Sports Learning 6 Word Tip

如今体育已经成为中考的必考科目,并且占比和语数英一样,都是100分。似乎应试是个无所不能的魔棒,把体育划入中考科目就能解决问题。因为现在的孩子们在应试教育里疲于奔命,都没有时间锻炼身体了,所以把体育也拉入应试里面去,这个办法似乎很聪明。

记得米卢做中国足球国家队主教练的时候,给中国足球开的药方就是“快乐”,要享受足球的快乐,要玩起来。否则每次大赛都被心理压力压得动作变形。

我下面结合足球讲一下运动项目的学习。其实各种运动项目的学习都是差不多的。

考试这东西,很多家长觉得不敢不把它当回事,但我觉得也别太把它当回事。你只要以提高自己的真实能力为基础,考试成绩也不会差的。过于单纯的追求考试成绩,不光很难取得理想的成绩,快乐和身体也没有了。

下面给大家总结了一个简单的五字口诀:“玩,悟,析,练,赛”

首先是玩起来。哪怕是刚开始踢球,会不会没关系。无所谓会不会。就是上去踢上一脚,享受这个快乐。你一定要享受足球。中国人的文化,太习惯了吃苦耐劳,在“享受快乐”这方面是比较差的。米卢给中国足球开的药方,不啻为给中国文化开的药方。

记得我在小区的草坪上练练颠球的时候有时会有小区里的小孩想跟我一起踢,但我发现上了10岁的小孩比较普遍的已经丧失了探索的快乐,他们很希望我告诉他们应该怎样传球,怎样的动作才是正确的,要我告诉他们脚应该怎么放,然后很努力要做“正确”,程式化非常明显。说真的,他们要求我这样教他们的时候,我感到无比的悲伤。

玩,就是先不要思考,只要有思考就会有偏差。放下所有的“想”,把念头空掉,直接去玩就好,让身体自己去感应,感应快乐。什么都不要想,玩吧!

有了丰富的玩的体验,下一步就是“悟”。不需要刻意,就是自然的根据自己的体验去“悟”就行了。只要你不是过于偏执于某件事上,“悟“是每个人自然的能力。

所以,就是在丰富的玩的体验上,简单的”悟“一下就好。怎么做能做得更好?如果你已经不思不想的玩了,还没有什么所悟的话,那你一定是过于偏执于什么了。

也有人喜欢把悟叫做不思考的思考。这么叫都没有关系。你需要明白这是直接的空间的感知。

“析”是分析。有时候,不光是悟,我们还需要动起脑子,做个分析推理。具体的分析一下原因,找解决的办法。


图:小马拉多纳颠球

比如上图中小马拉多纳这样不停的单脚颠球,如果要长时间的这样颠球,其实很关键的是另一只脚保持平衡的能力。如果另一只脚占不稳,很难长时间这样单脚颠球。

或者以前你习惯右脚踢球的,现在想训练左脚,发现左脚跟不会踢球的人一样很笨拙。这时你可以比较左右脚的不同。也许左脚缺乏力量,需要专门的做个力量的训练。或者是发现左脚不能像右脚一样很好的控制小肌肉。

有时候推理分析是需要的。但一般人的问题是过多的进行推理分析,而忽略了其他方面,比如“玩”和“悟”。实际上,“玩”和“悟”是本体,“析”只是在它们基础上的补充而已。大多数人的学习是本末倒置了。

有了上面的步骤,下面就是决定如何训练自己。

首先是根据“玩”和“悟”,找到这个运动的核心本质。足球的核心就是球感,两脚如何更好的控球。我喜欢的运动比较多,很多种运动下来,我可以总结出来,所有的运动都是训练相关的小肌肉与小脑之间的控制与协调。这是我尝试很多种运动后得出的结论。这样,每次开始尝试一个新的运动时,我能依此快速的找到这个运动的要旨。但是,即使你不是已经有这样的丰富的运动经验,如果你掌握了“玩”和“悟”,你也是可以快速的找到该运动的要旨的。

找到要旨后,比如既然足球的要旨是两脚的控球,那么颠球就是最好的训练方法。

之后,也许你又可以悟到足球是空间的艺术,并且必须在非常快的时间里完成对场上瞬息万变的状况的判断和动作的完成,那么空间感非常重要。

所以,可以尝试和不同类型的人踢球,踢不同空间密度的比赛,体验场上人少人多时的不同。这样去锻炼自己对空间的感觉。

看李小龙怎么练习武术的,他也是通过悟,然后针对武术的本质,自己创造了很多独特的训练方法。李小龙对武术的本质是把握的非常好的。比如他说我们都两手两脚的动物,所以我们的功夫只能是两手两脚的搏击。

在比赛中,大家都希望比对方做得更好。比如踢球,你快别人也想快。这样的竞技其实是可以创造无比的快乐的,也是最好的“练”和“玩”,不需要以过于功利的眼光去看待比赛。

以上大致是一个循环。在这样一个循环后,再次回到“玩”上面,回到这个初心,在更高的层面进一步享受玩的快乐。这点很重要,因为“赛”和“析”等很可能让你忘记了“玩”。不断的重复这个过程,就是很自然快速的学习方法。

学任何体育项目,都离不开“玩,悟,析,练,赛”这五个字

其实,还有第六个很重要的字“看”,就是多看,不光是看书,要看各种东西。尤其是要达到很高境界的,离不开多看。李小龙学功夫,就自己看了很多门派的功夫,还看了不少的书籍,包括哲学方面的书。马拉多纳也看自己的偶像们踢球,从中吸收营养。

“看”在互联网时代则更加重要,更加丰富。比如学习游泳,可以看看奥运冠军们游泳的样子。学习编程,也需要在互联网上海看,或者去书店海看。大家要深深的喜爱自己做的事情,由这个兴趣去驱动自己找各种东西来看,丰富自己的见识。

能把“看”和上面的五字诀很好的结合的人,学习任何东西都可以达到很深的境地。

“玩,悟,析,练,赛,看”这六字诀,如果你有足够的自学的经验,你就知道,这是适用于所有领域的学习的。 有的人自出生以来的思维习惯可能会擅长某几个方面而有其他方面的短板,好的教练就懂得如何因材施教去指点不同的人。

所以,体育其实可以让人学到很多东西,甚至超越自我

这六字里面,传统教育强调的都是在“析”的方面,过于强调“析”,这其实是工业化大生产带来的影响。一方面当时自然科学的诸多重大突破,把自然科学在人们心中的地位推到了至高的位置。另一方面,机械化大生产对人类社会心理产生巨大影响,逐渐日趋变得机械化。最重要的,则是现代教育为了服务机械化大生产,为了给机械化大生产培养大量的愿意在流水线上长时间做着单调机械的工作的工人,通过系统的设计,有意无意的用所谓的艰深的逻辑推理把大多数人淘汰掉(变成流水线工人)。

那么,在今天的更追求创造的知识经济时代,我们需要重新恢复这六字中的其他几个字,尤其是玩,悟,看这几个字。这三个字,其实都是空间的交互与感知,是学习的基础。“析”仅仅是辅助,并且“析”本身,也是建立在空间感知基础上的。

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Software, Life, and Education

我们说软件的数字化,其实就是在数字化生命,是一个不断识别生命创造生命的过程。所有的我们能够识别的东西都可以数字化。所有的我们能够识别的东西都是生命

软件就是生命,软件不断的创造生命。不光最终的软件或者产品是生命,软件开发中的建模本身就是识别生命创造生命的过程,建好的抽象模型就是数字化的生命,这个生命是动态的,还会继续的变化,根据实践中获得的反馈不断的改进,甚至演化出更多的层次。

所以软件编程可以说是一个识别我们物理世界或人类社会中的生命并将这些生命数字化的过程。软件就是数字化的生命。 那么什么是人工智能呢?人工智能是能够识别生命创造生命的数字化生命。这就是我认为人工智能应该有的定义。如今的人工智能还只是计算,谈不上对生命的识别。所以,人工智能的发展,首先应该是对生命或者说对生命中心的识别。有了这个最基础的能力,其他复杂的能力如解决问题能力,思辨能力,复杂系统诊断能力,学习能力,甚至创造能力都能发展出来。

我常说人生/每天只有三件事可做:玩,学习,创造!这就是生命的过程。可以说生命只做这三件事情。 正是因为软件编程就是这样的一个生命过程,我们可以看到编程其实就是一个玩,学习和创造的过程。编程中的抽象建模,就是要找到一个领域里的基本的积木或者说组件,让人们可以去搭建出来各种复杂的建筑或者其他的复杂生命体,如各种网页或者各种电商平台等等。找到基本的单元(学习),让人们可以玩起来(玩),用来搭建各种复杂的东西(创造),这个过程就正是学习,玩,和创造的过程。

真正的玩,一定是同时包含学习和创造的我们小时候不管玩什么总是期待能学到新的东西,如果学不到了,我们就会换一个东西玩。我们在玩的过程中也总是在尝试去创造,能够让我们大量创造的东西我们会觉得太神奇太好玩了。编程正是这样一个不断的学习新东西,去创造好玩的大家都可以用来创造的东西。并且这是一个实践,交互,获得反馈,不断改进的循环迭代的过程。这就是生命的过程,和我们每一个人的成长是一样的,必然包含了玩,学习和创造!

所以,编程教育从来就不应该是只教编程的教育。程序员都需要大量的学习,学习许多不同的领域。并且编程里的学习,必须是非常高效的学习。编程教育就是要教大家如何学习,实际上是引导大家回归小时候每个人或者说每个生命都有的学习能力,也就是在玩中自然学习的能力,并通过编程对这样的学习形成抽象的系统的认识且能有意识的高效的运用。所以编程教育是重建人类教育的教育,编程教育必然是生命教育。下面这段我们还会继续阐述这点。

编程教育也是重建艺术与科技的桥梁的教育,因为软件编程就是艺术与科技的桥梁,是人文学科与自然学科的桥梁,是人类世界与物理世界的桥梁由机械化生产和机器大生产催化的现代化进程,也是人类逐渐变得机械化和机器化的进程,为机器化大生产服务的教育尤其如此。 当你只需要在某个行业做操作性的工作时,你是不需要学习的,你只需要存储一些记忆,比机器高级一些,能够记住该行业很多的术语和操作步骤,成为高级的机器就可以了。我不是只指工厂里的工作,那个时代大部分的工作都是如此。但是软件编程这样的需要对人类生活和物理世界的方方面面进行数字化的工作,需要不断的进行新的领域的学习或者做更底层的抽象的理解,是需要很强的学习能力的。由软件催生出来的人类的数字化时代,创新成为重要的生产力来源,所以学习重新成为人类社会的重要需求
被现代化教育人为割裂以方便人们记忆的分门别类的学科重新需要互联互通。艺术与科技也绝不是鸿沟,更不应该让科技发展压制艺术与人文的发展,那是非常危险的进程。通过生命空间的感知,我们让科技成为艺术和人文的一部分,已经停滞多年没有重大突破的科学也会重新迎来发展的春天。

人类逐渐机械化机器化,不光是我们的教育深受影响,我们的科研也深受其害。这一方面是因为现代化进程中形成的现代教育扼杀人的学习能力和创造能力(用剥夺玩的方式,以所谓的“学习”的名义。名为学习,实为培训,培训高级机器人。),连爱因斯坦也说很庆幸自己没有被现代教育给扼杀掉。当然,爱因斯坦受教育时还在现代教育形成之初。到了今天已经相当成形的现代教育可能已经把所有的爱因斯坦扼杀光了。另一方面是因为催生现代化的人类近代自然科学,在当时可谓是光芒四射,取得了巨大的突破。人文科学开始普遍的采用自然科学的研究方法,尤其是非常生硬的要把所谓的人的主观完全排除出去,这样其实也就把人类的感知也排除掉了。提出生命中心的克里斯多夫亚历山大指出笛卡尔的主客观分离是现代科学发展的基础,也造成了现代科学的缺陷。他提出生命中心,正是要重建主客观的正确关系,在新的科学里将它们重新统一起来。作为建筑师的亚历山大对软件编程的发展影响极大,他对软件业的期待也非常大,认为程序员是真正能够实现他的思想的人。其实现代科学的发端,来自于文艺复兴里对艺术和人文的全面的追求和探索,科学作为这个探索的有机组成也蓬勃发展起来。但人类的进程,资本逐利的力量,在现代化进程中,让艺术人文与科技逐渐割裂开来,对生命的感知被广泛的忽视,在各个不同的领域,我们都可以看到生命的感知是如何被忽略的。比如大家普遍的把数学,物理,甚至编程这样的学科认为是需要很强“逻辑思维能力”的学科,所以很多人会很快的认为自己不擅长这些学科是因为自己的“逻辑思维”不强,自己更擅长艺术方面的学习。我最近看一本满是逻辑思维题的书,翻下来发现所有的题其实都是建立在空间感知基础上的,空间感知解决了80%甚至90%以上程度,然后最后一点就是他们说的所谓的那种线性的“逻辑思维”。这本书讲解的解题答案基本上是最后那百分之十几的逻辑部分,搞得好像这个思维很难,但是如果被忽略的空间感知和思维被采用,所有的题目都很容易。这种艺术与科技的分裂,正是现代科学的发展逐渐变得停滞多年缺少重大突破的一个重要原因。改变这个状况,就需要重新把对生命的感知带回来,重新建立艺术与科技之间的桥梁。软件作为数字化的生命,作为关于生命中心的科学,正是被亚历山大赋予厚望的原因。科学的进一步的飞跃,必须回到文艺复兴时期那样的艺术与科学的充分融合,我们需要我们这个时代的诸多的达芬奇。

