Happy Steve

Innovation and Learning

Start with clarity of intent.

Now build it out with an evocative vision. Improvise progress by tinkering: with lots of trial and lots of error. The not knowing is the best bit: the mysteries the surprises, and from time to time the windfalls! 

Hello there, I'm Steve Collis! 

Click on "contact", won't you, and wave right back at me?

The Hunger Games & Critical Literacy, Post 2 of 4.

Part #2 – Schooling is an Arbitrary System

(Navigation: Part 1, Parts 3 & 4 tomorrow)

I've defined critical literacy as the ability to both:

#1 observe, analyse, deconstruct a system (aka the observer’s perspective, from without), and

#2 engage with the system, complicitly but seeking agency.

So much of my thinking in recent months has been about schooling as a highly particular and arbitrary system. The great harm of schooling comes from the fusion of its agents, in mode #2. I mean that the agents of the system (the players: teachers, students, etc) fuse with the system à la Mode #2.

Many adults are haunted by internal wiring, social roles, raw nerves, and other wounds inflicted in their tender years navigating the school-universe. The adolescent might become the resistant reader, kicking against the system, but this does not necessarily imply thought mode #1. I can rebel against a system I am fused with. I am a rebel. Schooling allows rebels. The rebel is on the map. We know what to do with you. Let’s play out the script: the argument door is third on the left.

Ask an adult about their schooling years. This is often like peering under a rock, and the grubs come out. The distortions from their formative years. Saturday night at dinner, a very close friend told me how, as a tiny thing, he had an anxiety attack at his 'Quartile 1' on his report card, thinking the higher the number the better. This is his early years, right? Doesn't matter that he interpreted it wrong. He's coming up against the game, but doesn't have language to identify it as a game. It's reality. These moments stay with people. It's so meaningless.

From the teacher’s perspective, in mode #2, homework, compliance, ‘management’, programs, assessment, outcomes, are the circuits of the CPU. Hey, teacher, leave those kids alone! All in all you’re just another brick in the wall. My hand is straight up in the air admitting culpability, letting the cultural DNA, the great archetype, the Toxic Myth, that hideous platonic form “SCHOOLING” brutalise myself and my students over the years. I relate to the proposition “every teacher feels guilty”.

I cannot tell you how much it bugs me that when our school is inspected, the inspectors sit in a room and examine bits of paper called programs. What are these bits of paper? They would appear to be crucially so important! In fact, the most relevant, telling, information-yielding element in a school would appear to be its paper-work. The litmus-test! Therefore, the summun bonum! The students are a means to an end?Functionally, is this not how it plays out? I have a precious hour to invest. The inspectors are coming. I had better tidy up those bits of paper!

What use that hour could be put to, otherwise! Count the wasted hours! The French K to 10 syllabus, for instance, has 8 quite workable outcomes, but then they go spoil it with 50 substatements. Try mapping them! Some Mode #1ers got carried away, is what happened. Lovely system on paper.

Ye God of Bureaucracy, all yield!

The paper is irrelevant, because this child missed breakfast, or is sleepy, or already knows long division, or cares not to learn it, or doesn’t get it.

The bit of paper is “the violence inherent in the system”. Outcomes? <shakes fist> OUTCOMES!? Gamified schooling: teachers affirmed for pristine paperwork.

Watch out what you incentivise!

Part #3 – Gaming Promotes De-Fusion from the System, tomorrow.

The Hunger Games & Critical Literacy, Post 1 of 4.

Part #1, Introduction – A Definition of Critical Literacy (Parts #2, #3 & #4 TBA)

I’ll define critical literacy as the ability to both:

#1 observe, analyse, deconstruct a system (aka the observer’s perspective, from without), and

#2 engage with the system, complicitly but seeking agency.

The more you’re #1 without #2, the more academic and functionally useless you are. Such wisdom! Such rags! Your insights are very likely too clean for the messiness of reality. You’re well armed with exquisite simulations of a world that does not exist. Arm-chair commentator! Critic! Voyeur! All perspective, no action.

The more you’re #2 without #1, the more functionally blind you are. You’re subsumed into the system. You’re an oblivious component part of something bigger. Cog in the machine. Blissfully unaware; your brain belongs, functionally, to another circuit. The very words you use to think are given to you. Your thoughts are musical riffs by another composer. You sing with the choir. Pawn in the game! Such unison!

