CASA:  Centro Alternativo para Sanar al Adicto




Dedicado a mi Madre, Gilta Iris Moreu Colber, quien me ayudo a integrar la vida antes de saber el sentido de esa palabra


DROP-IN LEARNING CENTER
(Spanish/English version)

STREET COLLEGE PROGRAM
(English version)

www.orendasociety.org


Spanish Language Introduction:

CASA'S THERAPEUTIC DROP-IN LEARNING CENTER


Declaración de Visión:

En CASA creemos que la adicción es una enfermedad física con aspectos psicológicos; nuestras estrategias ayudan al adicto a pesar de sus ambivalencias y con mínima asistencia. Creemos que esa adolorida comunidad tiene un valor intrínseco y un potencial inmenso para traer al resto de nosotros un entendimiento nuevo de los límites de la frontera humana.

Declaración de Misión:

En CASA creemos que podemos alcanzar la comunidad del adicto con objetivos alternativos/educativos y estrategias de Autoayuda. Por eso proveeremos exploraciones cognitivas, puntos de vista holísticos (en las humanidades) y retos personales cuales objetivos, en asociación con soportes clínicos, promoverán la integración social del miembro.


Ever wonder about suicide rates for homeless heroin addicts? Certainly those that live have enough positive meaning in their lives. What makes life worth living for them? My informal survey found clues. Most of the factors relate to the life the addict had prior to his addiction; the childhood memories and connections to the living (and the dead). Beliefs, whether providing hope or dread are also factors. Heroin in the later stages seems to indicate a self-medication function; heroin, outside its physiological realities, becomes a means to shield one’s self from life’s loses. But the course of the disease has compounded its mitigating effects. It has created more loss, social isolation, and the erosion of vital skill-sets necessary for community integration/navigation. Within our specific non-clinical parameters CASA programs shore up what remains, and works with the addict and his clinicians to reclaim lost ground. 

FL González

Nuestro Medio Ambiente Sico-educacional:

Proveemos un medioambiente gratuito, interesante y semirrígido; después de la orientación las reglas en común son mutualmente incorporadas, y por consecuencia, nuestra disciplina es democráticamente justa: usamos contratos de auto-terapia declarados estos públicamente (y confidencialmente) entre nuestra membresía. Miembros usan juegos y metodologías cognitivas (y competiciones interactivas) para obtener derechos programa-específicos: todas las actividades son compatible con nuestros objetivos sicosociales.  

Nuestras entrevistas iniciales de entrada (y subsiguientes adiestramientos) son procedimientos clínicos ya establecidos como estándares de Mejores Prácticas global.


Requisitos Básicos: 

Declaración de comportamiento civil (reporte de policía estatal), carta de recomendación de una agencia clínica en donde obtiene consejería y/o tratamiento. Firmar pre-contrato (promesas de no usar substancias dentro del centro, de no divulgar contenidos confidenciales, de respetar, de participar, etc.). 


* Segundo nivel en este propuesto edificio contiene hamacas, baños e inodoros limpios.


Inicial (general) Rito de Pasaje: Modulo Cueva:

La Cueva consiste de una estructura artística; una réplica de una cueva tropical – completa con plantas artificiales, piedras y texturas, sonidos naturales, y un espacio cómodo/privado donde el candidato pasara 1 día (1 noche) en absoluta soledad: un total de 24 horas.  

Propósito del Módulo Cueva es educación terapéutica:

A todo empleado, voluntario o miembro es requerido participar en este rito. La orientación que prepara al candidato a este rito presenta el mundo del Taino previamente del mal uso de drogas, alcohol, y de las distracciones adictivas de nuestra moderna civilización (la cueva significa el potencial de reformar nuestras vidas al estándar natural, saludable, y sabio); en La Cueva el nuevo miembro se encuentra con su propio ser y confronta sus temores y dudas. Ahí encuentra unidad con tierra y universo; como organización este rito de soledad (similar a ritos usados por culturas primitivas desde milenio) nos unificara como una fraternidad de hombres y mujeres en recuperación personal.

1.Pre-orientación (seguridad y emergencias) y Orientaciones temáticas (temas: el mundo primitivo).

2.(Después del rito) testimoniales personales a la membresía (y repaso de contrato de auto-terapia).