当然,诞生于机器化大生产时代的计算机科学自身也深受其害。发明最短路径算法的Dijkstra说:太糟糕了,我们取了个这么糟糕的名字,计算机科学,就好像把脑科学叫做刀子的科学一样。所以今天的大学的计算机科学专业培养出来的大量的是不合格的程序员。在软件日益进入我们生活的方方面面的今天,对优秀的程序员的需求是个巨大的缺口。大学计算机专业培养的学生大多只能像普通工人一样完成些比较小的既定的任务,探索能力,设计能力,创造能力都很差。大量的行业需要的产品设计,项目管理人员竟然不是计算机科学专业毕业的,几乎没有写过一点代码,遑论对软件有好的理解。现代化教育的学科割裂在软件行业也制造了无数的灾难。

所以,编程教育首先要改变的是自己。而改变的路,就是向更广大的普通人群普及编程的教育。编程教育本身应该是素质教育,在向普罗大众科普编程的过程中,我们才能改变它被命名为计算机科学以后带来的种种错误的公众形象,找到它真正的实质。首先,编程的学习可以很简单。
只要让人们能够玩起来。现在的编程学习是人为的被弄的太难了。其次,每个人都需要学习编程,但不是每个人都需要成为职业的程序员,每天大量的写代码。软件行业有大量的职位,产品,设计,管理,学点编程都能帮助你1000倍的更好的做这些事情。

我们前面说软件就是生命,催生了以大量创造生命为特征的人类数字化时代,从而带来了改变现代教育的社会基础时代基础,现代化进程中形成的教室教材教师三位一体的现代教育到了不得不改变的时候。本身需要大量学习的编程,通过编程教育,也将开启重建人类教育的进程。从改变编程教育开始,人类百年来的自主教育积累下来的丰富经验,将会被数字化,形成更为本质和系统的理解,这些软件会成为未来教育的基础设施。这些才是我们需要的教育软件!在编程教育中,人们将接触到学习的实质,如何通过抽象建模去学习,并将学习获得的理解变成可以用于搭建的好玩的抽象模型,甚至编程本身就是学习本身,通过编程去学习各个领域的知识,学科的隔阂都会被打破。

对生命大量数字化的编程,也让我们对生命有了更本质的理解。这些理解,会帮助我们做好编程教育,在理论上和软件基础上,成为未来教育的基石,帮助教育回归生命本身!

对生命大量数字化的编程,逐渐让人类走进以丰富生命为目标的时代。现在我们还只是在数字化普通的生命,还未能数字化出来能够识别生命的生命能够创造生命的生命,那将真正开启人类的人工智能时代。今天我们做的编程教育,就是在为之做的大量的准备工作。让教育回归生命,构建关于生命的理论体系,都是基础的准备工作。当人工智能能够识别生命创造生命时,人类创造生命的进程会大大加速,我们可以去探索宇宙的一切奥妙。作为逆熵而生的生命,从一开始我们就开始了对抗宇宙熵增的进程。这场抗争,发展到高级生命的人类的今天,似乎仍然是无可避免的走向失败的宿命,宇宙最终还是会毁灭的。除非我们创造生命的能力,已经可以创造宇宙!谁说那又是不可能的呢?也许生命能够逃避最终归于混沌的宿命,成功的完成对抗宇宙的使命!

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Best Software Learning Platform

本文目前只有中文版。

在安格指导学生学习编程。学习编程的人不多。虽然表示对编程学习有兴趣的人比较多,但大多数人似乎都因为传统的对编程的刻板印象,以为学编程就是跟机器打交道,而大多数人是畏惧机器的,所以并没有进入真的编程学习阶段。

我一直认为每个人都应该学习编程,希望能够普及编程教育。编程其实不难,但是现在大家学编程,从一开始就给学生灌输很多和机器相关的概念,而大多数人对机器并不感兴趣,所以变成只有对机器感兴趣的人才会去学。另外,传统的观念,主要的强调编程里的算法或者所谓的逻辑推理,也把大多数人拒之门外。

发明最短路径算法的Dijkstra说:太糟糕了,我们给这门科学取了个这样的名字:“计算机科学”,这就好像把脑科学叫做“手术刀的科学”一样本末倒置。我们今天终于可以看到这个危害的结果。


图:发明最短路径算法的Dijkstra

真正学过理工科的同学都知道,计算机科学/软件编程绝不是门单纯的理工科。在我看来,它是人文学科和自然学科之间的桥梁,是人类世界与物理世界之间的桥梁。这是软件编程真正吸引人的所在。互联网之父Bill Joy就深情的描述过他第一次接触编程时那种看着思想转化成可以在机器上运行的代码并显示出结果的美妙感觉,这也正是他对软件编程一见钟情的原因。Python之父Guido则主张,软件编程是人类继写作(即书面表达)后发明的更深刻和优越的思想表达工具,是新形式的知识载体,每一个人都应该学会编程,编程会成为未来评估文盲的标准。


图:互联网之父Bill Joy

那么普通人如何学习编程呢?我觉得最好一开始的编程不要和机器相关。我们需要找到一个大多数人可以玩起来的“玩地”,而大多数人对机器是不感兴趣的。

那么大多数成人都感兴趣的是什么?在每个国家,社交网都是大众最普遍使用的软件,比如微信,微博,facebook, twitter。所以我觉得成年人学习编程的玩地应该是管理他们的社交人际关系,资讯和知识的获取。另外要让他们脱离机器来学习编程,那么就应该让他们在网页上进行编程,比如有网页版的在线编辑器,可以写一些简单的代码,初步体验编程。

比如,我可以在朋友圈或者微信群里发小的编程示例,大家在上面直接就可以开始尝试些编程。这是大家比较熟悉和方便的方式。

大家可以在网页上编程来管理自己的人际关系和获取的信息,可以把搭建好的程序分享出来给大家。平台会提供基础的编程指令,用以对人际关系或者资讯做基本的操作。大家可以用这些指令来编程。普通人都可以很方便的尝试编程,有很强兴趣和天分的可以搭出自己的微信或者facebook出来。比较困难的网络连接和高并发,平台或者编程语言本身会自带相当程度的解决方案,网络编程和高并发不会成为普通人搭建大规模应用的瓶颈。

其实web2.0时代也有些类似的让普通人可以“编程”的平台,如yahoo的pipe。 让大多数人能够编程从而更好的享受互联网带来的种种便利,也是大家当时共同的认识。但是当时很多的做法,只是让普通人对数据的简单操作,并且排斥了编程语言,不敢让大众学习编程语言。不使用编程语言的话,能做的事情很少,也很不方便。那个时代(大概05,06年),学习编程语言可能还是大众比较难接受的事情。但今天,大众心理上已经强烈的感受到学习编程的需求,只是大多数编程学习要求他们去学习大量的机器,并且一开始就要学机器,所以很多人虽然想学,但视为畏途,把很多对编程感兴趣的人挡在了门外。所以,今天,应该可以让大众们在社交和资讯获取领域找到他们可以学习编程的“玩地”。并且,使用编程语言来编程,他们是可以打造出微信,facebook这样的大的应用出来的。

这将是个非常好的互联网生态,非常丰富和健康。平台只提供编程基础设施,提供丰富的基本的组件。大家想要怎么管理自己的社交关系或资讯,都可以用自己的方式去管理。不用像今天这样,受制于微信,facebook。拥有自己的信息,拥有自己的应用!

以上讲的主要还是管理个人的人际关系和资讯,也就是人和信息。其实再深一些,就是知识,也就是对“重要体验”的管理。让大家通过编程把重要体验玩起来,去扩展,分享和交互。这就是未来真正的知识平台。

到时,大家拥有的就是一个真正可编程的世界!

每一个人都应该学习编程,但不是每一个人都要成为职业的程序员。今天软件行业里大量的软件管理人员和产品设计人员等等,都没有什么编程经验,技术人员与产品人员之间的沟通有着巨大的鸿沟,很大程度上影响着软件行业的健康发展。我们认为这是很不正常的,问题的根源就在于我们的编程教育把大多数人挡在了门外。而我们这里设想的,通过更好的面向大众的编程教育,不光可以让普通人都能够更好的获取互联网带来的力量,让互联网摆脱今天的巨头垄断的沉闷局面,也可以解决软件行业最大的问题,让软件行业走向健康发展的道路。

所以,总结一下,一个好的编程学习平台,应该是大家都很熟悉的领域,和每个人的生活相关,大家喜欢去学,愿意去学,有基本的指令和组件,可以通过编程在里面进行各种创造。最好平台或者编程语言本身已经解决了大部分的网络连接和高并发的问题,让用户可以更专注在他们熟悉的领域。

儿童最好的编程学习平台

那么,我们再来看儿童编程学习,Paracraft正是满足了这些条件。

孩子们非常热爱搭建,喜欢创造,尤其是带有美术的创作。这些就是Paracraft的3D世界给孩子们提供的“玩地”。创作出来的作品可以分享,他人可以欣赏并重复使用。

而Paracraft所基于的NPL语言,本身就是模拟人类大脑高并发工作原理的编程语言,用户不需要了解太多的网络底层和高并发细节的知识,就可以创造高并发的网络应用,这也在很大程度上让孩子们不是必须先大量了解机器才能学习编程,普通的孩子就可以创造出大规模的网络应用。

我们的期望,同上述的成人世界的编程学习一样,未来孩子们可以创造出无数的“并行世界”(ParaWorld),教育者们也可以为孩子们设计出各种富有教育意义的世界,比如学习生物,数学,物理,古诗词的3D世界等等。

同样的,Paracraft未来也会是儿童最好的社区,是儿童的可编程世界!

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Knowledge and Action as one in Software Programming

知与行的关系,大师们你来我往讨论争辩了几千年都没说清楚,成为中国哲学的一大命题,在软件编程里,却像天上的明月一样一清二楚一目了然:我们对一个领域通过观察和实践,快速的形成理解模型,并根据该模型搭出初始的原型,用这个原型去快速的实践和交互,根据获得的反馈不断的改进和丰富我们的模型。

学而不思则罔思而不学则殆,孔子老人家老学究的这句话,在编程中也是清清楚楚无需多言的。

大家现在是不是对编程的实质有一些了解了?为什么我们说编程是最好的思考最好的学习?

当年编程最吸引我的就是,文人们表达自己的思想,你说你的我说我的,文人相轻,谁也不能说服谁。用编程表达思想,代码必须能在机器上跑,必须给千万人使用,直接就是验证,直接就是行动和改变!

所以,我们有句行话:用代码说话!