But tragically, it feels to you like you’re calling the shots.

Indignant I may be, this is MY choice. But it ain’t.

I guess we all straddle both, but both can be intensified, cultivated, without cancelling each other out. The learning process is disconcerting, painful, disorientating. Self is context, domain-dependent: take the escalator to the gym. To call out others’ contradictions, easy. To call out yourself, and then be the contradiction, harder.

To what extent does ‘SCHOOLING’ (capitalised, mythic, archetypal, writ large) position its players in Mode #2? 

Post #2, tomorrow. 

GAT Course - Will it Scale?

My colleague Talar Khatchoyan returns with a second guest post on the 'GAT Course', which is our experiment at 'soft-coding' a year 9/10 (stage 5) course. Last year we piloted it, this year we're beginning to scale it up. 15 students have selected 'GAT' instead of a 'Board Endorsed' course like Music or Commerce.

Talar has managed to put together a soft-coded syllabus, outcomes and assessment schedule, as well as an induction program lasting 4 weeks. The students define and implement their own projects. See these posts for the story so far, dating right back to our original thinking.

Below, Talar recounts how term 1 is unfolding:

*****************************************************

What’s been happening in GAT lately? Pretty exciting stuff!

1. One of our students finally settled on a GAT project and he is happy about it! It took about 5 lessons of talking, planning, brainstorming and everything else and he has now settled on creating a documentary series on life in Manly focusing on different aspects of Manly like: Surfing, tourism, homelessness, busking, etc. This was a pretty huge victory for him!

2. The students are talking a lot more (they were really quiet at the start). So, they are really starting to own the course! They are asking for KRUMS (our gamified point system) and the best part is that they are helping each other!

3. A student came to class with what looked like a pencil case but when you flipped it, there were speakers on the other side. He said he was feeling bored and wanted to be creative and so made this pencil case that doubles as a speaker system! I couldn't believe it! And it worked! This got me excited for two reasons. a. It was pretty cool and just shows me how incredible he is…always thinks out of the box. b. I was excited because he wanted to showcase his work. It just shows he understands the concept of GAT, he's sharing and creating and innovating! And I’m sure it was really inspirational for his peers. 

4. Students are sharing their skills with one another! They are showcasing work, sharing ideas, giving feedback and information. They are realising their skills and strengths as well as the areas they need help with and are working together to find balance.

5. Students handed in their first assessment task which was a plan & rationale for their project. I haven’t had a chance to really start marking them, but when I do, I’ll blog again! 

Anyway, I just wanted to share, and catch you up on all the awesome aspects of GAT! 

Sorry for the overuse of exclamation marks – I guess they are expressing my great enthusiasm for these students and what they are achieving. 

Talar Khatchoyan

Landscape/Frame/Gateway Design Model

Update: Here is the Prezi itself: 

My Notes - 'Making it Mobile' Conference 

Here are my summary notes for my session at the 'Making it Mobile' conference on site at my school tomorrow and Friday.

If you're not in attendance, and you're up for a bit of hard work, reading on will give you an outline of a learning-design model. 

If you are in attendance at the conference, you can bookmark this link to be reminded of the core principles. 

Key Proposition: approaching schooling with a 'game' mindset helps us see its arbitrary design parameters as arbitrary design parameters.

Proposed Model: I propose a "landscape, frame, gateway, tracking systems" model and present a detailed case study with Ms Chantelle Morrison (architect of learning in our 'Zone' space, see www.anarchyinlearning.com

Intro:

 Games are curated systems.

Monopoly -

- various parameters come together (game board, rules, cards, cash, avatars, etc)

- aim of game is very clear, and is a linear progression.

- game is essentially social, and the curated system is secondary to social dimension

'Lord of the Rings Online' -

- immersive world instead of board, rules, components, parameters

- aim of the game is NOT linear, there are countless paths forward and the game is deliberately designed to prevent me mastering every path

- like monopoly the game is social.

Which of these two games does a classroom/school most resemble?

It depends greatly, of course! But all schools are game-systems, with very particular and peculiar designs.

School is a game. We can redesign it. We can redesign it to be non-linear

At NBCS we've done just this, developing a model that is spreading to become common practice around the school.

..............................

Ladies and Gentlemen, I unveil the 'Landscape, Frame, Gateway, Tracking' Model. (very welcome to suggest a better name!)

