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The Programme

Simply stated, this moral enrichment programme has as its aim to inculcate intrinsic human values into children, with the aid of adults, so as to achieve a new hope for coming generations.

It is no mystery as to the reason mankind has descended into a quagmire of crime, grime, corruption and filth. At almost every level of human society we witness on an overwhelming scale, the dark side of the moral compass. Whether in politics, business, religion, sport, science or any other endeavour, and it is taking its toll.

Whilst, as stated earlier, we seem to be making massive strides in the direction of technology, we continue to slide downward toward hate, intolerance and division. Of what benefit is it to send people to Mars if those people are a clone of immorality?

What is needed is a new type of Mars, a "virtual Mars" to send people to, one that educates and trains people to first get a grip on what really counts, namely: VALUES!

We believe that this programme is just such a "Mars".

Let's get behind moral enrichment, the only real solution to our global crisis.

The Cool Values Moral Enrichment Programme

There are many elements to this systemic programme which may appear ordinary but have extensive reach into the child's psyche.

Let's start with the various elements and what they mean... (extremely brief snippets)

There is a mountain of information on this programme and unfortunately we can only include a small sampling of its extent.

If the thought of a more morally guided society is of interest to you, please contact me.

1. Books

The books form the backbone of the entire programme. There are 27 books altogether divided into three phases, each phase is age-related starting at 6 to 8yrs then 9 to 11yrs and finally 12 to 14yrs.

Each book deals with two values as shown in this picture, this is the Empathy and Forgiveness book. Since we cover 18 values altogether, there are nine books in each age group.

2. Mirrorman

Mirrorman is the central character in the form of a super-hero but  his function is to relate to the age groups as an interpreter and advisor or coach/guide. He is made to look like gold (Value) with a mirror chest (reflecting moral values).

The Pranksters (group of kids) call on him often to explain certain values and how they relate to the
story in which they find themselves. (see Pranksters)

3. Mirror

We use the mirror as a secret subliminal agent that embeds values into the minds of its users.

This powerful methodology reaches the child many times on a daily basis, and it requires no effort on anyone's part. Every time the child looks at themselves in the mirror, to wash, comb their hair, brush their teeth etc. they see the question. This eventually is seen only by the subconscious mind, the most powerful change agent in our psychology. Every week the book is considered in the classroom
pertaining to the question on the mirror, and this then causes the subconscious mind to jolt the conscious mind to pay close attention.

The effect of this is repetition for retention.

4. The Pranksters:

Enter the main actors of the programme, a bunch of kids who get to play a role where they "violate" one or more of the values. There is an antagonist in the group as well as a protagonist. These two act as a "conscience" or "compass" drawing attention to the consequences of their prank and it is weighed up against the value. In the ensuing discussion regarding the value, Mirrorman makes a showing and helps to define the proper understanding and application of the value.

5. Exercises:

In each book, there is a story relating to the mischief by the Pranksters and their interaction with Mirrorman.

Thereafter the story is analysed in the form of simple revision questions requiring the child to write down the answer in the book.

This exercise helps them to retain the essence of the value being discussed.

It also is rewarded with one piece of the "Puzzle"

6. Puzzle Effect:

In the first few pages of each book is a printed puzzle of the Cool Values logo divided into ten squares. When each exercise is completed, a piece of the puzzle is given to the child to paste onto a blank space on the last page in the book. The effect of this on the child is to have a running "score" card where the child feels the progress being made.

At the completion of the puzzle when all ten squares have been pasted into their relevant spaces on the blank page, the coach signs this page and it authorises the awarding of a certificate of merit. (see Awards)

7. Awards:

This is a certificate of merit awarded to the child for doing all of the ten exercises in the book.

We all enjoy recognition for our efforts and these awards do just that, it also provides an incentive to the child to collect all the certificates in the programme of which there are nine altogether for their age group.

8. Teachers Guide:

We have produced a guide for teachers and coaches on how to adopt the programme into their schools and how to proceed in each lesson.

Included in this guide is the suggestions for scripts for stage plays to re-enact some of the stories within the books. Great fun and very different.

9. Game:

This board game is spectacular! It is played with dice and a pack of cards, like Monopoly the cards instruct and pose questions which have three possible answers; right, wrong and maybe. Right answers get a green square, wrong answers get a red square and maybe answers get a grey square. The ideal outcome of the game is to fill the black board with green covering squares so as to save the earth. This is a most powerful instruction medium built within a fun environment highly conducive to subliminal embedding of values.

10. Photographs:

Into each book, the child is required to paste a picture of herself and her pet as well as a picture of her coach. This makes the book very personal and the child is encouraged to keep the book in a safe place until she is in adult one day. Here is a picture of the typical page found on the inside of the front cover...

This actually makes a wonderful keepsake because the book is filled with many works of the child.

 11. Story Time

As mentioned in the Pranksters above, the kids get up to some mischief and then have to deal with the consequences. The story of how they start the chain reaction, the setting, the discovery and the solution are all tightly interwoven into each exciting story. This lays the context for the child in which they would encounter the need for a moral compass. The coaching by Mirrorman and the interaction of the exercises reaches deep into the child's psyche and starts to form intrinsic pathways of improved moral decision-making and behaviour.

 12. Pencil Time:

Early in each book we describe and explain at length what the value under discussion is and how it should be implemented, thereafter we have a simple quiz for the kids to write their understanding of the value.

In the first age group where the kids are not able to write as yet, the coach acts as their writer and paraphrases what the child says.

When the child sees the interactive nature of the book they are further encouraged to take "ownership" of the book and it becomes more meaningful to them.

  13. Letter Writing:

Writing a letter to other children in different parts of the city or country is part of a sharing culture which helps the child to consider other children who may well enjoy being a part of the moral enrichment programme.

 14. M.A.P.S. Coaching:

MAPS is an anagram for Movement to Assist Parents and Schools. This movement has as its purpose, to address the situations where children do not have a coach.

Members of MAPS are screened and are typically retired principles and teachers who have time to spend helping a child once per week.

15. Video Series:

Scripts have been written for TV to reach children who are either pre-school or not attending school.

It is a fun adventure series where, again, the Pranksters get up to mischief and are guided to a moral solution.