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Man and Machine

本文只有中文版。

编程教育是重建艺术与科技的桥梁的教育,因为软件编程就是艺术与科技的桥梁,是人文学科与自然学科的桥梁,是人类世界与物理世界的桥梁。

由机械化生产和机器大生产催化的现代化进程,也是人类逐渐变得机械化和机器化的进程,为机器化大生产服务的教育尤其如此。

当你只需要在某个行业做操作性的工作时,你是不需要学习的,你只需要存储一些记忆,比机器高级一些,能够记住该行业很多的术语和操作步骤,成为高级的机器就可以了。

我不是只指工厂里的工作,那个时代大部分的工作都是如此。但是软件编程这样的需要对人类生活和物理世界的方方面面进行数字化的工作,需要不断的进行新的领域的学习或者做更底层的抽象的理解,是需要很强的学习能力的。

由软件催生出来的人类的数字化时代,创新成为重要的生产力来源,所以学习重新成为人类社会的重要需求。被现代化教育人为割裂以方便人们记忆的分门别类的学科重新需要互联互通。艺术与科技也绝不是鸿沟,更不应该让科技发展压制艺术与人文的发展,那是非常危险的进程。

通过生命空间的感知,我们让科技成为艺术和人文的一部分,已经停滞多年没有重大突破的科学也会重新迎来发展的春天。

人类逐渐机械化机器化,不光是我们的教育深受影响,我们的科研也深受其害。

这一方面是因为现代化进程中形成的现代教育扼杀人的学习能力和创造能力(用剥夺玩的方式,以所谓的“学习”的名义。名为学习,实为培训,培训高级机器人。),连爱因斯坦也说很庆幸自己没有被现代教育给扼杀掉。当然,爱因斯坦受教育时还在现代教育形成之初。到了今天已经相当成形的现代教育可能已经把所有的爱因斯坦扼杀光了。

另一方面是因为催生现代化的人类近代自然科学,在当时可谓是光芒四射,取得了巨大的突破。人文科学开始普遍的采用自然科学的研究方法,尤其是非常生硬的要把所谓的人的主观完全排除出去,这样其实也就把人类的感知也排除掉了。

提出生命中心的克里斯多夫亚历山大指出笛卡尔的主客观分离是现代科学发展的基础,也造成了现代科学的缺陷。他提出生命中心,正是要重建主客观的正确关系,在新的科学里将它们重新统一起来。

作为建筑师的亚历山大对软件编程的发展影响极大,他对软件业的期待也非常大,认为程序员是真正能够实现他的思想的人。

其实现代科学的发端,来自于文艺复兴里对艺术和人文的全面的追求和探索,科学作为这个探索的有机组成也蓬勃发展起来。但人类的进程,资本逐利的力量,在现代化进程中,让艺术人文与科技逐渐割裂开来,对生命的感知被广泛的忽视,在各个不同的领域,我们都可以看到生命的感知是如何被忽略的。

比如大家普遍的把数学,物理,甚至编程这样的学科认为是需要很强“逻辑思维能力”的学科,所以很多人会很快的认为自己不擅长这些学科是因为自己的“逻辑思维”不强,自己更擅长艺术方面的学习。

我最近看一本满是逻辑思维题的书,翻下来发现所有的题其实都是建立在空间感知基础上的,空间感知解决了80%甚至90%以上程度,然后最后一点就是他们说的所谓的那种线性的“逻辑思维”。这本书讲解的解题答案基本上是在讲最后那百分之十几的逻辑部分,而忽略了作为基础的空间感知的那部分,所以搞得好像这个逻辑思维很难。但是如果被忽略的空间感知和思维没有被忽略掉,书上所有的题目都很容易。所谓的逻辑思维,如果以空间感知为基础,其实是很简单的。

这种艺术与科技的分裂,正是现代科学的发展逐渐变得停滞多年缺少重大突破的一个重要原因。改变这个状况,就需要重新把对生命的感知带回来,重新建立艺术与科技之间的桥梁。软件作为数字化的生命,作为关于生命中心的科学,正是被亚历山大赋予厚望的原因。科学的进一步的飞跃,必须回到文艺复兴时期那样的艺术与科学的充分融合,我们需要我们这个时代的诸多的达芬奇。

当然,诞生于机器化大生产时代的计算机科学自身也深受其害。发明最短路径算法的Dijkstra说:太糟糕了,我们取了个这么糟糕的名字,“计算机科学”,这就好像把脑科学叫做“手术刀的科学”一样。


图:发明最短路径算法的Dijkstra

所以今天的大学的计算机科学专业培养出来的大量的是不合格的程序员。在软件日益进入我们生活的方方面面的今天,对优秀的程序员的需求是个巨大的缺口。大学计算机专业培养的学生大多只能像普通工人一样完成些比较小的既定的任务,探索能力,设计能力,创造能力都很差。行业需要的大量产品设计,项目管理人员竟然不是计算机科学专业毕业的,几乎没有写过一点代码,遑论对软件有好的理解。现代化教育的学科割裂在软件行业也制造了无数的灾难。

艺术与科技的分裂,也严重局限了我们的人工智能研究。今天的人工智能研究,绝大多数都停留在统计算法层面,远远谈不上智能。除了极少数的人,今天的人类世界太缺少能够在整体层面思考人工智能的人。我们百年来的现代教育给我们的今天带来了巨大的困境。

人工智能可以是人类掌握核力量后又一个可以摧毁我们星球文明的技术。三体里的设想,警告不要让外星文明知道我们地球文明,因为外星文明很可能比我们的技术要高出很多,可以轻易的消灭我们,就好像我们踩死一只蚂蚁一样。

我觉得这个设想是有问题的,因为如果外星文明真的拥有比我们发达许多的跨世代的技术时,这样的外星文明一定是已经解决了内心困境的文明,否则早就把自己玩死了。我们的地球文明如果没有解决自己心内的问题,仍然在人文艺术与科技割裂的道路上一路狂奔,我们还能延续多久,是个巨大的问号。虽然人类的进化优势依靠的是大脑的智能,但是如果智能没能发展成智慧,人类主宰地球的时间长度可能还不如四肢发达的爬行动物恐龙。

所以,在软件日益普及,人工智能成为风口,人工智能教育也成为编程教育的风口的今天,我们需要思考,我们要的到底是什么样的人工智能?是让人类社会进一步机器化机械化的人工智能?还是把人类真正解放出来,让人类能够充分追求自身的生命自由实现生命价值的人工智能?我们的生命自由,生命价值到底是什么?

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How Space Generates Intelligence

我们说空间感知能力是一切智能的基础。今天我们简明扼要的来谈谈这句话的意思。限于篇幅,本文旨在给出一个大概的框架,跳跃性可能会比较强。为了保持文章的易读性,内容会做大的简化,也不对相关的文献做引用。

对生命中心的感知和识别

从简单的有机生物诞生以来,生物一直遵循着自然选择的淘汰和演化。趋利避害是生物物种得以生存的基本机制。趋利包括了进食和求偶繁殖,避害则是躲避天敌或者自然灾害。趋利,需要能够识别自己能够吸收的食物,可以交配的配偶(暂不考虑单性繁殖),避害则需要能够识别自己的天敌。

不管这种识别,是在哪个层次上的识别,简单的趋光或避光原则,简单的化学反应,神经反射还是复杂的大脑新皮层上的模式识别,都是对自己周围空间的识别,我们可以把这些空间里的食物,配偶和天敌都称作“生命中心”,都是与我们生命的生存相关的空间体。

说起来,生物体不过是有机大分子组成的一种复杂空间,比如最早的细胞的产生不过是一层油膜把一些遗传物质包在了里面。但是这种空间已经具备了识别其他空间的能力。这就是智能的开始。当然,趋利避害还只是简单的智能。

生物学家猜测,当简单的生命体发展出一些能够感光的细胞后,开始获得一些进化上的优势。比如可能可以游向有阳光的地方,那里可能营养物更丰富,或者发现有一大块阴影逼近的时候,可以及时的逃离。这些感光细胞一开始只能感受到一些光的明暗。但随着生物的演化,逐渐发展成了眼睛,有了更强的识别能力。

图:皮卡虫躲避奇虾(源自NHK纪录片)

但不同动物的眼睛仍然有很大的不同。比如哺乳动物里猎食动物的眼睛有很好的景深,可以准确的判断猎物与自己的距离。而食草动物的眼睛则缺乏很好的景深,但视角很大观察范围很大,可以帮助它们更早的发现天敌。兔子匆忙逃跑的时候很容易撞到树上,就是因为眼睛缺乏很好的景深。

这些哺乳动物,比如梅花鹿,就可以识别出来自己的母亲,也能够识别出危险的天敌如狮子豹子狼等。

而狼群豹群的围猎,更需要复杂多层次的空间感知能力,比如同伴的位置,攻击的策略等等。

今天的人类科学还没有研究的很清楚动物的意识到底是怎么回事,但应该不是以前大家认为的简单的条件反射。很明显,动物应该有识别“生命中心”的能力。虽然不像人类拥有语言,很多动物是可以通过一些特别的声音来做简单的沟通的,比如小丑鱼能发出某种特定的声音来给其他家庭成员预警。人类因为拥有了语言,可以帮助识别更丰富的生命中心,包括更为抽象的生命中心。因为语言,才形成了人类特有的“知识”。这种知识,很可能就是在人类大脑新皮层上的某种结构。

语言有助于记忆尤其是长期记忆的形成。当然,我们的视觉和听觉也会帮助我们生成记忆。我们看到熟悉的场景或者听到熟悉的音乐就会想起过去的某个片段。语言,则可以通过一定的逻辑关系将各个概念(生命中心)组成某种空间的结构,并且我们不断的通过思考和学习来优化这些结构。这些结构有不断抽象的层次,帮助我们把识别出来的各种生命中心组织起来,形成我们行动判断的依据。这种大脑新皮层上依据语言概念形成的空间结构,恐怕就是知识。

知识是由各种概念组成的,这个观点大家都很熟悉。说知识的综合与拆解非常重要,是一种基本的能力,这个大家可能也听说过。

但是我这里要说,知识的基本单元是重要体验,重要体验是知识的最基本的生命中心,知识是建立在重要体验基础上的抽象模型。另外,我还要说,人的智能是建立在知识基础上的,而所谓的综合能力,拆解能力,独立思考能力,解决问题能力等等都是建立在对生命中心的感知基础上的。我们可以不用提独立思考能力,解决问题能力等等各种概念,我们只需要知道生命中心的感知能力,以及在这个感知基础上的综合与拆解能力即可。其实,综合与拆解能力的基础也是对各个层级的生命中心的识别能力。所以,人类智能的基础,就是对各个层级的生命中心的识别。

如果我们能够清晰的认识到,知识的基本单元是重要体验,智能的基础就是对组成知识的各层生命中心的识别,那我们就能充分发挥知识的力量。现在大众对知识的概念,还停留在把知识当作书本或者文章式的理解。如果能够认识到知识是大脑新皮层上的基于重要体验的某种结构的话,我们可以把知识的力量发挥到所有需要的场景里去。

这里说的重要体验,就是对生命中心的体验。当我们能够识别我们的亲人或配偶时,这就是一种重要体验。所以,重要体验就是对生命中心的识别。比如,我们对社会的了解,很多东西是你用眼睛“看”不见的,但是你可以通过体验去“看”。这就是重要体验的意思。

大脑新皮层在哺乳类动物中开始出现,灵长类拥有比较厚的大脑新皮层,而人类的大脑新皮层则更是厚了很多。这个“多余”的大脑新皮层,我们认为就是用来储存知识的。因为人类这厚厚的大脑新皮层,人类拥有了更强的识别生命中心的能力。

哺乳类尤其是灵长类和人类的进化优势,靠的就是大脑智能的发展优势。人无利齿,没有强健的肌肉和极度的速度,就是狮子老虎的利齿肌肉与速度也无法和爬行动物的恐龙相比。人类的眼睛,嗅觉等比其他动物差的很远,更没有鸟类感知地球磁场的能力和鲨鱼感知极弱电流的能力。但人类的大脑,是独一无二的,这让人拥有了更强的识别生命中心的能力。

看见

释迦摩尼曾问他的学生,在一个漆黑的伸手不见五指的屋子里,你是见还是不见?或者说,如果你眼睛瞎了,你还能看见吗?

在动物发展出能够感光的细胞也就是眼睛的前生的时候,可能已经先发展出了嗅觉或者触觉的感知能力。所以,虽然还不能“看见”,但是它们已经可以识别自己周边的生命中心,已经可以趋利避害。

眼睛不过是可以对我们所处物理空间里的光波产生反应。嗅觉不过是对气体中的分子的形状能够产生反应。触觉不过是对压强的反应。听觉不过是对空气中粒子震动的反应。细胞不过是一层油膜里面包了点遗传物质,从而有了单细胞生物。但当这种简单的生物可以感知周边的生命中心时,就有了最初的智能。

所以,即使没有眼睛,我们也能够“看见”。重要的不是眼睛,而是视神经后面连接着大脑区域的“看见”。脑科学发现,其他的感觉包括嗅觉和触觉听觉等等,这些神经最终都会连接到视神经后面的这块脑区域,对应的都是对空间的感知。当你闻到或是听到什么时,你的大脑也会产生图像。所以,所谓的“看见”,不过是大脑识别出了生命中心而已。这个被看见的东西,不一定需要发光,甚至可以只是一个抽象的东西。


图:视觉皮层位于后脑勺


图:视觉皮层

比如历史,你能看见历史吗?没人能用眼睛看见过去的历史,但历史对我们是存在的,因为我们能够感知到。比如社会,社会里很多事情我们都是看不见的,那我们又是如何了解社会的?

