For those of you who missed the first two instalment (tsk, skiving, were you?), here is a brief recap of the conclusions I have come to so far:
In Let’s start at the very beginning we established that motivation is the key factor in learning, and that people (not just children) are motivated to learn by (1) what interests them; (2) what is necessary to achieve their goals and (3) what they need to know to survive. This led me to conclude that the curriculum in the New School should be determined by children’s interests and that we need to let go of our obsession with prescribing what children should learn, and when, and in what order.
In How to structure a school, I suggest that it is ‘interests’ that should also be the guiding principle for school structure. The first phase of education should focus on widening children’s horizons and helping them explore and learn about as wide a variety of topics as possible, in order to establish what they are interested in. The second phase should maintain this, but increasingly shift towards narrowing focus and specialising, guided by the child’s ambitions for the future.
In part 3 today, I will look at what a school building might look like, and what lessons would be like, if the guiding principle was exploration and widening horizons.
Yep. You didn’t think I’d reinvent school without involving a sandpit, did you?
Really, the concept I am borrowing for my school-design is more properly called sandbox, and it is a style of computer game design. A sandbox game, rather than leading the player along a story line he can’t deviate from, allows the user to explore the world of the game in any way and order he likes, creating his own story. A very good example of a sandbox game is called Neverwinter Nights: the game has a linear story that you can pursue if you wish. However, you are equally free to completely ignore it and explore the world by yourself, meeting characters, going on quests, meeting other players and going on missions with them. Best of all, this game has a toolkit which allows you to build your own lands and quests for other users: you can do more than just play in the sandbox, you can adapt it and create new parts of it yourself.
How would this concept translate to a school?
The way I am imagining the new school is as a complex with inside and outside areas dedicated to particular topics. These could be traditional ‘school subjects’, but the lines delineating these could equally be re-drawn. The school day would be split up into a number of sessions (I’m thinking four), and children could choose which area to visit for each session with some guidance from a teacher. More about the school day and choosing sessions next week.
Quests in the Sandpit
Let me sketch for you how I imagine a session in The Sandpit School might look.
There could be an outside area (a bit of woodland, a cultivated wilderness or garden, whatever is most suitable and feasible in the school’s location) which is dedicated to exploring nature. It is safe and enclosed, the children can’t get out by themselves and they are supervised. There is a hut where you can find folders and books with pictures and information about the local wildlife, to which children can add their own fact sheets and photographs. The hut also has digital cameras, binoculars, camouflage clothing, fishing nets, jars for collecting specimens, notebooks, pencils, some laptops and a printer and dictaphones. There will be three or four adults in this area, two teachers and two teaching assistants, for instance.
When children go to this area for a session, they can either choose to explore a topic of their own choosing in small groups, or they can join in a ‘teaching expedition’, led by one of the teachers. Topics could include bird watching, mini beasts, growing vegetables or flowers in a garden area, bees, animal tracks, life cycle of a frog, photosynthesis, ecosystems or the water cycle, to name but a few. Choosing the small group option would be like going on a quest that interests you with a group of similarly inclined players. The teaching expedition would be like following the story line the game designers have prepared for you. The small groups who go exploring together would have children of various ages in them, and the older children would be encouraged to take some responsibility for the younger ones and help them on the quest. The teacher who is not on the expedition and the teaching assistants/parent volunteers would roam around the area, keeping an eye on the independent groups of children to keep them safe, help them if they get stuck and be available to answer questions.
Your turn now! In the comments, maybe you’d like to imagine other areas and sessions. What would the History room be like? The English room? Could there be a little train running around the whole complex, or would there be system of little indoor/outdoor roads that children could travel along with bikes/toy cars/tricycles, to practise road safety? Give me your ideas! And as always, please feel free to violently disagree with the whole idea.