the way we’ll subsequently think. The principal activities of brains are making changes in themselves.
I am going to close today’s post on how neuroscience can create the very needed experiences using digital technologies to alter how most students brains will be wired. Many such changes have already taken place and such neural transformations go to the very essence of what learning standards tied to data standards seek to alter.
Such neural transformations that go to the dialectical nature of brain activity in conjunction with its environment, whether natural or artificial, are the essence of what stakeholders all over the world mean when they proclaim the upcoming Sustainable Future. It is why “it will be necessary to use performance-based assessments as manifested in behavior” that cross-check what students do in ‘novel situations’ instead of what they know from the past or how the world works in external reality now.
As usual, I am glad we know what is planned for us and our children, even if it is not particularly pleasant. If experience alters neural wiring in meaningful ways, knowledge of these plans helps us retain the ability to still act as ‘genetic engineers’.