所以,因为人类大脑的发展,人类拥有了更强的识别生命中心的能力,尤其是对历史,社会,情感等等这样的“看不见”的抽象的生命中心的识别。

这也是上面我为什么用“重要体验”这个词的原因,因为生命中心不是都用眼睛来看见的,甚至不局限于我们的五个感官。我们应该用生命去体验,去感知其他的生命中心。这个“体验”,体验的是生命。

人类拥有这么强的感知生命中心的能力,可以去感知看不见摸不着的东西,并且在大脑新皮层里形成代表知识结构的抽象模型,这就是人类的“看见”。这种“看见”的能力就比动物们强多了,虽然我们没有鹰的眼睛,鲨鱼的鼻子。

这种“看见”,往往是有一个过程的,这个过程就是学习。学习,就是对各个层级的生命中心进行识别的能力,包括对一个大的生命中心感知可能组成其的几个小的生命中心,分别去感知这几个小的生命中心,再综合成大的生命中心。这就是最基本的学习能力。

学习让我们逐渐能够看得更加清晰,大脑上拥有更好的结构。当我们有更好的知识结构时,我们就能更好的“看见”。

智能到智慧

动物生命的发展,其生存繁衍并由此可以代代演化以适应环境从而得以长久的生存,依赖的都是趋利避害的能力。动物生命发展出来的识别生命中心的能力,帮助它们趋利避害。

但在趋利避害之外,这些动物们竟然能发展出类似美感的东西出来。

不同的动物有它们自己的“美感”,我们知道鸟类是很有“美感”的。雄鸟为了求偶,都有一身漂亮的羽毛。并且,很多种鸟的雄鸟都会收集一些漂亮颜色的小物品,堆积在一起,用来吸引雌鸟的注意。


图:收集漂亮装饰物的园丁鸟


图:园丁鸟为求偶精心搭建的建筑

还有一种鱼,竟然能够长时间的用嘴吹海底的沙子,慢慢的吹出来一幅相当复杂的图案,在人类看来这个图案都是相当美的。
https://baike.baidu.com/tashuo/browse/content?id=70260088703b7803991d3a0d


图:小鱼在海底搭建的精美图案


图:小鱼搭建图案的过程

除了美感,拥有较大脑容量的海豚,竟然懂得玩乐,可以设计游戏,比如一群小海豚寻找海底合适的珊瑚碎片,游到水中的高处抛落,观察珊瑚碎片在水中飘落的轨迹和翻转的“舞姿”,它们似乎也有审美感,谁的珊瑚碎片坠落的舞姿最漂亮谁就赢了。https://www.sohu.com/a/204400557_651046


图:小海豚抛珊瑚碎片


图:小海豚欣赏珊瑚碎片下降的方式

人类发现,越是拥有较大脑容量的动物,如海豚,鲸鱼,大象,越是喜欢“玩耍”,会设计出各种好玩的事情,也拥有更复杂的感情和行为。

这些,都已经超出了简单的趋利避害。

我们前面说了,人类的大脑,能够“看见”的能力,是其他动物完全无法比拟的。其他动物只能是简单的趋利避害,而人类的生存,则不是简单的趋利避害足够的。人类在短短的几万年里发展出来的适应自然的能力,远远超过了自然进化的速度。

人类的看见的能力,早已经不止是看见食物,配偶和天敌。

朱熹说:“存天理,灭人欲。” 朱熹认为,宇宙的真理在万事万物之中,只要格物致知,我们就能发现真理。而人的情感是阻碍人认识“天理”的。为了追求真理,不光是欲望,人的一切情感都要被否定。

朱熹为了追求真理,已经彻底否定了趋利避害的生物性。朱熹只为“理”存在。朱熹给出的求学的方法,就是格物致知,向外界求,格尽天下的物,就能求得至上的理了,在这个过程中,不能受到我们感情的干扰。

王阳明照着朱熹的方法去追求真理,格物致知,格了许久也没有发现“理”,终在人生最低谷时意识到问题所在,于是提出“心即理”,“致良知”,宇宙的真理就在我们心中。人的情感不应该否定,发自本心的情感反而就是大家追求的“理”。所以,追求真理还是应该向心内求。


图:王阳明心学

释迦摩尼说每个人都有无穷的宝藏,那就是我们的身体。因为我们的身体里,就蕴含着宇宙的真理。我们的意识里发生的一切,同样包含着这个宇宙最深层的奥秘。而且,我们天天与我们的意识为伴,没有其他任何东西我们更了解的了。所以,王阳明说要向心内去求,才是求学的方法。

可是我们这里要更进一步,向外求,也是向内求。格物致知,了解世间万物,也是了解我们自己。如果我们能够看到我们心内是如何变化的,我们就知道宇宙万物都是这样变化的。如果我们能看到它们之间的联系,或者相似性,我们就知道,向外求,也是向内求。都是我们可以运用的求学的方法。具体现在应该向内还是向外,只看我们当前的需要。如果向内探寻了一段时间,没有太大进展了,就可以向外探寻一段时间。同样,向外探寻一段时间后,又可以向内探寻。只有如此内外一体,才能做到“知行合一”。我们所做的所有的事情,不管是经商,做管理,做学问,做教育,甚至体育运动等等,都是一回事,都是在学习同一样东西。所以,学习各个领域的知识,了解世间的道理和知识,对于追求“理”,也是非常需要的不可少的。

这里的内外一体的,就是对空间的感知,以及由此产生的智能乃至智慧。如果我们能够很好的感受生命中心,那么没有内也没有外,一切都是空间。

更高形式的生存策略,并不是来自于简单的趋利避害,而是必然涉及到对生命的深入全面的理解,即所谓的“理”。 虽然我们的身体并没有进化多少,我们的身体如其他动物一样,仍然保持着最基本的趋利避害的许多本能,比如我们的内分泌系统,但是我们对生命本质的了解,已经足以让很多人做出与简单的趋利避害相反的事情。

这些,已经不是简单的智能,而是智慧。我们到底超越了我们的动物生命本身,可以去拥有洞悉生命的智慧。

空间孕育了生命,能够感知生命中心的生命,从智能到智慧,最终洞悉生命的意义。

所以,诸位,空间是什么?

Posted in Scientific Study, selflearning | Leave a comment

Paracraft Learning Center

Chinese Version

Keywords:

Paracraft, Learning Center, Youth Programming Education, Exploratory Learning, Significant Experiences, Abstract Modeling, Complex Systems, Playground, Small Project Lists, Learning Documents, Learning Records, Learner Profiles, Learning Consulting, Self-Directed Learning, Self-Directed Education, Spatial Perception, Spatial Thinking, New Education Paradigms, Life Education, Life Discovery, Life Expression, Life Center, Future Education

Abstract

This paper introduces the educational model of Paracraft Learning Center (PLC), which is a Self-Directed Education (SDE) model based on the Sudbury model. The difference is that PLC is part-time, and is for all children and parents, even if those families haven’t heard of SDE at all. By doing so we hope all children and families have access to the Sudbury Model of SDE, and thus we can spread the Sudbury model to the whole society. It is a replicable and scalable model of SDE, is a future-oriented model of education. Its successful implementation and the large-scale replication, which can be expected in the near future, will be a key part of the future education of mankind based on the new educational paradigm.

Our pilot Paracraft Learning Center, also known as Creative Space, is available both on and off campus. The school is used for 4:30 class time, 2 hours a week. It’s Saturday and Sunday off campus, and it’s two hours at a time. There is a charge outside the school.

This paper gives a brief introduction to the learning/education model of the Paracraft Learning Center.

Paracraft, “Learn to program, learn to learn!”


Figure: Paracraft, “Learn to program, learn to learn!”

Our slogan has always been “Learn to program, learn to learn!” “Paracraft’s learning is not only about learning a wealth of knowledge, but also about learning how to learn. And what we’re talking about here is learning not in a linear way, but in an interactive way, in interaction with the living space, including the process of feeling, making choices, interacting, collecting feedback, iterating. That is to say, the process of self-learning.

Implementation and operations:

Let’s first look at how learning in a specific creative space works.

First of all, the creative space is project-oriented. Students start working on projects from the very beginning when they enter Paracraft, and they have plenty of time to work on their projects. We also have lessons, even a wide variety of lessons, but that is only a relatively small part of PLC. Our approach is not the same as many project-based learning. Simply speaking, our students are playing independently and really in the rich playground. Real play, will certainly contain a wealth of learning, as long as we build up good playgrounds.

Our resource/soil construction is an important part of this playground.

Resources and Playgrounds to build

In the construction of resources, we uphold three principles:

The first is richness. Children of all ages and backgrounds can come to Paracraft to find what they can do, or projects that suit their current level of skills, with a wealth of choices. This is the basis of SDE.

The second is openness and transparency. In this way, exploratory learning is easy to carry out.

The third is to be well structured. We have such abundant resources, if there is a good structure, students can see the approximate structure at a glance, as if we look at a complex but well-structured building. This makes it easier for students to interact with them. instead of linearly seeing from the beginning to the end. Students can interact with resources according to their own interests and levels, to achieve their current needs of growth, to achieve organic learning.


Figure: Complex buildings with good structure

When the rich resources are well presented, and we also mentioned earlier that Paracraft itself is a platform for children to play and create, these resources together with Paracraft itself then become a good playground to play with, children will be self-directed in their exploration of learning.

Let’s take a look at our current resources. Our resource and playground construction is continuous, we continue to build our resources according to the feedback obtained during the operations of PLC.

Small Projects List

The following image is a list of our small projects. A list of small projects is what students can do in their studies. When they don’t have any thoughts or ideas, take a look at this small list of projects to see which ones they can currently try. Generally, project-based learning is a relatively large project, and our students can quickly move on to a large project in Paracraft, and they spend most of their time working on that kind of project. But they usually try those small projects to during their break of working on large projects to learn knowledge and skills related to their large projects. And the children all know how to make such switches and how to manage their time very well.


Figure: Screenshot 2 of the list of small projects

In the Small Projects List, We have only made distinction of large stage difficulty levels, from beginners to advanced levels. There is no finer division, let even by age. When students browse through the list of these small projects themselves, they can sense what they are able to work on. Some of our children also specifically challenge themselves by picking really difficult projects to see if they can grow their skills faster. If they find it really hard, they’ll choose something less difficult. This process of self-directed learning is in fact part of our natural learning ability.

Learning Document

The following figure is our learning document. One of the most important things in programming learning is to learn to query documents to learn. Have a general idea of what’s in the document and know where to look when you need it. In fact, this is modeling-based learning. We’ll cover modeling-based learning in more detail later. Any study of complex systems requires modeling-based learning skills, such as document queries. So we build up rich documents to consciously develop students’ ability of learning in a complex system.


Figure: Learning Document

The first is a 26-minute instructional video. Also on the list of small projects. Students who are just starting out with Paracraft can start doing projects in Paracraft as soon as they watch this video. So the students in PLC are working on projects from the start.

Tutorial Videos

This is our tutorial video. Watching video for learning can be a problem because it is difficult to find what you have learned before. So we mark the time, such as minute and second of important learning content under the tutorial video for students to browse quickly. Because these pages are searchable, students can do a search on them as well.


Figure: Tutorial Videos


Figure: A video on the timeline that identifies the important learning content

Excellent Works, including Paracraft itself

In addition to the above resources, in fact, Paracraft itself, because of its software design adhering to the principle of openness and transparency, also become a good learning resource. This is reflected in the following areas:

First, in Paracraft, you can open a project through the id of the project, and then you can switch to edit mode and open the code editor or movie editor to see how the project is made. This makes it very easy to learn from other people’s works. In fact, many students in the creative space are learning in this way.

Secondly, we have keepwork.com, this works sharing platform, so that students can share their works and communicate.

In Paracraft, it’s easy to open up a terminal where you can see the state of real-time code execution. Paracraft and NPL are open source software. For potential students, they can gain an in-depth understanding of the source code for Paracraft and NPL and participate in the software development of Paracraft and NPL.

Therefore, in Paracraft,, we recommend the excellent works of other students. Our students often browse through all kinds of works to learn from them.

Our students explore these works and open them up for study. Even our official works, which are quite complex, they’ll open them up. These works are our very important learning resources.