Módulo Nave (Simulación de Viajes a las Estrellas):

La estrategia cognitiva/educativa de CASA establece temas socio-educativas en el tiempo ‘pasado’ y en el tiempo ‘futuro’ antes de bregar directamente con la adicción; la razón es crear un ambiente donde los problemas del ‘presente’ se puedan analizar sin temor cuando el programa progrese y los miembros se sienten más seguros: en esas introspecciones obtendrán entendimiento por medio de la metáfora y simbolismo usado. Le damos importancia a la imaginación y al juego – en la crianza juvenil de muchos de nuestros miembros el ‘juego’ existía en poca cantidad y poca calidad. Los directores, empleados y voluntarios de CASA serán jugadores, y no se abochornarán en encontrar y mostrar esos aspectos de su niñez. En este módulo no solo se ganan sellos por cada hora adentro, pero si van en una misión – pueden ganar una gran cantidad, en un cantazo.

¡En CASA jugar es primordialmente importante!

Introducción RCN (Role-play Characterization Network):

Esta pedagogía es excepcional en varias maneras. Los miembros, para ganar Cupones (la economía simbólica de CASA usa cupones como dinero) pueden entrar al pasado (el Modulo Cueva) o al futuro (el Modulo Nave). La orientación del Módulo Nave es más extensiva y consiste de las siguientes áreas académicas: 

Sujetos Escolares Básicos RCN:

1.Astronomía (Cosmología: el origen del universo)

2.Física (termodinámica, y las 5 fuerzas maestras: fuerte, débil, electromagnetismo, gravedad, inteligencia)

3. Teoría Atómica

4. Geografía (geología, oceanografía y ecología) 

5. Sociología

6. Filosofía 


Nota: Dinero falso (Sellos) en denominaciones común se usan para una variedad de actividades: usar dinero real es prohibido en el programa (con la excepción del Banco). Unas variedades de juegos se utilizan para ganar Sellos (sellos por ganar o ser aliado con un ganador). Tiempo en los dos Módulos gana sellos (un sello por cada hora adentro).

¡CASA usa el incentivo de la misma Adicción!

Sellos pagan por un descanso en la cueva, o descanso en la nave (viajando entre estrellas ficcionales; aprendiendo ciencia al jugar). El adicto de la heroína le gusta la comodidad y CASA los acomoda y usa esa acomodación estratégicamente para invitarlo a aprender de su humanidad y de las decisiones que llegaron a su adicción.

Beneficios de Nuestra Economía de Sellos:

1.Alquilar hamacas (un cupón por cada hora de uso, y si tiene 10 cupones se puede quedar por toda la noche, bajo supervisión, en CASA).

2.Tiempo en la sala súper-cómoda oyendo música con head-set (no permitimos videos o TV).

3.Refrescos y golosinas de comer (para gastar sus opciones de descanso; para motivar su participación en la nueva obsesión de ganar sellos, no proveemos comidas substantivas). Si se acaban los cupones el miembro tiene que conseguir más y jugar más, aprender más, entender más. Si no tiene sellos el miembro activamente-usando puede sentarse en una silla propuestamente incomoda, en nuestras sillas (diseñadas para ser incomoda). Después, cuando despierte, volverá a jugar, aprender, y compartir sus fracasos y triunfos con sus colegas. 


‘Nada de esto es escondido; el miembro sabe las razones de nuestra metodología – y las abrasará' cada pequeño paso es vida y 



Elegir un Grupo Funcional: 

Tripulantes viajan juntos bajo la supervisión de un Observador. Cierta cantidad de sellos son requeridos para invertir en la misión. Si la misión es un éxito todos ganan más que lo que invirtieron; sus sellos serán multiplicados por los objetivos obtenidos. Si gana, el miembro puede obtener su hamaca por semanas enteras, o descansar en la sala y disfrutar de un orgullo merecido. Pero si la misión es abortada pierden todo.  

Rango en el Grupo Modulo Nave (desde más alta a más baja autoridad) y sus Roles:

Observador = este rango es el más alto y solamente cedido a los Mentores (alumnos de CASA). El Observador asiste al miembro a entender los conceptos RCN, y tiene autoridad administrativa: para ser Mentor, tiene que tener 12 meses de sobriedad.

