approach: visceral and inspiring learning experiences / by roel krabbendam

approach: visceral and inspiring learning experiences

As we spent more and more time analyzing school projects and working with educators, we recognized that the conversation was mired in what was rather than what could be.  Student population projections, state authorized reimbursable venues, and traditional teaching methodologies all froze the exploration before it could produce anything but what we've always built and always seen.

There is no doubt that the neutral 800 or 900sf classroom, the gym/cafeteria/auditorium/library array, the playground layout, the sports venues and the "office": administrative spaces, nurses space and storage, all have served us moderately well, some of it even remembered fondly by the alumni of the system.  We think, however, that the status quo is more of a budgeting and planning convenience than an inspiration to the parents, students and teachers.  In a world where creativity is recognized as a significant indicator of future success, and where a rich landscape of different learning modalities and intelligences are at work, the notion of a "neutral" classroom seems like a cop-out.

Herewith, our list of learning experiences we wish were commonplace, and better served by the educational venues we build:

1. The Race

Experience 1 Racetrack.jpg

We don't mean this literally: schools already build tracks.  We are talking about a situation where students or teams of students compete against each other in pursuit of a singular goal.  That experience: of going head to head, of focusing on a singular result,, of bringing all of your creativity to bear on being faster or better, that experience is indelible.

The race in Geography could be a virtual effort to travel from one place to another using existing timetables and other web-based resources, progress tracked on a world map.  That race requires a maproom, one of a catalog of alternative learning venues we'll cover in a future post. The race in Math could be an effort by teams to solve pressing real-world problems mathematically, and the venue may require a campfire or a purely digital environment.  The bottom line: racing should be a regular thing, and not just in gym or after school.  It can be a powerful learning experience.

2. The Safari

Experience 2 Safari.jpg

Safari's require leaving behind the habitat you know very well and feel completely comfortable in to enter into a rich, alien environment filled with interesting and even potentially dangerous objects or animals of study.  Safaris bring you in direct contact with the natural world.  Schools already offer "field trips", an excellent example of a Safari.  We prefer to think of Safari's however, as something that can occur regularly and frequently, without leaving the school grounds.  Our design for the Tucson Waldorf School, for example, included a distant classroom and extensive garden venues that afforded the opportunity for classes to move out of their classrooms, no busses or parental permission slips required.

3. The Meditation

The meditation demands silence and attention, two commodities in short supply in our students' hectic lives and therefore all the more valuable.  In a world where attention spans are demonstrably decreasing, the importance of exercising our ability to concentrate for extended periods seems obvious.  Schools should be demanding it of their students, and supporting them with the appropriate venues.

To students, perhaps most of them, meditation might be torture.  No electronic tethers, no friendly banter, only themselves and perhaps a koan, or perhaps an "altar" or focal point. 

4. The Duel

Experience 4 Duel alternate 2.jpg

The duel has some qualities of the Race, the winning and losing for example, but it is much more personal, and highly visceral.  The duel could be a gymnasium filled with chess boards, or a series of one on one debates, or a contest in any field whatsoever.  A duel can be a singular event, or many duels in parallel.  The key to a duel is that the participants are on display: the duel is a very public event typically reserved for the middle of town.  Duels require spectators.

5. The Bullfight

Experience 5 Bullfight 2.jpg

The bullfight pits a student or team not against another student or team, but against an implacable inhuman force or problem.  The bull can be an obstacle course, a minefield, a computer game, a math problem, a difficult situation (accomplish the following 10 tasks in this room of non-English speakers), or any number of possible challenges.  Again, spectators create the experience, even when it is simply your classmates.  This kind of learning experience is, of course, not uncommon even in a neutral classroom environment.  We believe, however, that the venue makes the experience.  It was in thinking about bullfights that we began to imagine a campus of unique venues among which classes rotate.  

Today we are in the bullring: we will learn French in a manner commensurate with the room.

In this manner, teachers are motivated and empowered to teach to a multiplicity of intelligences, a lecture rarely welcome in a bullring that could instead invite a spectacle.

6. The Swim

Experience 6 Swim 1.jpg

The swim is complete immersion in an alien environment, forcing the student to figure out survival strategies without the usual support structures to enable disengagement. The swim is entering a room where no one speaks English.  The swim is being presented a board full of alien inscription, math for example, and being required to interpret or explain.  The swim is a garden in which students are told to find and identify and solve for pathogens.  The swim is a historical exercise in which students are required to immerse themselves in an alien culture in order to understand and explain a certain mindset in a visceral way, 1936 Germany for example, or 2014 Washington DC.  The swim invites a moment of sheer, visceral panic, in which the enormity of the distance to land is fully understood and acknowledged.  The power is in overcoming that moment to plot a survival strategy.

7. The Climb

Experience 7 Climb 2.jpg

The climb is a challenging path to a singular, well-understood and immensely rewarding goal.  It can be an individual or team effort.  The difference between a climb and a term paper is the acknowledged awesomeness of the ultimate achievement, the reward sufficient to motivate students to unparalleled effort.  Some examples of climbs include: pursuing scientific problems no one has solved ever...in the world, solving a cool engineering problem and seeing it implemented, building apps, pursuing a patent, implementing a new program in school, running for office...class treasurer even...building robots...

Climbs demand individual excellence, but it can also build teams.  Climbers are often roped together, and climbers often rely on guides and belayers.  Climbers help each other.  Climbing is an incredibly visceral experience, an unforgettable experience, and a powerful model for learning lessons students will never forget.

8. The Apprenticeship

Experience 8 Apprenticeship 2.jpg

For students to experience adults pursuing excellence: that's an unforgettable and eye-opening event.  We are not particularly concerned about the one-on-one relationship, though this is undeniably powerful. We are more interested in the visceral nature of the relationship, the experience of working with an adult, and the rich possibility of learning by doing.

9. Storytelling

Experience 9 Storytelling 2.jpg

Stories are essential to teaching and learning.  By providing narrative and context and engaging protagonists, stories escape the trap of rote learning.  Even memorization experts agree: the key to memorizing long lists lies in tying each element on the list to a cohesive narrative.  We might examine therefore how we can bolster the impact of stories by building contexts as powerful as a campfire on a beach.

We believe schools should be built to support and encourage these powerful learning experiences.  Neutral classrooms add little, and too often drain completely the emotion out of learning experiences.  We can do better.