Learning how to explore up to a certain level, students will explore the terminal that can see the real-time running status of the code, and into the study of the source code. Paracraft was designed to be software that open students can learn on their own. We presently are focusing on very young kids. We are building more content, building better playgrounds for them, so that all students can start the exploratory self-directed learning from the very beginning.

Learning Record

In addition to learning resources or the construction of playgrounds, another major feature of creative space is Learning Records. We do a lot of learning recording in PLC, including learner profiles, learning counseling records, and daily learning records.

Students Learner Profiles

We will build a learner profile for each student from the beginning. This document will be updated as we learn more about the student. This learner profile represents a student’s life as a unique individual. Just as expressed in Paracraft’s work “We Are All Wonders”, everyone is a unique life. The Learner Profile also represents the mentor’s continued interest in the growth of this life. A new mentor, just look at the student’ profile, should be able to have a general understanding of this life.


Figure: Student Learner Profile

Learning Consulting Records

We do Learning Consulting for our students about once a month. 5 minutes per student. Students take turns and can ask the mentor any questions about their learning. If the students have no problem, the mentor will take the initiative to ask students some questions, to understand the current situation of students, where their interests are, what kind of projects they want to do and so on. Mentor can also guide project ideas based on students’ ideas and their abilities. We have a document on how to do a learning consultation.


Figure: Creative Space Learning Consulting Record

Daily Learning Records of PLC

Then there’s the daily learning records of PLC.

We say that knowledge is an abstract model based on significant experiences. Therefore, we think that a teacher can only teach what s/he has the abstract knowledge model of, representing her/his own personal understanding, and s/he can only teach to what s/he has experienced significantly.

Our teachers, in fact, we do not have teachers, only mentors, our mentors are professionals with very rich learning experience. An important responsibility of mentors is to guide students to explore learning, to cultivate their habits of self-learning, and to create their own knowledge models.

To guide students to develop their own learning habits and abilities

Therefore, when students ask questions, we specifically ask the mentor not to directly give students answers. Specifically, we ask the mentor to follow these steps:

Mentors don’t give answers directly. Mentors should have enough knowledge of our resources and abstract knowledge models to point out the direction of exploration. For example, if our documents or tutorial videos have relevant content, let students find in it, and observe whether students can successfully find the resource and be able to understand for themselves.

If other students know, let the other students answer. Encourage students to communicate more with each other and teach and learn from each other. It’s actually something that kids are very good at, and from what we’ve seen, it works very well.

If we don’t have anything in our resources and other students don’t know as well, then our mentors need to be able to demonstrate on-site how to explore and discover knowledge. So we ask our mentors to have a wealth of learning experience and relevant important knowledge models so that they can demonstrate exploratory learning in the field.

Afterwards, the mentor shall do some analysis, if it is indeed our resource that is lacking, or the structure is not clear and difficult to find, or the content is obscure and so on, can be further improved, they shall continue to improve our resources.

Guide students to build their knowledge based on Significant Experiences and Abstract Models

In addition to guiding students to develop their own learning habits and abilities, our mentors need to guide students to build their knowledge based on significant experiences and abstract knowledge models.

Here I give two examples.

These kids love to connect with each other online and use Paracraft’s networking features to work on projects together. I feel they like networking so much, constantly trying to enter the LAN or Internet server URL. I asked them whether they know what they entered, why is it such a string of numbers? Why are a few points separated? How do I locate a computer on the network with these numbers? What is the difference between a local area network and the Internet? What’s the url you entered? What does the previous ip address have to do with this url? Then let them open the command-line terminal in windows or mac (children cheer when they see that their computer can enter the command line like Paracraft), use commands to find their computer’s LAN ip address, and then find out what the ip address of a website is. Then let them open the browser and tell them what is behind entering url in the browser address bar when visiting a website.

Because children are very interested in networking, it is a very good opportunity to guild them to explore what is networking. I see what they’re doing and what they’re interested in, point out the knowledge behind it, and guide them to explore. By networking with Paracraft, they have accumulated some Significant Experiences about the networking knowledge. Based on my own knowledge model of the networking and my significant experience that make up that knowledge model, I made a design on the field dynamically in real time. Show students something on the spot, let them try something, accumulate more significant experiences related to the networking knowledge model, let them have a little concept of the network knowledge model, establish an initial framework, and when they encounter the significant experiences related to the networking again, they can quickly identify them, can continue to enrich their knowledge model.

Another example is that many of our students like to play a digging game in Paracraft, or like to build high ladders or mountains, and then climb mountains, climb high and high. (Jump down again!) I asked them, do you know how tall you can go up? Or how deep can you dig? Tell them it’s 255 and ask them why it’s such a number. 256 is 2 to what power. Very young suddenly can not answer this immediately, then ask what is 2 to the power of 2, and so on. It’s about pointing out the relevant knowledge behind the phenomena they’re exposed to on a daily basis, such as the binary here, and allowing them to accumulate more relevant and significant experiences based on the level they can currently understand.

Professional programmers are people with very rich learning experience who are well aware of the important knowledge models in software programming, who are very aware of the significant experiences involved, and who can quickly identify relevant knowledge models and significant experiences when they see what children are doing. Then instantly point out the relevant knowledge model to the child, and then according to the child’s interests and abilities, give more relevant significant experiences, so that children can quickly have a accumulation of related significant experiences. Our mentors also need to have a good ability to express abstract models in concise words. This is also a very important ability as a programmer.

So in the implementation of the creative space, our mentors are constantly doing these things, repeatedly exposing students to these significant experiences and knowledge models, to help students build their own knowledge.

Therefore, it is very important that we have mentors with rich learning experience in a certain field. It is only by having a very rich experience that has impressed him/her that such kind of guiding can be conducted, and is possible to impress his/her students with Significant Experiences.

Of course, all of this is based on the interests of students. Children love to play Paracraft and create things in it. Mentors who are familiar with Paracraft and related resources also need to tell their children where to play, which is also a role for mentors. Children usually communicate fun things with each other. For new students, the mentor should give a little guidance. And as the students advance, the mentor needs to constantly show them where the next palyground is. These are actually part of the construction of our playground.

Therefore, you see that our mentors must pay attention to the growth of life, must carefully observe the students’ learning.

Mentors also need to make a learning record every time they run the PLC. Keep a record of what they observed students have learned today. At the end of each creative space, the mentor asks the students what they have learned today to help them continuously enhance their ability to reflect on their learning and build a significant sense of learning. Now it is mainly mentors to record what students have learned. Gradually we will let students do this recording themselves. The mentor’s recording is shared with the student’s parents respectively on the same day. At the Paracraft Learning Center, we want parents to be involved in their children’s education. Our modeling-based knowledge representation is basically understandable to parents, because a lot of knowledge (based on abstract modeling) is connected and there is not much knowledge gap.

The following figure is a sample recording of significant experiences of one of our student.


Figure: PLC Daily Learning Records: What Students Learned

Our mentors also document what they have learned. We think that mentors must be learning as well when mentoring. If the mentor has provided mentoring at PLC and there is no Significant Experiences of learning recorded, we feel that there may be a problem.

The following figure is an Significant Experience in PLC documented by a mentor.


Figure: PLC Daily Learning Record: What Mentors Learned

These learning records are also the basis for our mentor training and supervision.

In addition, we want students to have a learning plan before they come to PLC, what they want to do today, and what to learn. Parents can help students with this recording at first. Later slowly we let students record on their own.

A wide variety of “lessons”

The learning at PLC is mainly about working on creative works. In addition, we also have “lessons”, and a large variety of lessons. The Special Topic Lesson is for a specific topic, such as how to design the game level, how to save your game when passing a level and so on. We will also observe the overall situation of students learning and design some lessons accordingly, or provide project guidance. More often it is the kind of the real-time dynamic little “lessons” based on abstract knowledge models as described earlier, maybe a couple minutes to ten minutes. This kind of “lesson” is the daily routine that we have at PLC.

Well, above we have introduced the specific operations of PLC. You can see that the Paracraft Learning Center is based entirely on working on creative works, and based on play/learn/create activities.

Effect

Let me briefly talk about the effects of student learning in the creative space. Less than a semester of study, our students have developed the habit of self-directed learning, such as when they have problems they will first go to our resources such as documents or tutorial videos to find out if there is anything there to help them. They’ll look at the list of small projects when taking a break from working on their large projects to see if they can fill in some related knowledge with the small projects. Some will even explore rather difficult coding projects to see if they can master programming faster. If they find it too difficult, they will choose a less difficult project themselves. Such ability to explore and feel is in fact the most fundamental ability of learning. Of course, when mentors see the students making such a challenge, they give appropriate guidance to see if they can help students succeeding in the challenge. They will also check out content related to their projects, such as reading on documents and videos related to the train track in Paracraft when they are exploring the roller coaster project. Students who make puzzle games will read on documents and videos related to setting up traps, or study how the traps in other people’s projects are set up. Some students are interested in circuits, so they will focus on the content of circuits, and they will build many small projects of circuits.

I believe that through these examples, we can see that “Self-Directed” has great significance in learning.

Children in the creative space have plenty of time to do what they want to do, and you can say that they spend almost all of their time doing what they want to do. They just need to take a look at our resources during the break or when they run into problems, to see if there’s anything that can solve their problems or help them grow. They also regularly schedule some time to browse our documents or videos to ensure continuous learning.

Because these children are doing what they want to do (rather than doing a teacher-designated project like in many schools or institutions, or even following the teacher step by step), we can observe the real interest of children of these ages through their projects. For example, their favorite projects are in these categories: roller coaster, parkour, puzzle game. Boys, in particular, will be fond of making roller coasters and parkour. I watched a lot of the thrilling roller coaster games they made and all kinds of scenes and types of parkour games. Many children like to build mountain climbing game, and they build beautiful games. Children who play puzzle games like to study the use of various traps and command lines.

In addition to these categories, many children also show their unique interest. For example, some children like to build very complex circuits. Some like to build aircraft ships and so on and have demonstrated very good modeling skills.

Although there are many stories about students’ learning and creation, we don’t talk much about them here, as we will tell in other articles.

PLC model, to understand from the perspective of learning and education

Let’s take a further look at the creative space from the learning and educational perspectives.

Based on abstract modeling and spatial learning

Paracraft’s learning is based on modeling and space. Paracraft’s learning is rich, but it’s a highly integrated, unified whole.

First, for building 3D scenes in Paracraft, the 3D modeling is based on abstract modeling. Programming is also based on abstract modeling. We say it is more important to learn how to learn, learning is also based on abstract modeling, it is a modeling process from the significant experience to the abstract knowledge model.


Figure: Paracraft Education: Abstract Modeling and Space

Abstract modeling is based on the feel of life space. This feel is the basis of spatial thinking. Spatial thinking is the core of thinking, is the basis of all thinking. Paracraft’s 3D construction, animation and programming, as well as how to learn, are all about the space from sensibility to sense layer by layer learning, is a very complete and unified learning. Software programming is actually a rational understanding or science about the nature of life space. Therefore, we can also say that Paracraft is the most complete programming education.

Knowledge in Paracraft, the core of which is knowledge of 3D animation and programming. The typical books are shown in the following figure.


Figure: Core knowledge in Paracraft

In fact, all the books on this whole shelf of the city’s central bookstore are the relevant knowledge contained in Paracraft’s software. In Paracraft, students end up learning so much that they can become professional animators or programmers.


Figure: Core knowledge in Paracraft

But that’s not all. In the following figure we also just list some relevant knowledge. There are more that can not be listed here. So the Paracraft Learning Center is designed to teach such a wealth of knowledge. In the face of such a wealth of knowledge, how do students learn, how do we teach? It can only be organic learning, organic mentoring.


Figure: Knowledge in Paracraft

Unlike ordinary schools or institutions, which can only teach one or two textbooks, our mentors are professionals with extensive learning experience. In their careers, they have read thousands of books and developed their own understandings. Their mentoring is to fit into what students are doing and their interests to help them absorb this great amount of knowledge organically.

Significant Experience and Abstract Knowledge Model, let’s discuss what learning is and what knowledge is

We’ve said earlier that learning is a process of knowledge modeling based on significant experiences.


Figure: Knowledge modeling

We say that knowledge is an abstract model in our brain that represents our overall understanding and it is based on significant experiences. If we believe that learning is the growth of life, including the growth of knowledge, then those that have touched our lives are significant experiences, and are the basis of life growth.