I present now a model that I believe can be translated to other schools and contexts, and successfully implemented providing students are explicitly dis-indoctrinated during an induction phase. 

The model works within single subject areas over single lessons, and scales up to long, complex, cross-curricular units. (Our key example is a 10 week science simulation) 

The core concepts:

Landscape: imagine every learning resource, activity, exercise, challenge, the student could engage with. Picture this on a landscape: everything from broad/open Project Based Learning activities (e.g. from NBCS 'make a stone axe without any technology') to video/audio tutorials, interactive tutorials, simple Word documents, quiz questions, instructions to copy out definitions. Whatever!! This is the landscape: the students will never see it. It is the 'sum of all paths'. It is the 'exhaustive list of possibilities'. 

This concept will take some getting used to if you think in linear programming terms. Linear programming is highly inefficient. Differentiation does not equal catering for both ends of some bell curve. Differentiation can mean every student takes a different path, like free range chickens. The landscape represents all resources/activities/opportunities/experiences on offer. 

Frame: the students never see the raw landscape. They see a 'frame' which is a visual guide, like a monopoly board, or a map - any genre that suits. The frame shows which paths are legitimate through the landscape. If the frame is a 'menu' style frame, the students can jump all over the map. Equally the frame could indicate 2, 3, 4, or many pathways. 

These could be in print. Here is my Year 8 French, Term 4 2011 Frame: 

Notice there is one main path leading to a bridge, but on the way there are two side-paths.

After the bridge there are four different possible pathways.

I repeat: this could be simulated in print, without technology. This is the equivalent of a game-board.

Each icon on this map is hyperlinked to sequences of resources/activities of many different types (see 'Landscape').

 

 

 

Gateway: certain parts of the map can be marked 'Gateways' for the purposes of cross-referencing with mandated outcomes, and standardised assessment. All students must pass through the gateways. This is the equivalent of 'you must pass go', HOWEVER you can also build gateways that span pathways, for instance: 'explore topic X in one of these forms:' or 'demonstrate outcome X in one of these forms, around one of these topics' (or any form, any topic!). 

Tracking System:

This was a huge breakthrough for me when the penny dropped! Many reward mechanisms in game systems can be regarded as tracking systems. Let's say you are managing a project - you may set up various measures to guage your progress, key breakthroughs, etc. Basic tracking systems can include points-tracking systems & badges systems (i.e. you complete this challenge, you're assigned this badge). However, tracking systems can be very sophisticated. 

During this presentation, I'm showing plenty of examples of all of the above. I will get around to blogging some of these. We also run regular workshops where we assist you design your own prototypes: http://scil.com.au/pd

Chantelle Morrison will present the 'Ministry of Science' unit, and we'll look at footage of the 180 students moving through the learning landscape:

 

Benefits of this Model:

The benefits are considerable.

- no student gets stuck in activities that don't suit their prior learning.

- students learn to self-direct.

- teacher assistance is FAR MORE available.

- teacher-talk is almost entirely shifted to 'just in time' learning, where the teacher perceives a need, and offers an opt-in session for students who wish to participate.

- students have choice, which is best understood in comparison to the savagely limiting paradigm of 'do what the teacher says to do'.

- the model handles PBL (Project Based Learning) with ease, non-PBL with ease, and a combination of both with ease.

- it allows multiple pathways to the same learning outcomes, thus catering for diversity in preferred learning styles, multiple intelligences, mood on the day, individual/group work, inspiration (what grabs you) and other variables. 

- gateway tasks allow a balanced measure of 'mandated territory'.

 

Pre-empting some Questions:

Don't extrinsic rewards wreck learning?

I knew this was wrong before I could explain why. Actually it's not wrong. It can be right. It's a good point. We need to tread cautiously. But it's complex.

Life is FULL of extrinsic rewards, everywhere we look. In some instances they backfire and distort behaviour and motivations in unintended ways. Schooling already falls prey to this with students working hard for marks not learning. 

This tends not to occur when:

- the students are 'wised up' to the nature of intrinsic/extrinsic motivators and reward mechanisms.

- the students have a pre-existing love for the activity.

In "The Nature of Creativity", Robert Sternberg, numerous studies are surveyed.

In particular, where participants ARE wised up, AND are already motivated, the extrinsic reward mechanism correlates with even higher achievement.