Embajador = el Embajador es el único miembro designado para hablar públicamente sobre sus acontecimientos, empezando con la membresía CASA y culminando con su testimonio Extra-escolástico.

Capitán = este rango es diseñado para comandar la nave sin distracciones; en casos extremos las decisiones del Capitán pueden ser anuladas y/o ajustadas por rangos mayores.

Navegador = el Navegador es el técnico de la nave, encargado de usar catálogos, guías científicos, y mapas para asistir al Capitán y asegurar el éxito de la misión.

Nota: Clínicamente las caracterizaciones de la nave están ajustadas a los niveles cognitivos necesario para buena comunicación/acción entre tripulantes. Por ejemplo: el Embajador no tiene que saber ciencia, solo poder hablar sobre los acontecimientos de sus compatriotas. El Capitán también, solo necesita ocasionar buenas decisiones con la información obtenida por el Observador y el Navegador. Un proceso natural (el interés y curiosidad del miembro) es utilizado para crear el grupo de tripulantes. Es importante notar que el motivo de juntarse tiene más que ver, inicialmente, con obtener sellos y el uso de heroína.


Misiones en el Modulo Nave pueden llevar Días:


'¿Cuánto tiempo puede estar sobrio y limpio, sabiendo que abortar la misión anulara los esfuerzos de sus colegas?'  

Nota:  Esos límites son, para nuestros ‘astronautas’, más importantes de saber el límite de la velocidad luz.

Procedimientos y Recompensas:

Plan de Misión = Mentores facilitan la creación del equipo usando formularios creado por el director, y el primer dato necesario es obtener las iniciales Inversiones de los candidatos (cuantos sellos quieren invertir para obtener más sellos si la misión es un éxito, no son apuestas, son evaluaciones personales). 

La Inversión se convierte en simple fórmulas para obtener otros variables, estableciendo los parámetros de la ‘misión’. Los números se convierten en: Inversión Personal, Inversión Grupo, Distancias de Años Luz (dibujada como una circunferencia), y el tiempo para concebir la misión. Usando un programa de computadora (Starry-Night Planetarium), y un índice de estrellas y sus supuestos planetas (indica las edades de las estrellas y los elementos de los planetas que pueden existir en sus orbitas) el Observador usa lotería para obtener la precisa meta astronómica en el catálogo. 

La misión consiste de patrullar el sector previamente identificado, y buscar un planeta en la tipa de estrella indicada. Cada tripulante tiene su tarea. El programa Modulo Nave está diseñado para ser realístico y divertido. La cabina es oscura y las consolas tienen luces, palancas, y objetos táctiles. La comida y refrescos proveídos son deliciosos y gratuitos. El modo de propulsión es fisión atómica, y las maquinas hacen ruido. Dependiendo en la distancia facturada (producto de los números iniciales) la misión puede ser breve (minutos o horas), pero, en algunos casos, puede durar días (bajo supervisión, obviamente).

Aborto:

Si la misión es larga, reportes tienen que ser mandados a la Tierra y evaluados por los directores (o por un comité de miembros previamente escogidos). Errores en los formularios pueden abortar la misión (sus Inversiones perdidas), y si no llegan a tiempo la nave tiene que buscar el más próximo planeta habitable – y de ahí empezar un proceso de rescate (otra misión con otros tripulantes), o crear una nueva civilización.  

NotaLos que llegan a la Tierra son héroes, y ganan cientos de sellos. ¡Para el adicto ese es el ideal objetivo, pues en el Banco CASA el adicto puede convertir sus sellos en dinero real! Por esa razón cada sello tiene un valor bajo -- un centavo (un sello = un centavo).  