Whether it’s playing, doing projects, or everyday life, we’re accumulating significant experiences. Learning doesn’t happen in the classroom. When there is enough significant experiences collected in a learning area, we can then reflect on and summarize these significant experiences, that is, to build our own knowledge model based on significant experiences, that is, to form our own overall understanding of something.

Then the application of knowledge is to use these abstract knowledge models in our brains, to identify the relevant knowledge models of current events, and to gain more significant experiences in the use of models, which also form feedback on the knowledge models we build, helping us to adjust our knowledge models.

Among them, the recognition or feel of knowledge models and related significant experiences is a very core skill.

This is the process of using knowledge. For example, when our mentor guide students, we need to be able to identify the relevant knowledge models in what students are doing, to perceive the status of the knowledge models that students currently have or the significant experiences that they have accumulated, in order to do timely mentoring and make design of mentoring on the fly.

The same is true of other common thinking skills for complex systems, such as problem solving and diagnostic capabilities for complex systems.

To solve a problem, we need to quickly identify the relevant knowledge model in the problem we are dealing with, and apply the relevant knowledge model. The process of solving problems is itself a learning process, such as whether the existing knowledge model can solve the problem well, that is, the validation of the existing knowledge model, the significant experiences that may be gained in this process will allow us to adjust the existing knowledge model, and we might find new knowledge models for us to explore and summarize.

In the diagnosis of complex systems, such as the doctor to see a patient, asking the patient about the symptoms, and recall their own existing knowledge model to determine what is probably the problem, for example, if it is bone-related problems, then bone-related knowledge models, then knowledge models such as bone-forming cells (chondrocyte) and bone-breaking cells (chondroblast) working mechanisms and so on. And in diagnostic practice, we continue to enrich the significant experiences related to these knowledge models to build a better understanding. Doctor making diagnosis is also a process of knowledge construction and learning. It is also exploratory and through interactive iterations. This process is very similar with programmers resolving software failures (debug).

Other more complex system-oriented thinking abilities, such as critical thinking ability, dividing skills, composing skills. This diagram didn’t listed more cases due to the limited space. But in fact, it’s all about the use of knowledge based on abstract modeling.

The essence of abstract modeling is the feel and construction of life space and the application of the basic attributes of life center. Everything around us that we can identify is life center. (Readers unfamiliar with the Life Center can take a look at our other articles for a more detailed explanation.) The life center has only a few basic properties that help us identify life centers. Familiarity with these properties can help us feel life in a variety of things, including knowledge models. Various thinking abilities for complex systems are essentially constantly identifying life centers at all levels, including dividing and composing. So for these complex thinking skills, we can help you learn very quickly based on recognition of life centers. This is also the advanced learning content as you progress through Paracraft education, which is the learning of spatial thinking. We’re not going to dive into more details here.

Therefore, we can see the process of playing, is the process of accumulating significant experiences, that is, the process of learning. And the process of using knowledge, whether it is to guide students, or to solve problems or complex system diagnosis, and so on, are also play as well. This process is also a process of constantly gaining new significant experiences, constantly revising knowledge models, or discovering new knowledge. So we can see that there is actually such a close relationship between play and learning that we can see this very clearly through abstract modeling of knowledge. At the same time, the abstract modeling of knowledge is creating one’s own knowledge, so creation is no different from play and learning. Whether it’s from significant experiences to abstract knowledge models, or from abstract knowledge models to significant experiences, it’s a process of playing, learning, and creating, three in one.

We believe that the process of life is the process of playing, learning and creating. We often say that there are only three things to do in life or every day: play, learn, and create. We also saw earlier that learning based on abstract modeling and the process of applying knowledge are based on the recognition of life. Paracraft, is thus such a life-rich education.


Figure: There are only three things to do in life or every day

The New Education Paradigm: Life Education

We see the education we demonstrate in creative spaces as a new educational paradigm. Different from the old linear learning from taking lessons to homework and to exams, this kind of learning is interactive and life-rich. The education that serves this kind of learning and based on this kind of learning is life education, which is life-rich education. This “life”, is mainly in 5 aspects.


Figure: The New Education Paradigm: Life Education

The first is “Rich”. The word richness is also used when we talk about the construction of learning resources. One of the characteristics of life is richness. First, our learning content is rich. Because we are learning based on knowledge models, knowledge models are very rich, and we can summarize very rich knowledge models based on rich and significant experiences. This knowledge is not like the past teaching materials that are only one or two books, but to learn the content of many books. To learn so much, only the mentor’s guiding is the most efficient. And we need mentors who are professionals with extensive learning experience and lots of practices.

And in the creative space, knowledge is “Personal”. To create their own knowledge, everyone must have their own understanding expressed in their own words.

This kind of learning and education is based on “Feel”, the most fundamental of which is the feel of life centers. For example, students’ feel of resources, of knowledge model and of their personal growth. Students’ feel of knowledge usage and feedback. The mentor’s feel of the student, including knowledge models and significant experiences that the student has. In the operation of the creative space we mentioned earlier, the mentor’s real-time dynamic educational design is based on knowledge model, but also on feel. Students create works of life based on their feel of life.

Another life-rich feature of this education is “Instant”, instant interaction. Make dynamic educational design based on students’ current interests or what they are doing presently.

Then there’s “Design”. We believe that all life-rich systems are inseparable from design. For example, in management, we all need to design with real-time dynamics for the assignment and execution of a task. Who is better suited to do this project, what kind of growth he/she can get, how members collaborate with each other. Each task is different, so there needs to be such a dynamic design process. At the Paracraft Learning Center, design can be said to be ubiquitous.

Therefore, Rich, Personal, Feel, Instant, Design of these five characteristics are important characteristics of the life system. Paracraft Learning Center’s education is life-rich education. This is very different from traditional education. This new paradigm of education is called life education.

Life-rich Paracraft

Paracraft is particularly suited to the above-mentioned life education platform, because Paracraft itself, is rich in life.


Figure: Paracraft is a life-rich education

In Paracraft, different children can discover what they like to do. By doing projects and in-depth learning, they will constantly discover more of themselves, and discover how their life grow. So Paracraft is a rich platform for life discovery.

Through the creation of works, children express the things that have touched them in their life, to express their feelings, their ideas, the uniqueness of each of them. These are all expressions of life.

Children’s works are creating life. In Paracraft, there are many life-rich works created by children. Paracraft author said that everyone should have their own works. From a very young age on, he created a variety of software works. His work Paracraft empowers children can start to create their own works from a very young age like him.

At the heart of Paracraft is learning of software programming. It is my understanding that software programming is about the science of life centers and about the rational understanding of the nature of life space.

We say it is more important to learn how to learn in PLC. This learning, in our case, is also based on life. First of all, students learn on their own. Our understanding of self-directed learning is that learning is a process of cruising in a complex life system, and the ability to feel and the courage to explore are very important. Paracraft Education, is Self-Directed Education. The content of SDE, we understand is to build a better playground that is rich in life, so students can learn richly, create richly!

We say all of Paracraft’s learning is based on abstract modeling. The feel of the model is also based on the feel of life, or the feel of the life centers.

As we’ve said, learning in Paracraft is composed of feeling, making choice, interacting, gaining feedback, iterating learning, all of which is based on the feel of life space.

So we can see that Paracraf is life-rich at all levels, and it centers around life.

The learning system in Paracraft

Paracraft’s entire learning system is shown in the figure below. From entry-level 3d building, to the higher-level of feeling and gain a rational understanding of life centers, we have these general progressing levels.


Figure: Spatial thinking cultivation in PLC

Younger children can start with 3D scenes and models, which is the enlightenment and cultivation of spatial feeling. You can then move up to learn animated movies, learn more about abstract models/life center expressing, such as plot design, script writing, and learn how to arrange life centers in time series.

Further up, through the learning of software programming, slowly form a rational understanding of the space of life.

After a long time of such self-directed learning in creative space, after accumulating a large number of significant experiences about life space, gradually form a rational understanding of learning, master this learn while playing, learning while doing skills, master how to learn efficiently and systematically based on abstract modeling.

With these rich significant experiences and rational understandings of life space, students can slowly appreciate and summarize our knowledge of life center, so as to master the ability to learn everything, to deal with all the thinking methods of complex systems, and to understand his/her own life.

And all of this is based on spatial feeling and spatial thinking.

A new educational paradigm based on modeling

The educational model of creative space is based on the educational model of abstract modeling, and all the operations in our education revolve around abstract modeling.

In this education system, all interactions are based on abstract modeling of knowledge.

Figure: Education based on abstract modeling

Knowledge

First of all, let’s look at knowledge.

Because it is based on abstract models, the knowledge in this new educational paradigm must be very rich.

This wealth of knowledge forms a widely connected knowledge. Knowledge is supposed to be broadly connected, isn’t it?

Learners see the knowledge models of their mentors, as well as the rich significant experiences behind them, and know how they are obtained, so that learners, on one hand, can understand them more easily, and on the other hand, learners automatically know what significant experiences they can gain in order to build up such knowledge models.

And knowledge based on abstract models is equal, communicative, not top-down authoritative or even coercive.

Learners can participate in the building of public or mentor’s knowledge models, such as providing their own relevant significant experiences.

This knowledge based on abstract models is dynamic. We all know that the process of modeling is to constantly apply existing abstract models and constantly adjust our abstract knowledge models based on the feedback we get from new significant experiences. Learners can also see the process of this dynamic adjustment of knowledge by the mentor. Everyone is a learner, so this new educational paradigm must be equal.

This dynamic knowledge must be closely connected to play, to life, and to community, and is constantly updated knowledge that is not as easily out of date as document-based knowledge of the past.

In fact, knowledge based on abstract models brings revolutionary changes in many aspects, and the knowledge engine we design is the work in this area. We’ll keep concise here without going into too much detail, so we’ll stop here.

Students

We prefer the word learner to the word student.

So in this modeling-based education, our learners are engaged in learning that based on abstract modeling, which is very agile. As we said, it is like cruising in a life system, you’re ready to develop and adjust your learning strategies so you can learn the fastest and best, based on the feedback you get from your feel and exploration.

Our assessment of learners is based on the knowledge models and works that learners have and is in fact the same as our assessment when hiring mentors.

Mentor

Our mentor’s guidance is also based on abstract modeling. This has been covered earlier.

Mentor recruitment is also based on knowledge models and works, as is the assessment of learners.

Our training and certification of mentors are based on abstract models. We certify mentors based on abstract models, such as their major knowledge domains and levels of knowledge, so that learners can choose mentors.

So we’ll have a matching platform for learners and mentors. Learners choose mentors, and mentors choose learners based on their knowledge models and works.

Parents

Finally, let’s look at what the role of a parent is like in modeling-based education.

Modeling-based knowledge expression is understandable and relevant to parents. Because knowledge models can connect knowledge in many fields, in fact, a lot of knowledge is connected. We don’t want to shut out parents with the kind of discipline knowledge that we used to have. In the past, it was difficult for parents to participate in their children’s education. But at the Paracraft Learning Center, parents can also participate, and parents are also in the process of continuous learning. Because our learning content is based on knowledge modeling, we can communicate with parents. The result is a more harmonious relationship with parents, rather than the very strained and distorted relationships with parents as in many schools and training institutions today.

Comparison of old and new educational paradigms

We believe that this educational model of the Paracraft Learning Centre represents a new educational paradigm. Compared with the old educational paradigm, which is composed of textbooks, teachers, and classrooms, we make a comparison from several dimensions. The purpose of the comparison is only to enable us to understand our educational model more systematically and comprehensively and to understand the meaning of our model more easily. We need to show that the new educational paradigm is a mature system as a whole and goes beyond the old educational paradigm in every way. I hope you can feel that we should have been able to enter such a new educational paradigm! Nothing can stop this progress if we are clear in our minds what education really is. So it’s important to make a comprehensive comparison. I hope the comparison below will give you more information.

Of course, as a contrast to the old educational paradigm, we just focus on its main characteristics in the system. We know that many teachers in conventional schools are actually doing a lot of great work in our direction trying to make a change to the current education, I have a few such teachers in my own life experience. We always have the greatest respect for such kinds of teachers! Our goal is to hope that everyone can become such a teacher. We hope that we work together to achieve the education of the future!

