We Must Fly or be left behind!

4.1 – Learning on the FLY in 2020.

Survival in tomorrow’s world will not only depend on being super fast but super smart, and that is why learning must begin and end at the edge of our dreamer’s reality. Most of our teachers are teaching yesterday’s curriculum and most of our student-body is/are learning outdated material if they are learning at all, because most are socially playing rather than seriously thinking. The proof is in our present national being. We are falling behind. What America is today reflects in what we eat…and what we eat is built upon what we earn…and what we earn is built upon what we know…and what we know is equal to what we are taught. Therefore, what we are taught is obsolete because speed factors have been inserted into our reality creating hyper-reality or chaos, which is impregnating our very future. Curriculum cannot match the speed of an Xbox. Business is way ahead of those persons who hide in the halls of today’s educational administrations. Our rigid system of education is in the learner’s way too. We must jump to a higher understanding of change by learning the gestalt methods of childhood or by learning on the FLY.

4.2 – New Systems that Teach Learning on the FLY.

Any simulation system or virtual reality system allows the learning of gestalt concepts (street smarts) at fantastic rates. Some refer to this as learning on the fly. Increasingly, many computer driven multimedia and motion picture genre are adopting the “point-of-view” or the camera’s position as one that flies. This allows the observer to feel that he/she is involved with the production leveraging the process. By creating this effect, one is reinforced in his/her thinking that it is a real life experience; therefore, learned at a higher level of experienced being to become. This learning via interaction at high speed brings the bromide of, “Tell me, I forget. Show me, I remember. Involve me, I understand.” Google, Apple, Microsoft and many others know/s how this learning can be profitable because 75 percent of all American kids, ages 8-12 have had the pleasure of playing and learning on the FLY. Attention Deficit Disorder (ADD) is not a problem when video games or computer games are involved in edutainment processes. Mind Riders know more due to increased consciousness in Time/Space.

Author: claronu

I am a multifaceted designer of many disciplines. Much of my expertise is derived from Engineering, Advertising, Marketing, Ancient Philosophy and the Laws of Existence or the Human Leveraging Paradigm. I was a consultant to Governors, Congressmen, CEOs and many others. I have served government and many large business concerns. (Claronu is the name used in the ENIGMNI, an e-book I wrote 20 years ago).

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