El Ajedrez De Múltiple Jugador:  

Ajedrez es típicamente un juego solitario entre dos adversarios inteligentes. En el juego típico, el celebro usa las reglas del juego como mapas cognitivos con mínima creatividad social; en el caso de mi sistema, la creatividad social es lo que forma las estrategias cognitivas bajo reglas comunalmente aceptadas (grupo socioculturales). Esto es muy importante para evaluar el adicto, pues muestra, por ejemplo, su nivel impulsivo en ambiente sociales (no es confrontación personal uno-a-uno, como es el típico ajedrez), y sus habilidades/motivaciones al crear alianzas entre ellos mismos (el número de alianzas tiene un límite de 3 alianzas en el sistema – el sistema entero es un adaptable). La dificultad cognitiva es mitigada por un añadimiento gradual del contenido; la educación en las humanidades es vital para el crecimiento emocional de cada persona (entender el universo, mundo, y la realidad social que nos rodea). Mentores CASA y otros educadores añaden temas adicionales que benefician a los individuos bajo nuestro techo: por ejemplo – el rol de autoridad civil o familiar, nivel de auto-pasividad (de ser institucionalizado), rol y obsesiones asociadas por raza, prejuicios sociales, o abuso dentro de religión:

Tabla 1 = es una tabla convencional de 2 jugadores. El propósito de esta tabla es de entrenar a jugar ajedrez básico. Uso de piezas de color son explorado como objetos temáticos más tarde (pre-naciones o etnicidades de regiones en los tiempos medievales: Imperio Otomano, Imperio Sagrado Romano, Estados Papales, etc.). 

Tabla 2 = es una tabla de 4 jugadores – su propósito es el añadimiento de reglas múltiple-jugador: en este entrenamiento también se usan piezas de color. 

Tabla 3 = el propósito de esta tabla es la terapia social propia (sin añadimiento educativo); en esta mesa juegan 8 jugadores simultáneamente, pero solo se juega ajedrez de múltiple-jugador (la próxima mesa añade los aspectos educativos anteriormente mencionados).

Tabla 4 = añade la historia medieval usando piezas de otros colores para mostrar las divisiones étnicas de Europa desde 500 AD hasta 1500 AD: piezas representan Bizantino (color plata), Católico Romano (oro), Nórdico, Islámico y muchos más: para 8 jugadores simultáneos. Otros usos temáticos son posible.


El Ajedrez Múltiple como Herramienta de Socialización:  

“Ningún Hombre es Una Isla,” dijo el famoso escritor Católico Thomas Merton. Y la rehabilitación del adicto es, escondida en la raíz de esa palabra, la re-institución del hombre (o mujer) a la adolorida sociedad por lo cual su adicción fomento. Quiere decir que, en una manera, no ‘podemos tirar el pescado rescatado al mismo charco sucio de donde vino’, si lo hacemos, no cambiamos nada. Pero la realidad es que nuestra organización no tiene el poder de cambiar el medioambiente del adicto. Lo mejor que podemos hacer es, ‘cambiar al pescado’.  

Mesa tipo 4 es pura RCN pedagogía, pues, en nuestro modelo educativo, estilo Montessori, el educador (en ese caso un Mentor no ensena) solo clarifica el contenido. El Mentor (típicamente un Observador en los módulos) juega y responde a las preguntas de los jugadores (sea ajedrez propio, o en caso de Mesa 4 -- el mundo Medievo [500 AD hasta 1500 AD]). Ese es el método educativo Constructivista que empleamos en la mayor parte de CASA. Creemos que el deseo de aprender es innato, y no cambiamos mucho la rueda natural.


Índice de los modelos que usamos (in English):

Behavior Modification: founder of Behaviorism, a therapeutic technique based on his work: B.F. Skinner (1904 to 1990: psychologist and social philosopher of renown). The technique uses ‘rewards’ and ‘punishments’ to build positive behaviors (and reduce negative ones) in the lives of practitioners. It is used successfully today in the areas of Attention Deficit Disorders (ADD) and Autism, but has generalized value in most psychological & learning approaches.  

Constructivism: a learning theory/philosophy-of-education model founded by Jean Piaget (1896 to 1980): a clinical psychologist who pioneered work in childhood development. He declared in 1934 that, “only education is capable of saving our societies from possible collapse, whether violent, or gradual.” Piaget posited the existence of 3 root types of knowledge: Physical, Logical/Mathematical, and Social. The model stresses the innate human ability to create and discover meaning.

Montessori Systems: the body of work & philosophy of Dr. Maria Montessori (1870 to 1952: Italian physician [psychiatry], educator, and innovator). She initiated her work with collaborator Alice Franchetti (1874 to 1911: intellectual/feminist, American born Italian Baroness of Jewish extraction); both women were lifelong observers of children within impoverished communities, and, in the areas of education, were influenced by the Constructivist ideas of Jean Piaget, who studied the way children naturally learn throughout their developmental years. The Montessori system involves milieu-based learning environments that engage natural curiosity, and a person-centered approach to learning.

