Where Youth learn about the Singularity
Where Youth learn about the Singularity
The program is set up as a repeatable annual cycle with three trimesters. After the completion of a full cycle, it starts again, refreshed and updated - thanks to the ongoing progress, changes, news that are happening.
It follows the 6Ps framework: Progress, Predictions, Problems, Prevention, Pathways, Philanthropy.
In parallel there is an ongoing focus on what we see happening with professions being affected by automations, new technologies and new career paths emerging.
Learning about exponential progress, getting an introduction about the core ideas and possible applications of a dozen emerging technologies:
The course finishes with the realization that these emerging technologies accelerate one another, called convergence; and that solutions often involve the use of multiple emerging technologies.
Students progress through a 8+ week online course. This is set up with one-idea-a-day drip content for self-study and one weekly online, live group event. Another part of the course is giving some assignment and asking some hard questions that facilitate online discussion and debate among the students.
The goal is to build habit, establish a weekly and even daily routine where students spend 15 minutes or more regularly and are exposed to these important ideas.
Experiences – live, online, live group events
Introductory course: see https://101.warmersun.com
6Ps Convergence mini games – two digital tabletop card games that teach about convergence. See: https://tabletopia.com/games/6ps-mini
As the program enters into the 2nd and 3rd trimester, we hope to have ignited students curiosity such that there will be some ongoing focus about the progress of emerging technologies.
Learning about the problems to be solved in order to pick a CAS Project in service of others.
Developing creativity as a skill by learning structured innovation methodologies: design thinking snd systemic inventive thinking (SIT)
Warmer Sun has developed our own list of problems to be solved, building on the United Nations Sustainable Development Goals (UN SDGs), work by the UNESCO and WHO and using Ray Kurzweil’s book Danielle: Chronicles of a Superheroine
Students learn about global problems and attend online,
6Ps – Pun Intended Game
a digital tabletop game where players have to brainstorm and find solutions to the world’s big problems.
Learn to Invent Game
brainstorming using Mural
digital whiteboard and prepared design challenges that are set up such that students are encouraged to use one of the emerging technologies to solve a problem scenario
The transition from the 2nd to the 3rd trimester is more smooth as some students will form teams earlier than others and start working on their CAS projects.
Just like after the 1st trimester, the learning and interest in the topics does not stop. We follow developments of problem areas and expect some students to fall in love with certain problems – like solving the climate crises or curing cancer.
The learning will focus on pathways: now that students have learned about the superpowers technology gives us and familiarized themselves with the problems they are learning about and creating their own pathways towards solutions. These pathways are not necessarily the solution but rather the right direction that will bring a solution because of how the underlying technologies that are used are getting better and better. They also learn that most pathways build on the convergence of multiple emerging technologies.
Convergence Canvas – A visual tool to describe, assess and create Pathways that build off the convergence of multiple emerging technologies. See: https://www.warmersun.com/canvas
The Warmer Sun Community is running on the Mighty Networks platform see https://www.mightynetworks.com
The platform provides a safe, private online space. It has features similar to social media platforms: events, activity feed, private groups, one-on-one and group chat. Unlike social media platform however it is free of distractions and advertisements.
The communication happens in English. As the community grows internationally multi-lingual chat is provided using Discord and machine translation. (See https://ritabot.gg/ )
Game based learning is built on the Tabletopia platform that allows one to create digital versions of tabletop and card game. See https://www.tabletopia.com
Visual collaboration during brainstorming events is built on Mural. ( See https://www.mural.co )
The live, online group events use various tools and platforms according to the topic of the event for example
We make all effort to pick tools that run on common computer hardware and mobile (iOS and Android).
Each month we set some theme where we encourage students to go and engage deeper. The choice will depend on what we see or hear happening.
These images were all AI generated using OpenAI DALLE2 by typing in the text shown in the description. (Click the image to enlarge)
They are included here for illustration of both the power of the technology and the fun to be had.
The program runs with at least two live events every week on a repeating schedule. Students who cannot attend live can watch the recording. Students are also strongly encouraged to organize their own online events.
Following ideas from Agile development methodology we constantly experiment, workshop, try out new ideas. These iterations happen bi-weekly and we do a reflection to see what worked, what didn’t.
We provide free access to IB DP CAS coordinators so they can see what students do and learn. We listen to teachers’ feedback.
When students form teams and work on a project then technically, they enter a private group on the Mighty Networks platform. This groupwork and discussions within are private, hidden from teachers and other members and it is completely up to the student when and what they decide to share.