Knowledge and teachers

First of all, we look at the dimension of knowledge and teachers:

  1. a. The old paradigm: textbooks taught by non-professionals
    b. The new paradigm: many books that professionals understand and comprehend
  2. a. In the old paradigm, according to teachers’ books, linear learning: classes, assignments, examinations
    b. The new paradigm is organic, interactive learning
  3. a. In the old paradigm, there were no teachers with relevant knowledge models
    b. In the new paradigm, we have mentors with rich knowledge models
  4. a. In the old paradigm: teachers who have not been touched
    b. The new paradigm: mentors who have been touched countless times
  5. a. The old paradigm: Document-based knowledge, includes books
    b. The new paradigm is based on a knowledge model, which is built on top of significant experiences
  6. a. In the old paradigm, teachers tried to maintain false authority
    b. In the new paradigm, learners and mentors are equal. Although mentors have more abstract knowledge models, everyone is a learner.

Parental involvement

Let’s look at this dimension of parental involvement:

  1. a. The old paradigm was something that parents could not understand, because one of the core of the old paradigm was the division of subjects
    b. The new paradigm is something that parents can understand
  2. a. Parents in the old paradigm were not the object of education. Only children need education
    b. Parents are also part of the new paradigm and are involved
  3. a. In the old paradigm, parents did not need to know about learning and education, which was a matter belonging to the experts
    b. In the new paradigm, we help parents understand education. Our philosophy is that everyone should understand education.

Teacher-student relationship

Let’s look at the dimensions of the teacher-student relationship:

  1. a. The old paradigm was war with children, and the usually gentle teacher immediately turned into an animal tamer as soon as he entered the classroom
    b. The new paradigm is fun and relaxing
  2. a. In the old paradigm, teachers did not have the relevant knowledge, but merely maintained an authority
    b. The mentoring in the new paradigm is easy for truly knowledgeable mentors
  3. a. Teachers in the old paradigm do not learn
    b. Mentors in the new paradigm study with students. This is mainly due to several reasons: mentors are professionals, need to learn constantly, and eager to learn, and the best learning is to teach others; learning to understand children is to know of themselves, will help them remember how they learned when they were young; to learn more about what learning is; to learn what education is, everyone will become a parent, so education is everyone’s business, not just the so-called education experts.

Teacher training

Finally, let’s look at the differences between the old and new paradigms from the dimensions of teacher training:

  1. a. In the old paradigm, teachers did not have professional practical knowledge and taught full-time
    b. In the new paradigm, mentors are professionals, the best teachers, and do not give up their jobs and mentor in their spare time
  2. a. In the old paradigm, teachers were assessed and certified through so-called standardized tests
    b. In the new paradigm, evaluation and certification through abstract knowledge models and works
  3. a. Teachers in the old paradigm had no career in the industry and no study!
    b. Mentoring in the new paradigm is part of professional learning. Never stop learning!
  4. a. Teacher training in the old paradigm was done through teacher colleges, which is also classroom-based
    b. The training and supervision process in the new paradigm is completely different.

Here we focus on the training and supervision process in the new paradigm. First of all, the mentors in the new paradigm are excellent professionals who have passed the assessment in the mentor recruitment process and have relevant knowledge models and learning experience. Then we have the following training process:

 Read our social media and brochures, as well as past learning records, to build a general understanding
 Then there’s the internship:
 Learn in the same way as students in PLCs
 Observe how mentors mentor students in PLCs
 Further, become an assistant to help the mentor
 The next step is to enter the trial period while maintaining learning records. We provide feedback through these learning records to help them improve their mentoring skills
 Mentors who go through these steps can officially become our contracted mentors.

Significance

These are the learning/educational models of the creative spaces we share. We think this model is of great significance.

Part-time

First of all, different from many SDE, our SDE is not full-time. Students usually spend 2 hours a week with us. But these two hours are a rare chance for students to explore freely. We give our children such a space so that they can have a breathing space in the running from class to class, can re-experience what they have been very good when they are before going to school, their free exploration skills of learning, which melts play, learn and create together in wholesome learning.

In the operation of the creative space, we do see that young children still have the ability to explore learning, such as doing experiments in their learning, to try various uses of a particular block in Paracraft, to figure out all its properties. The older the children are, the more they are used to just asking the teacher directly. The even older children are not only used to asking the teacher, but also expect the teacher to give direct answers. When the teacher try to guide them to find out for themselves, these children will complain about it. Adults don’t even have questions, they just expect the teacher to give lectures, or wait for the teacher to finish class and assign homework. But after a while in the creative space, they gradually resume the exploratory learning they would have at an early age, to feel themselves and explore our resources to learn, and to arrange their own time, knowing how to arrange projects together with other learning tasks. In their previous school experiences, no one ever told them that these are learning, but at PLC we keep telling them that these are learning!

Mentors in creative spaces need to observe carefully how their children play and learn, and then tell them what they are learning. For example, tell children their ways to explore, experiment, and search for information is learning. They sense their abilities in the small projects list and pick the projects they can do at the time: this is learning too. When they take a rest from working on their projects, they usually will browse through our learning document to see if they can gain more knowledge, and that’s learning. They explore other people’s good works, such as complex puzzle games or programming games, to learn the use of various traps and command lines, to study how other people’s code is written, to challenge themselves, to see if they can quickly master more complex programming, this is learning. They reflect and summarize, this is learning. Every day we ask our children what they have learned today, to let them know that their “play” is a natural learning process, and is the most efficient learning so that they can build a clear understanding and gradually form a conscious system in their minds as to how to learn. In Paracraft’s learning system, gradually, as their in-depth experience accumulates, we also help them build a rational understanding of the true nature of learning.

Therefore, Paracraft’s learning, although only takes up a small part of the students’ time in a week, but gives them a space to explore freely, so that they can take a breath and gradually restore their natural learning ability.

With these learning abilities, they can still go to study in those traditional classes, can learn other things, but they will gradually learn to be self-directed in those environments, not led by the nose by the teacher, but take the teacher’s class as part of their own self-learning, and pay attention to enriching their real learning outside the classroom. The world is not perfect, nothing is perfect, they will learn how to deal with the imperfect world.

For all the families

Children in PLC come from all kinds of families. We didn’t exclude any students. Many people say that SDE is only suitable for certain students. The running of creative space proves that SDE is suitable for all. The parents of these students have basically never heard of SDE. The fact that we have very few lessons has been questioned by parents at the beginning. Friends familiar with SDE know that parents who generally send their children to SDE communities to study have a deep understanding and confidence in SDE. However, SDE actually has great advantages. We need to be able to express that advantage very well. What I said above is our efforts on this. We need to be good at communicating with parents, so that ordinary parents can understand the model of SDE, recognize the great advantages of SDE.

PLC thus helps the vast number of ordinary families to have access to SDE, to experience SDE. We think this is of great importance to the spreading of SDE. At present, SDE is still far from being mainstream. For the vast number of ordinary families, let children participate in full-time SDE, for those parents not already having a very deep understanding and strong beliefs of SDE, it is a very difficult decision to make. I think the creative space model provides an opportunity for the average family to have a try of SDE.

Moreover, we feel that educators should not always want to have an ideal perfect environment for children. No world is perfect. But we need to give our children daily access to the beauty of life so that they can often feel the power of life. Don’t let them be in a life-suppressing environment for too long and gradually lose the power of life.

Of course, it is not only the spreading of SDE, this kind of education should be the future of education, and it is the new educational paradigm. Through this essay, we also hope that we can see that this new educational paradigm is a mature system, and it can become a new economic form. This article doesn’t have the length to talk about the corresponding business model and even the overall economic form of the new education, which we can talk about in another essay.

Education of the future

As for the future of education, we have a mature systemic thinking. Here’s just for some simplicity.
Finland has abolished subject-based education, but in most other countries it is subject-based education, although SDE is booming in many countries. The old education paradigm, do not care about students’ interest since it is all about passing the tests. Therefore, in the tests-based education system, no matter how you emphasize on student-centered, it is impossible. But the education of the future must be truly student-centered. The Paracraft Learning Center’s educational model, as shown here, is student-centered education.

What should you do if you aspire to devote your life to education and aspire to work on this future-oriented, student-centered education?

The first is to find a playground or build a playground. For example, in Nature Learning, they take the rich nature as the media of learning, let children do free exploratory learning in nature, at the same time have the guidance of the mentor. For example, in the field of English learning, you can consider how to build a fun and rich playground. For scientific learning, including math learning, we can all build such playgrounds.

With a playground to explore freely, then we will also have the mentoring of the mentors. Mentors must have a wealth of learning experience, hands-on experience, or we can say a wealth of significant experiences and related abstract knowledge models (that is, have their own holistic understanding). We have a brochure giving advice on how to mentor. Mentors are only for students who have somehow lost the free exploratory skills and habits due to schooling, helping them recover those skills.

Then there are the learning records, as what can be reflected upon to form knowledge, or reusable units of knowledge. Our knowledge engine is designed to turn learning records into truly interactive knowledge.

We share all of these, hope that more people can join us, so we can discuss and exchange ideas, together to achieve the future of education!

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从空间智能角度看孩子们的世界

我们常说,对生命来说,第一位的就是玩,也就是享受自己周边的空间,与周围的空间交互,比如画画或者音乐,都是我们和周围空间的交互,是在空间里面玩。

学习,则是在空间中玩的过程中,掌握如何与空间交互和不断的探索新的空间的过程。

可以说我们从娘胎里开始就在探索世界了,我们用我们的耳朵倾听外面的各种声音。出生后,我们又喜欢看各种各样的人脸,很快建立起了对不同的人脸和各种表情的快速识别能力。

本篇文章,我们主要从空间智能发展的角度,简单的讲一下儿童的世界是怎么样的。为了便于阅读,这篇文章我们尽量把篇幅控制的比较短,避免学术化的写作风格。

物理世界的探索

我们对周边空间的探索总是逐层进行的,并且很自然的,我们知道当前对我们最重要的是什么,我们需要学习什么。

在孩童阶段,我们对周边的很多事物都是第一次接触,这时候谈不上什么抽象的认识,我们也不需要抽象的认识,因为我们还没有认识很多的事物,需要用抽象能力去建立它们之间的联系。

不说别的,就是对我们身体的运用,我们都还比较陌生,有着极大的新鲜感呢。而如何更好的运用我们的身体,我们都知道是对我们至关重要的事情。

所以,孩子们喜欢奔跑,喜欢跳上跳下,喜欢挑战各种空间上的困难,因为这是我们探索我们自己身体的方法,包括爬一棵大树,或者和其他孩子打架。这一段时期,我们非常“沉迷”于探索我们的身体。

同时,我们也沉迷于了解观察自然界的各种物理现象。比如观察沙堆上的小“水渠”如何冲刷着两边的沙子。观察羽毛飘上天空的样子,或者纸片飘落时在空中翻转的轨迹。倾听水倒入壶中时声音的变化。对各种材料的质地,我们都很敏感。砍竹子时被拉到了手,对我们也是新鲜的,了解到了竹片的锋利。

丰富的新世界

各种植物动物,都吸引着我们的注意力。各种文化现象,春节,舞龙,饺子等等,都吸引着我们。

整体上来说,这个阶段最不缺乏的就是新鲜事物。我们对生命最大的感受也许就是丰富性。

空间里总是有新事物,这可能是这个阶段的快乐的一大来源。玩和学习其实是不分的。这点,成人阶段就会欠缺很多,一般来说,成人后如果没有一定的努力,不太容易接触到新鲜的事物,也就失去了源源不断的快乐来源。不少人成年后习惯了一成不变,反而更加失去了对世界的好奇心。但是,这个世界对我们怎么会缺少新事物呢?我们不知道的东西太多了。

也许,并不是成人后新事物没那么多不像小时候那么容易接触了,而是我们没有像小时候那样去积极探索了。

颜色音乐

我成人后曾经花时间把小时候看过的精彩的动画片又大致看了一遍。发现,这些动画片,对自己的孩童时期起到了非常重要的启蒙作用。

吸引我的好的动画片,我发现不外乎三个因素:颜色,音乐和故事。

儿童的年纪应该是对颜色和声音都很敏感的年纪,因为这些也是他们刚开始接触的空间。虽然他们谈不上对颜色或音乐任何理性的认识,但是他们对颜色或音乐的感受也许是更原始的本能的。好的动画片,对颜色和音乐有很好的运用的动画片,他们是能够感受到的,这些都是美感的启蒙。

所以,我们说每个孩子都是小小艺术家,并且在艺术的感受上更接近艺术家的原始本能。

这也是孩子们为什么非常喜欢Paracraft的3D搭建和动画制作的原因,我们观察到孩子们都很注重颜色的搭配。

故事

好的动画片的另外一个吸引孩子的元素就是故事,甚至可以是很长很复杂的故事。比如《大林小林》这个动画片,现在找不到片源了,但是我记得那个故事是非常长和复杂的。给我的感觉是,小孩并不排斥复杂的故事,有复杂情节的故事可能对他们更有吸引力。