Role-play Characterization Network, RCN: a pedagogical model created by Francisco Luis Gonzalez (1955 -). The model is holistic in nature; it encompasses the entire spectrum of the humanities. RCN utilizes STEAM based approaches and Montessori-like Constructivist objects and methods. The hallmark of the system is its emphasis on game-like role-play immersions within the framework of Astronomy & Geography.

STEAM Education: an education movement that promotes Science, Technology, Engineering, Arts, and Mathematics: a variant of STEM (it adds the Arts).



Glossary of OSI/RCN/CASA Terminology:

Aborts (three types): Self Abort, Minor Abort, and Catastrophic Abort. Aborts come about due to Spacecraft Module mission failures – usually relating to poor crew decisions, or data errors. Not all aborts end well. In some cases, where no provision has been made in order to survive on the surface of some forsaken planet, the crew may be lost (see Character Death).

Acclamation: the acceptance of the group; the raising of hands as a new member completes the Cavern Module ordeal.

Admissions and Registration: typical Best Practices’ intake process for public service venues.

Advanced Academics: pre-collegiate coursework options involving higher math, humanities, and philosophy. In CASA we have a Constructivist approach – we encourage content-depth in our methodologies; we have (or will create) advanced pedagogies for every learning component we present.

Advisory Pool: listed groups of individuals willing to be consulted by our staff.  

Alliances & Confederations: (advanced gaming option) used with our Star-system Holdings rule: Alliances are formal agreements made by two (2) Star-system civilizations under our Star-system Holdings rule. Confederation are fictional unions of 2 or more stars: Graph Theory will be a curricular add-on with some students.  

Alpha-Numeric Encoding: pre-algebraic system using numbers and letters; used to transfer data from computer, to paper, and finally to Ground Crew -- in Tier IV.

Alumni: CASA Drop-in Center participants who completed Tier VI and gave an Extra-Collegiate Testimonial to a Hosting Organization. 

Archetypal Symbols (communal fires, etc.): Jungian concepts (such as fire and thunder) that link us to our prehistoric past.

Audiovisual Systems: to be developed …

Auto-recovery Contract: pre-admission co-authored behavioral contract between the new member and CASA: contract must be read out loud to entire CASA body.

Awards & Certifications: to reward the achievements of our members: given after every Tier Level completion AND upon graduation (for the CASA Drop-in Education Center and CASA Street College).  

Back-stories: (advanced gaming option) for role-play language explorations of proposed space civilizations. 

Behavioral Learning Environment: CASA’s Educational Therapy milieu spaces.

Boriken 4492 CE: a futuristic novel by FL. Gonzalez: used as textbook and study guide (pending completion in 2017). www.orendasociety.org

Briefings & Debriefings: group discussions before and after Cavern & Spacecraft Module immersions. 

Best Practices: professionalism, confidentiality, person-centered regard, peer review, and follow-up.

Cartography: (advanced gaming/learning option) understanding map features. Members make computer maps of Star-system Holdings’ on deep-space locations. Sample: fictitious planet orbiting ‘M’ class star, and topographic sets derived from original:

Cargo: part of the Mission Energy Requirement (MER) rubric. The numeral there is derived from the Group Investment quotient – with catastrophic effects if depleted. Numbers there equal to tonnage. Just one (1) ton will allow for the storage of survival gear, enough to build a temporary outpost in case of a crash landing. But a randomizing process can deplete MER and tempt the crew to use all its energy factors – a fatal error that leads to Character Death.  

Cargo Manifests (used to create back-stories): a form filled out by starship Captain itemizing and describing his ship’s cargo holdings.  

CASA: (in Spanish) “Centro Alternativo para Sanar al Adicto” (English: Alternative Center for the Healing of the Addict). A Montessori-like program sponsored by Orenda Society International (OSI is a start-up organization offering meditation, education and advocacy, founded by Francisco Luis González and Úrsula Eusebio De Los Santos).

CASA Bank: a fictional savings & loan institution within our Drop-in Education Center that allows members to perform simple banking procedures. Members can earn interest on deposited savings, and borrow Tokens for space missions. Members can also borrow tokens to pay rescue ransoms. 