In the model I am articulating, tracking mechanisms are used mainly to give students a sense of location, orientation and movement through the learning landscape. 

In conversation and behaviour, students perceive the gaming mechanisms as a light-hearted layer that sits on top of the core learning activities. Furthermore, they are 'savvy' and 'wised-up', because we draw attention to the artificiality of the gaming structures. This is a far better state of affairs than an unquestioned system that exists, perpetuated, taken for granted by students and staff.

How do students who can't self-direct cope?

They CAN self-direct! The only reason you might think they can't is because they are used to a system that trains them into passivity. There is an induction process required, and many students 'kick and scream' about what they are being expected to do, because it's much harder to self-direct. At the other end of this learning curve they emerge with much broader skillsets. When we position students to be passive we rob them of this chance to grow.

What about students who...? (Fill in the blank)

Students who need help get far more help in this model, because the teachers are freed up from micromanaging what the class is doing. In fact, classroom management becomes a non-issue. This time is put into direct, customised assistance just where it is needed. 

Next Steps for Implementation?

If I worked for a school in an old paradigm tomorrow (individual classrooms + teacher out the front, linear programs, teacher-directed), I would immediately shift my classes to this model, just being careful to induct the students into the new way they need to think. I would be confident in the mapping of outcomes to learning activities, confident in the rigor of deep learning.

I would proceed like this:

#1 brainstorm the 'landscape' and populate it with as many learning ideas & resources I can muster around some central aims (& official outcomes)

#2 experiment with concepts for 'frames', and begin to edit out resources/activities that don't seem to fit

#3 devise game mechanics, feedback systems

#4 assemble the resources on our portal, and set up the tracking systems (very likely paper based)

#5 ask a talented student to put together the graphical art needed for my 'frame'.

#6 use www.image-mapper.com to add hyperlinks to my 'frame' that link to the resources as assembled on #4

You need to get your head around the logic and rationale of this model. It sits together beautifully. 

Come and visit us and see it in action: www.scil.com.au With a bit of luck we'll have online tools and resources that will be able to lead you through the design process in easy chunks, in the not-too-distant future. 

In Conclusion:

Schooling is already a curated game system. We need to recognise it as a non-neutral technology. Thinking in this fashion allows us to re-design the system.

I've articulated a model that:

- evolved from grassroots practice at NBCS through experimentation over many years (I first employed a version of this model in 2006)

- is now being used widely in Stages 2, 3, 4, and 6 (with Years 9 and 10 on their way!).

- satisfies all the mapping/rigor/data expectations of any school, but then goes one better.

- puts students back in charge, 'wakes them up', liberates enormous reserves of energy, initiative, creativity.

- wises them up / encourages the growth of metacognition. i.e. students learn to see the system as a system.

I'll post more I promise. This post is mainly for very motivated blog readers, and as a reference for attendees on Thursday.

Games, play, purity, idealism, and the messiness of life.

I wish to respond to three blog posts that have been playing in my mind for a week or two:

Adrian Camm – whose post concludes with a thoughtful open question ‘What am I missing’ [about why he's uneasy mashing gamng with schooling]

Dean Groom – bouncing of all his posts, really

Darcy Moore – asks  “If the education system was destroyed last night?

If you read all three you’ll see I’m responding to multiple common threads, and not least the idealist/utopic impulse which we all share. 

This post is one of those manifesto posts: a formulation of some tentative thoughts that have crossed a threshold of confidence for me. I wish I knew what they add up to, but I don't.

So here is where I’ve landed for now:

 

#1 Play is not play. Games are not games.

For the life of me, I can’t see any clear distinction between play/gaming and real life, except in matters of degree.

Play/gaming tends to be low-stakes. ‘Real life’, in contrast, is real because it is has high stakes. So we think of simulation of an environment versus the environment itself.

But for the life of me, where’s the faultline between the two? We say life is a game. “Winning at the Game of Work and Business of Life” is the subtitle of a book.

In ‘game’-shows like ‘Deal or No Deal’ the participant has very real amounts of money on the table. Decisions in the moment have big real life consequences – regularly they lose $30,000, or gain it, in a heartbeat. Why is this a ‘game’ show? Why, then, simulation, and not ‘the real thing’? Obviously, it’s because they came with nothing to lose, with zero investment. It’s a fine line.

The baby in playpen, preschool children in a sandpit, a game of soccer, monopoly, exploring and building in Minecraft, questing in WoW, these are games, these are play.

