Today’s Friday FunPost is less “ha ha” funny and more of a thoughtful, potentially inspiring type of fun. I’m chaperoning our Freshman Retreat today and in a more reflective space than on most Friday afternoons.
The other morning this word and reflection arrived in my inbox from the good brothers of the Society of St. John the Evangelist:
“The prevailing reason why Jesus did what he did and said what he said was his compassion for others. Compassion, which literally means “to suffer with” another person. Compassion is not just to observe suffering, but actually entering the suffering of another.” -Br. Curtis Almquist
I shared this with my students that day as another reminder of how compassion is one of the core values essential for one who follows Jesus the Christ. We’ve been talking a lot about compassion and empathy lately in class. This essential conversation, accompanied by prayer, is a clear antidote to the widespread fear, scapegoating, nativism, racism, and generalized hostility in our social and political conversations these days.
Today I read about two tech facilitated ways to help others grow in compassion and empathy. First, Tech Crunch offers a solid overview of how Virtual Reality is expanding classroom learning in a variety of ways. After describing how VR has been and continues to be used for mainly for simulations – especially scientific and historical ones – the author suggests this creative and constructive usage:
Perhaps the most utopian application of this technology will be seen in terms of bridging cultures and fostering understanding among young students, as it will soon be possible for a third-grade class in the U.S. to participate in a virtual trip with a third-grade class in India or Mexico.
This may sound simplistic and minor, but I think it’s only a beginning of how we will soon be able to leverage VR for a wide variety of educational outcomes. We often assume that we can only use VR from our own exclusive perspective to explore myriad locations, time periods, simulations, etc. After all, everything I see with my eye-brain connection is filtered through only my own reality. The true power of VR is that it will allow me to see what the world looks like from others’ perspectives. And if the simulation is created with thoughtful skill this could engender greater empathy in me.
For example, what if the VR headset caused me to see all writing as a dyslexic person does every day? Or maybe it could show me the hallucinations and “voices” that plague a schizophrenic in his or her daily life. At the very least, it will allow us to take on the persona of someone quite different than ourselves and see, first-hand, the world through their eyes.
Even before VR becomes widely available in our classrooms, a growing genre of video games exist which allow us to experience life from a different perspective. In an article glibly titled “Video Game Psych 101:Empathy Games” we learn how:
Biofeedback video games feed off players’ physiological responses, impacting gameplay in new and interesting ways. But what happens when developers create games designed to evoke a specific emotional or psychological response?
Empathy games attempt to answer that question. These video games aspire to enhance a player’s understanding of an outside perspective, particularly those pertaining to real-world struggles and inequalities, through interactive experiences.
This genre includes the groundbreaking game from a few years ago – Dsy4ia. While this particular simulation engenders empathy towards a specific life experience, this type of game could be created to illustrate any number of situations. And, combined with the increasing power of VR, the possibilities for tech facilitated education for compassion and empathy is limited only by our imaginations.