CASA Franchises: micro-businesses that bear the CASA LABEL.

CASA LABEL: OSI/CASA trade-mark (logos and documentation pending) 

Cavern Module, CM: Rite-of Passage learning feature used with new members. The CM is an isolation chamber in the form of a cave. It contains forest sounds and a ‘fire pit’ (an electric flickering light). 

Character Death: worse than a Catastrophic Abort, Character Death is the complete loss of the spacecraft and its crew. Players thus affected must create new characterizations, and start again with no Tokens and no Star-system Holdings (if any). They are considered to have died on location.  

Characterization & Rank: a component of RCN (Role-play Characterization Network); RCN is a Montessori-like pedagogy developed by F.L. Gonzalez in 2010.

Chess Ledger Board: a display area set aside for multiple player chess tournaments and game statistics.  

Chess Program (multiple player chess & checkers): CASA program utilizing chess & checkers as behavior-based socio-educational learning systems. 

Color Encoding: (advanced gaming option) our standard RCN color template creates cohesiveness in shared cartography projects. Shades of these standard colors have geographic meaning (pixels in black denote ongoing projects).

Community Partnerships: community friends, business owners, and non-profits who take an active part in supporting CASA outreaches.

Credo Systems: (advanced gaming option) the description of a fictional civilization’s belief systems.

Data Ejection Tube: equipment on board our Starship Module used to send reports to the Ground Crew.

Data Withdrawal: (advanced gaming feature) making real objects from fictional data-sets, for example, data-withdrawal may mean writing a Back-story for a world previously identified in Alpha-numeric Encoding, or making a diorama/map from a pixel coordinate:  

Dioramas: (advanced gaming feature) 3-D landscapes used in cartographic learning projects or micro-business products (as tea table features).

DNA/Morse Code activity: (advanced gaming feature) this activity converts words into DNA snippets. Used to convey gene transfer ideas relating to evolution.

Earth Geologic Epochs: (advanced gaming feature) used to identify & catalogue flora and fauna on fictionally created planets; known data-sets from Earth’s Natural History is used to extrapolate what extra-terrestrial life may look like. 

Educational Therapy: the therapeutic value of education within CASA.

Elders: five (5) eldest CASA Members, by age.

English Instruction (using ‘word-within-word’ game): (advanced gaming feature) this feature teaches English vocabulary & grammar by means of a game.

Einsteinium Space: (advanced gaming feature) Einsteinium Space is the term used for extended starship voyages beyond 81 light years. Unlike Newtonian Space, these missions must calculate time variances between target and destination (General Relativity: physics).

Extra-Collegiate Testimonials: are a strict requirement for CASA Drop-in Center graduation; testimonials require a Hosting Organization (school, business, or non-profit). According to our proposed bylaws, a member need not be drug-free to participate or graduate (but must be drug-free to volunteer as a Mentor). 

Forms: Captain’s Logs, Mid-course Data Corrections, Mission-terminus Corrections, Cargo Manifests, Role-play Court Complaints: all are paper forms used in the CASA activities.

Formulas: several non-algebraic and pre-algebraic formulas are used throughout Tier IV – to acclimate learners on the manipulation of whole numbers, decimals, number lines and other equation-building methods leading to higher math and algebra.

Gamer Pensions: every member that completes a space mission in our Space-craft Module gets a pension (100 Tokens per week: 400 Tokens per month).

Globe Models: (advanced gaming feature) used in two ways: as a computer imaging component of Star-System Holdings, or as a standalone 3-D sculpture. These can also be products of CASA micro-businesses.  

Graduation and Follow-up: completion of Tier VI, plus the required Extra-Collegiate-Testimonial. CASA does not provide clinical and/or case management follow-up, however, we have a Street College program, and volunteer Mentor positions in our Drop-in Education Center (Mentors must have one-year sobriety/abstinence).

Graph Theory: (advanced gaming feature) used for designing Confederation unions and for building Trade routes between star-systems.

Ground Crew: a group of peers that oversee Starship Module missions, and evaluate their success or failures.

Group Investments: the sum total of Individual Investments (Investments are the token amounts waged on successful mission expectations – these numbers are used in a variety of useful equations.