Or are they? The baby is facing very real challenges caught up with fundamental capabilities of movement, agency, voice and the ability to be heard. Social strategies for how to get dad or mum’s attention launch a life of strategy and tactics, from tantrums (adult tantrums!) to persuasion, deliberate controversy to joining trends, to find a secure place in one’s social network.

A game, play, can be low-stakes, but it’s just a matter of degree. I can’t see a meaningful difference between a student creating a work of art in our Minecraft virtual world and a student fashioning a ‘real’ work in ‘real life’. Both took time, though, creative spirit, meaningful collaboration.

A teenager playing World of Warcraft is play? It’s a simulation? For so many reasons it’s more complicated than that. A stark aspect: gold mining is still a real industry. Poorer people from poorer nations work long hours earning virtual gold in games such as World of Warcraft, to sell the virtual currency to play-ers for ‘real’ money. http://news.yahoo.com/blogs/technology-blog/chinese-prisoners-forced-play-world-warcraft-money-guards-202425282.html

Play versus real life is a spectrum; a series of shades of grey, and I can’t see a point where any part of life is one but not the other.

 

#2 Real life is not real life.

 I am not a nihilist, relativist, a deconstructionist, but for the life of me, I can find precious few aspects of ‘reality’ that are hard-coded. Almost everything becomes soft-coded if I’m willing to face up to it.

Social lenses, cultural lenses, pet theories, moods, narratives; I find myself at the nexus of overlapping, sometimes competing, interpretive communities and social networks. Who am I? I have multiple frames for understanding this - all derived from social experience and soft-coded context.

Take any one of them. Let’s say: my school. Or your workplace. Or my family. Or your Twitter identity. Or my philosophy. Or your evaluation of your life’s worth, success or failure thus far and aspirations for coming years. 

All these are curated landscapes. They are technologies. They did not have to be so. They could have been otherwise. They could become otherwise.

They play by particular rules, are powered by particular interacting dynamics, have particular key agents/players, goal posts, pitfalls, sometimes taking the form of what I call ‘AWFULS’, that is to say THOU SHALT NOTs, the very definition of failure or antithesis of the happily ever after. Each curated space has its own HAPPILY EVER AFTER too, although the narrative evaporates the moment you reach THAT page, and quickly fades into the past as a new story begins.

The rules of the game: how to succeed, what to avoid, how to earn ‘gold’ (metaphor for a zillion currencies we pursue), moments of leveling up, and so on.

In our inner worlds and outer worlds, we move from curated space to curated space. These are mash ups of others’ frames and our own frames, and our own interpretations of others’ frames, influenced of course by others’ frames.

Where I end and you begin, the quantum leap between individual and collective, is impossible to tell. Am I a neuron in a social brain? A node in a network? A distributed processor? No, I scream, I am me!

Authentic me! The words ‘authentic’ and ‘me’ are of course English words. This happens to be the language of the society I was born into. I inherited these thinking blocks.

My notions of authenticity developed over the years through interactions, media, Home and Away, Chinese fortune crackers, preaching, and my first girlfriend, some potent advertising campaigns for deodorants and something to do with potty training…?

THE SYSTEM. The machine. Always run by faceless men or evil masterminds in our narratives. Logan’s Run, The Matrix, The Game, and countless texts in a genre that draws attention to reality-as-curated-system; the protagonists seeking to break out into 'reality'.

Curated: artificial, designed, man-made.

Freedom from, freedom to. Western, Eastern. Whatever your flavour: we created it ourselves. We are the curators. We made our own bed. Collectively.

School is a curated space. It plays by some pretty specific rules. Oh, sure, it gets mighty complicated, especially in High School. Different teachers, different expectations. Tests, surrogate skill-trees (sport/geek/rebel? Tank/mage/rogue?), blah blah.

How is this different to a game? And how does it matter, except by degrees? How is it different to the workplace, or family dynamics/politics, or the great game of public transport?

And don’t the kids know it? Don’t they adapt? Don’t they play it well? Me, the class clown, getting laughter-currency, attention-currency, with a specific strategy that earned me gold. The rebel, opting for the skill-tree that favours a particular social brand among peers over a particular social brand among adults. He hasn’t lost the game, he’s just chosen a class. His bitterness at being slammed by the hierarchy feeds into his pride and uniqueness of his own brand. Can't have everything. Choose a strategy and get good at it. 