我们人类的大脑面对复杂的世界时倾向于用故事去理解吸收,人类大脑比较喜欢有意义的事情。所以我们从儿童时期开始,就喜欢听故事,喜欢创造故事。故事,甚至是我们想象和探索自己未来的方式。

颜色,音乐,故事,都是空间的构造。我们的大脑在欣赏这些空间的美的同时,也在接受空间营造的启蒙。这也就难怪为什么孩子这么喜欢动画片了,好的动画片能够把这三者很好的融合在一起。

Paracraft可以说也是这样,Paracraft里有很多的优秀的动画作品,我们的学生都很喜欢欣赏这些作品,并且孩子们可以去创造自己的动画作品,Paracraft让动画的创作变得非常容易。这是属于孩子们的世界。

搭建

儿童们都很喜欢搭建,不管是用泥土,七巧板,积木还是Paracraft,为什么呢?孩子面对这个五彩缤纷色彩斑斓的世界,这是一个非常丰富的生命世界,有着许多的未知,他们感觉自己很渺小。搭建,给他们提供了用简单的方式可以和这个复杂的世界交互的方式。尤其是Paracraft,让孩子们发现他们可以搭建出非常宏大复杂的世界,让孩子们感觉彷佛一下子拥有了很强大的力量。

这些搭建的过程,不管是用泥土,七巧板,积木还是Paracraft,一方面是展示自己头脑中关于这个世界的空间模型,把自己对这个世界的认识表现出来,另一方面也给了他们通过想象的故事以假想的方式参与这个世界的机会。这些搭建,给了他们一个动手建模,实验自己的想法,模拟自己未来的空间。

一方面,把自己感受到的生命空间,通过建模的方式表达出来;一方面,把自己放到故事中去,想象和模拟自己的未来,对自己的未来做各种“演练”。

同传统的泥土,七巧板,积木等一样,Paracraft给了孩子们一个搭建的空间,可以说是一个更加完美的搭建空间:

  • Paracraft对颜色,声音/音乐的融合是其他传统搭建工具无法比拟的。Paracraft里有非常丰富的方块,比如代表各种木材的方块,也有专用的彩色方块。Paracraft可以添加各种声音或音乐,获得各种音效。

  • Paracraft可以搭建更加规模宏大的空间,比如搭建孩子们的学校。Paracraft可以制作出专业级别的复杂的作品。这给了孩子们无穷的力量,宏大的世界不再深不可测,都成了他们可以探索和挑战的空间。孩子们最喜欢的搭建,变成了他们持续成长的空间。搭建,在泥土,七巧板,积木里只能做简单探索浅尝即止的努力,在Paracraft里则真正成为了孩子们探索丰富生命世界的成长工具。

  • Paracraft里的动画制作把孩子们创作的故事变成了作品,充分发挥了孩子们的想象力和喜欢创作故事的特点。

  • Paracraft帮助孩子们建立对物理世界的理性认识。比如对空间3D坐标体系的认识与熟练操作,还有对距离,速度,加速度等的理解。例如在飞行的小鸟游戏里,孩子们需要通过重力加速度公式来计算小鸟在空中的位置。在赛车小游戏里更是很多的速度加速度的计算。Paracraft里还有对各种电路的模拟。

  • 正是因为Paracraft是这样一个丰富的有深度的空间,其方块搭建的方式,让孩子们很容易入手,在他们尝试制作更复杂更有挑战性更好玩的作品时,他们逐渐的会接触到关于复杂空间的各种知识与技能,比如抽象建模能力,编程等等。在Paracraft这个数字化空间里,可以实现他们对周边丰富生命世界的深度探索。

可以说Paracraft里的建模是更丰富的,不光是可以搭建非常大型复杂的建筑和场景,还可以模拟物理空间,以及对模型间的交互进行模拟(编程)。这样丰富的建模能力,让孩子可以通过搭建去探索整个丰富的生命空间。

逐渐抽象

随着我们不断接触了许多的事物,到了小学,尤其是小学的高年级阶段,我们逐渐开始发展我们的抽象能力,去建立事物间的联系。我们会注意到不同事物间广泛的相似性,我们开始寻找这些底层的相似性。这些,帮助我们更好的把握这个复杂的世界。

从繁多的具体现象的体验感受中去形成抽象的认识,是人自然成长的过程,也是Paracraft世界里孩子们成长的方式。Paracraft的3D搭建,动画和游戏制作给了孩子们无限创造的空间,让他们去熟悉具体的感知世界,同时,在他们具备一定能力的时候,逐步引导他们去抓住具体现象后面的抽象的相似性,去做抽象的总结。这样形成更深的认识后,他们能够更好的把控他们在3D世界里的创造,并不断形成实际感受和抽象理性认识之间的紧密联系和良性互动。

Paracraft是孩子们的世界,非常丰富。我们的深度,包括我们的软件技术,编程的教育,建模的思想空间智能等等,可以让孩子在丰富的玩的基础上逐渐深入。

所以,我一直认为Paracraft是个很好的教育平台,孩子在Paracraft世界里可以自由的玩,自主的学习,自然的成长!

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To everyone, Happy Teacher’s Day!

今天教师节,一大早手机上就收到祝福,那我今天就借这个机会讲一讲我对教师的理解吧。

这个理解当然是来自于曾经打动我的那些老师。对于在生命中让我获得成长的老师我总是心怀感激,铭记一生。其中有几位老师,尤其是两位语文老师,是让我印象非常深刻的,而且他们都有着共同的特点。

他们都非常热爱文学。我初一的语文老师在教我们之前在我们学校的图书馆做了好几年的图书管理员。我一直猜他是有意找了这么份工作,可以看很多的书。教过我们后没几年他就去市里电视台做了记者。所以虽然是老师,基本可以算是个热爱文学的职业人士。

我们的高中语文老师也是非常热爱文学的,一直在写作和发表文章,对文学与人文有着自己体系的理解。

两位对文学都有着强烈爱好的老师,都可以算是“职业人士”,他们从来没有停止自己对文学的学习。他们教学的共同点,就是给我们展示文字的美,文学里好玩的东西,如何去“玩”。我想这些也都是曾经在他们自己的文学学习中打动过他们的东西。我的高中语文老师偏文学多一些。初一的语文老师偏社会观察多一些,我似乎在这方面有些特长,经常会受到他关注。我整个小学阶段的语文学习都是在老师的段落大意主要内容中心思想的分析中度过的。所以初一碰到这样真的喜欢文字的老师,并受到关注,对我是很深的体验。他把我写的关于环境保护的社会观察文章拿去夏令营参赛,还发表在市晚报上。他可能是最早关注到我这方面特点的老师,我此后人生里与记者和新闻行业有过多次的交集,虽然选择的是程序员行业,但是记者确实可能是程序员之外我最可能去做的另外一个行业。我的初中语文老师可以说在帮助我做“生命发现”。

他们在教学中展现的更多的是学习者间那种平等的交流。他们不追求维系一个虚假的权威,只希望把自己学习过程中感受到的美或者生命力量可以传递给我们,帮我们自己去探索文学,去创建我们自己的关于文学的知识。他们更多的是在分享和引导,而不是教学。他们分享的自己很多故事,或者他们自己的人生,就是我学到的关于语文的丰富的知识。比如我高中语文老师说,他每个月在买报纸上都要花很多钱。一边走路的时候一边看报纸,不小心就撞到电线杆上。我在大学里每天早上沿学校的阅报橱窗走一遍,把所有的报纸都看一遍,不知道是不是受这位老师潜移默化的影响。我大学里曾经一个暑假不回家,想把学校图书馆里想看的书都看了,周末经常跑到市里书店海看,不知道是不是受初中语文老师的影响。所谓的言传身教,在这里得到最好的体现。

他们的另外一个共同点,也是同样非常打动我的地方,就是他们都有很强的独立思考能力,关于语文的学习有自己的理解,并且都在尝试着在教学上做各种创新。我很有幸在人生中可以观察到这两位老师如何在感知,思考,实验,反复的迭代他们的教学方式。说是教学方式,其实更多的是启发我们自己的思考,鼓励同学间的交流。他们引导学生去摸索,去形成自己的理解,创造自己的关于语文的知识。他们上课的过程,也无时不在展示他们自己创造的过程。两位老师在教我们的过程,也是他们自己学习的过程。他们从来没有停止过学习!

我没有具体讲两位老师的做法。我相信大家一生中都能遇到几位有着这样特点的老师,能够明白我上面表达的意思。

但是除了几个特例,大多数的老师没能够给我上述的感觉。他们的教学,更多的是时间的浪费,比如机械的按照教材的板书,无意义的作业和考试。

2000年美国的教育统计数字是大学里工程学院的老师90%以上是没有工业界的工作经验的,没有做过任何工程,但是他们在教工程。经济学院商学院的老师的比例差不多,也是大多数老师是没有任何经商的经验的,但是他们在教经济或者商业。

我想,教育应该是生命的教育,与生命的成长有关,是一个生命打动另一个生命,点亮另一个生命。学习也需要是个有机的生命的过程。

值此教师节,如今我也有幸经常收到教师节祝福,虽然我从来没有觉得我是老师。如果我想做老师,我希望是本文描述的这样的老师。

我也希望给教师们发出祝福的诸位,是热爱自己的工作和学习的人,我希望你们都可以成为这样的老师。我相信,这些热爱自己的工作和学习的人会是最好的老师,而互联网教育,就是应该让这些人在业余时间不脱产就可以教,教所有的人!

所以,给所有的人,教师节快乐!

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Life Education

The beliefs, methodologies and practices of Self-Directed Education have been shared and discussed quite extensively, if not with the general public, at least within the SDE communities. Of course, a lot more work still need to be done to publicize these beliefs, methodologies and practices, especially to reach to the general public, to make the general public more aware of these great treasures of education practices. Things like tracking graduates and alumnus of SDE communities and doing academic research on the effects of SDE are all very important for us to keep working on. However, for myself, although I personally will engage very happily and actively in the above work, I also assign myself to some work that probably not many people in the SDE communities have paid attention to but these kinds of work I feel should be very vital for our next steps and we shall get started and prepared for them now. The works are mainly three tasks: First, to summarize the beliefs, methodologies and practices with one word “Life”. More elaborated, to apply Christopher Alexander’s concept of Life Center to education, and understand SDE beliefs, methodologies and practices as what is more aligned with Christ’s system that is highly of life and capable of generating life. Further, education should be Life Education, in which one finds out about one’s life and finds out what life is about. So it is not just the methodologies and practices of SDE that can be summarized as Life. The purpose of SDE is also about Life. Second, to apply the same concept, Life Center, to knowledge. What are the life centers of knowledge and how we can learn effectively when we can identify life centers in knowledge and can apply them freely in the education context or in any context that is related to knowledge. Thirdly, with the above two steps done successfully , the true power of Internet for education can thus be finally tapped into. With the identified life centers of knowledge, the right digitization of knowledge and learning process can happen, the right learning software that truly solves problems of learning and education and truly break down the barriers, can be produced. The methodologies and practices of SDE communities can thus be applied online centered around those life centers of knowledge, namely Significant Experiences and Abstract Knowledge Models, if you cannot wait and have to know them now. I share with you here these works that I am going to be engaged in, in the hope some of you may recognize the importance of these works and join my efforts to tackle them together. Education is the root problems of today’s all crisis, including the current coronavirus pandemic. However, it takes time to change education and we hope we can make it in time before stupidity blows up our precious home, the earth. Behind all these is an effort to look at everything through life centers, since whatever we human beings can recognize are life centers. It is about how we can create a system that has more life, and it unites science with literature and arts, with our feelings. The problems and crisis we face today have a lot to do our gradually increased alienation from life. Many constructs of modern society caused that alienation. So emphasis on Life and feel/sense of life is very important in reversing that trend. Technology is great and it brought deep change to our life. However, we have to be intimate with what life is, we have to recognize life in everything we are doing, so we don’t lose ourselves to the technology and make best use of technology for our very own happiness of life. And life or life center is all about space. So we can reach to a deeper understanding of what is learning and what is knowledge, how children play with space, how people build up abstract knowledge models. It is all about space! And it is space of life! Computer Science is the science studying those life centers and how they interact. I am re-interpreting the entire Computer Science /Software Programming using Life Centers. https://github.com/beyondliu/lfcs/wiki/Life-Framework-applied-to-Computer-Science
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