Group Therapy Circles (group work & ceremonial use): there are no clinicians or counselors in CASA. The directors, paid staff, and volunteer Mentors act as facilitators to ongoing peer-to-peer groups. Unlike typical therapy groups CASA group topics are not scripted, but deal mainly with the member’s Role-play Characterizations. That is not to say that behavioral issues relating to their addictions are ignored, repressed or dismissed, but that the peer-to-peer emphasis is on what factors, physical and psychological, impinge on the successful completion of CASA tasks: a talking stick will be employed. Ceremonial circle: a large circle with no chairs is used solely in the overnight sleeping area. It employs no specific theme. It is simply a place to gather quietly and to enjoy quiet conversations around a central fire pit (an orange flickering light bulb encased in stone).  

Guests: Tier I entrants; CASA probationary members. To continue in CASA important legal documentations and waivers are required, as well as 24 hours in the Cavern Module.

Hammocks (rentals): hammocks were created by Caribbean region aboriginals and are a super-efficient sleep system; we attempt to re-create the hygienically simple way they slept in our drop-in center’s shelter. Hammocks are rented by the hour – one Token per hour. Members must reserve the space ahead of time.

High & Low Personal Inventories: just another way of saying: the cumulative amount of tokens and learned skills each Player has acquired at any given point in time. Inventories are loose predictors of a Member’s success navigating RCN content.

Hosting Organization: a school, college, business, or non-profit that allows our candidates to perform their Extra-Collegiate Testimonials: their graduation pre-requisite. 

Imaging: (advanced gaming feature) PC imaging, digital photography, map collections and a variety of graphics are used with our Star-system Holdings procedures to document for game advancement.  

Indentured Agreements: relates historically to the concept of indentured servitude; a player who is rescued from a star-system planet due to a Catastrophic Abort, and who cannot afford to pay a full ransom, must pay with whatever resources are on hand (Star-system Holdings, or borrow from the CASA Bank). The rescuer can be creative and design alternative role-characterizations, like Slave, or Servant, etc. Or create more benign roles, such as an Explorers or Agents working on behalf of the rescuer (the indentured service must be limited to the ‘ransom debt’). Members who find the rescuer’s terms to be too harsh, can request a Role-play Court session (a specialized peer-to-peer group).  

Individual Investments: any token amount invested in the (expected) successful outcome of their mission. Several simple math equations are created by these initial numbers, including Group Investment numbers (the sum of all individual investments). Investments can be lost if the mission fails, and catastrophic failures can put the Member’s Characterization, Rank, and Location in jeopardy.

In-house Chores: members can perform chores within our drop-in spaces (clean, sweep, pick up trash, etc.) and earn tokens in the process.

Jettisoning Capsules: sealed plastic tubes used to encapsulate and transport Forms from the interior of the spacecraft to the exterior. Captain’s Log, Mid-course Data Correction, and Mission Terminus Correction.

Lectures & Orientations: integral parts of Briefings and Debriefings; Players are students, and take notes during instructional periods prior to CASA’s hands-on activities.

Loans: a service of the CASA Bank; members must have an active account to request loans. Tokens only. Loans can be used for any feature requiring tokens, but may have high interest rates and stiff default penalties.  

Location: another component of RCN (Role-play Characterization Network); Roles and Characterizations can exist in several locations (in the real world, or in fictional extrasolar worlds created by members).  

Lockers: as a further incentive to join CASA, locking metal lockers will be provided to members.

Lounge: a comfortable sectioned-off lounge area will be provided to members: time in the lounge is rented (1 Token per hour).

Mentors (aka: Observers): volunteer staff position available to qualifying CASA alumni, or interested community advocates – this is a post-graduate follow-up role: the job requires one-year heroin abstinence, and no other substance issue (including nicotine). Current criminal check also required.

Micro-business Incubator Program: selected craft projects offer franchising opportunities for enterprising Tier V members or graduates. Ornamental planters and tea tables are sampled here – more products may be created.

Micro-Employment Initiative, MEI: community business owners, and non-profits who take an active part in supporting CASA outreaches will provide small jobs using tokens as payment.

Mission (deep space travel to other star-systems): any fictitious space mission performed in our starship simulator.