I see this all the time: teenagers defining themselves by kicking out.

 

#3 The Real Difference Between Games and Reality

I can see two key element that do differentiate games from real life:

our own awareness of the artificiality of the curated system/environment.

our own sense of agency in re-writing the rules, re-designing the game. 

In other words, it’s all constructed, but we only call it a game when we recognise it as such and sense we have control over it. It’s the artifice, and deliberate purpose it implies, that makes it a game.

Is that why idealists like myself are so drawn to gaming, and so keen to apply the language of gaming to real life experiences?

I wonder if it relates to the disappointment I sense in Dean Groom’s writing at the grubbiness of non-gaming spaces, such as Twitter. He disdains the stage and self-promotion. This is a game none of us curated but are forced to reckon with. It appalls me that there is an art to being listened to. Yet there is an art to being listened to.  

Not playing is not a neutral choice… nor is playing without acknowledging playing. There is no strategy or mindset I can apply to real life that gives me an out-clause or a clean definition. Taking my bat and ball and living on a farm in peace for the rest of my days is no escape. Maybe that equates to depriving humanity of my needed services. 

Yet it’s not social currency that feels grubby. The recent Kony mob-outbreak aspires to purity but there is grubbiness in the crowd, and the movement is far from pure. The purity is bloody dangerous.

Life is far from pure.

The quest for purity is a basic human drive. We can’t escape it, but we emphasise it at our peril. It makes us judgmental, idealistic to a fault (such that we filter out what doesn’t fit, which is oppressive, suppresive, hostile to other-ness and blind to inherent contradictions).

It’s the impulse to utopia that drives idealists to games. The desire to start again, do better. To have agency in the game-design. To begin afresh with a new narrative, yes and new identities to boot.

Darcy Moore asks what would happen if the education system (read ‘game’ or constructed space) were to die.

Real life systems do indeed die, all the time. Call it a paradigm shift, or turning point, or revolution. From the French revolution to the demise of Borders and Kodak, the new system that arises in its place is never designed from scratch like a game. In real life, it is market systems, the collective we cannot help but be in, that topples powers and raises new ones. 

How I wish I could redesign the school-game!

It would be a second Eden. There’d be a skill path for everyone. No one would win at another’s expensive. All would have a space, a home, and chance to contribute and receive in good measure. Utopia, heaven, purity at last.

And that’s what grabs us in gaming. It’s a glimpse of agency to recreate the system. I saw it in our school Second Life island, ‘Booralie Island’, and again in our Minecraft space. Even movements like Woodstock, #occupywhatever, and even #teachmeet have the smack of ‘god-at-last’ to them.

These are magnets to edu-idealists. And no wonder we rankle at ‘gamification’, where the toy gets broken apart, the motor ripped out, then plugged into the Frankenstein to create a monster that makes us the monster. It makes fools of us all. 

Fool I would gladly be, hoping to co-curate a better game. Yet I am wary of idealism invoking the appetite for purity to a fault. I have to also navigate the intricate knot of the tangled games of real life over which I have little control. I've forced myself to run gamification workshops to confront these issues, stare them in the eye.

What is the difference between a power-up and a report-card? A degree of purity? The ability to unplug the computer and turn the game off? Meta-agency? Curation of one's own challenges? Oh that the universe were a Minecraft server running on my own PC. I want to confront this. I want the worlds to collide. I want to take teachers to the faultline with me. We can have a cup of tea together and embrace the awful disjunct with a sigh and a sip. I don't know what to do after that. 

Is this what Peter Garrett considered in leaving the purity of Midnight Oil for politics. He lost social currency for the move. And I am guessing, clarity.

I wish for myself brutal honesty in accepting unpleasant truths and inner contradictions. I can’t accept others more than I accept myself, and inner purity could only come at the expensive of editing you out, which I don’t want to do. . 

Dean’s most recent post went deeper and is a recurring theme for him: below all the layers, what do you stand for? Your personal values. Under all the games in my head I seek for them.

Not a second Eden. Not an escape. I wish to sail my ship forward through the mess with a rudder of ‘love’. That’s about as much clarity as I’ve got. 

Into the mystic river, then, tweeps?

Post Script:

Not my most articulate, I'm afraid, in this post. I can still see the problem, but don't know if others will get it or see it has any relevance at all.