Mission-data Corrections: a series of two (2) progress reviews by the Ground Crew. These evaluations (Mid-course Data Correction, and Mission Terminus Correction) determine the success or failure of each mission, and assess rewards or penalties.

Mission Energy Requirement, MER: the division of Investment-numeral data into workable equations relating to Mission Planning.

Mission Planning: a Mission’s first Briefing and the initial MER data gathering event.  

Mission Team: aka: the space crew.

Multiverse: all the universes that may exist – relates to Parallel Universe Theory.

Neo-Freudian Concepts: psychology science after Sigmund Freud; relates to the evolution of modern personality theory and associated learning theories.

Newtonian Space: (advanced gaming feature) missions to stars under 81 light-years away. These missions have less emphasis on theoretical physics.

OSI Meditation: meditation class offered only at the CASA Street College Graduate Program – a curricular offering there.

Peer-to-Peer Groups: our CASA group-therapy models are based on strategic game coaching, not clinical supports.

Person-centered Approaches: in psychology – therapeutic method used by Carl Rogers (1945). In CASA, Person-centered Approaches provide unconditional regard without clinical interventions – as one-on-one game/life coaching.

Player:  aka: CASA Member.

Primal Anxiety Theory, PAT: a psycho-social model authored & espoused by CASA founder, FL Gonzalez (2010). PAT posits that archaic predispositions, such as aggression, fear and anxiety, taint our current life experience. PAT also points to the prehistoric past as the means to ease modern anxiety by identifying & employing selected Jungian archetypes: the founder used archetypal elements in the design of its modules. 

Quantum Mechanics (entanglement & collapse): (very advanced gaming feature) missions into Einsteinium Space (beyond 81 light-years) include some very simple notions of time-relativity and information-entanglement & quantum collapse (as these could apply to very advanced space civilizations trying to deal with light-speed limits). These are very advanced game notions requiring some prior knowledge of physics-theory.  

Randomizing Procedures: rubric lists that utilize a 12-digit dice for the selection of game criteria, creating a variety of options for strategic game action.

Rescue: Catastrophic Abort situations will strand spacecraft in extrasolar locations, forcing crews to build outposts and wait for rescue. Rescue involves paying token ransoms or performing some other type of indentured compensation.

Rite-of-Passage: aka: The Cavern Module ordeal.

Role-play Characterization Network, RCN: role-play Montessori-like pedagogy based on astronomy and geography.

Role-play Courts: specialized peer-group committees whose job is to settle arbitrary game issues among members: first cases go to the CASA Council of Elders: COE, with appeals, if necessary, to the highest RCN court, the Council of Ambassadors: COA. (Elders are the 5 eldest CASA Members by age, Ambassadors are the highest game-rank Members). COA rulings cannot be appealed, but, under special circumstances, they may be dismissed by director.

Rules of Conduct (program-wide): described in our Bylaws (pending).

Search Area Circumference, SAC: MER factor derived from Group Investment quotients.  

Software: Starry NIGHT Planetarium.  

Special Accommodations: Best Practice assessed during Intake.

Staff (hiring and evaluations): described in our Bylaws (pending).

Star-system Holdings: (advanced gaming feature) standard missions are completed simply by obtaining the assigned star-system information, and returning to Earth safely – but Players can earn more tokens if they develop planets within the systems they ‘explored’. Any world thus developed becomes a Star-system Holding. Holdings multiply Group Investments: the more holdings, the more they multiply. There is no limit to how many holdings a Player can have, however, some worlds are harder to develop because they must include more complex data-sets like: mass, atmosphere, flora & fauna samples, first contact with advanced civilizations, and assessing dangerous new technologies, etc. (Players can also multiply their holdings by forming Alliances and Confederations with peers). Managing space empires requires hard work, and involves ever increasing risks. Within CASA, Star-system Holdings are pyramidal learning schemes with a high probability of failure; failure is part of life and we prepare our Members for it incrementally -- with insight, with levity, and with emotional support: understanding why virtual failures occur may translate into successful navigations of the real-world.  

Star-system Trade: (advanced gaming feature) trade routes use light-year measurements and may have Graph Theory equations. Trade involves inventing Cargo and writing Cargo Manifests. 

Stasis: aka: Suspended Animation.

Store: a place to buy snacks and other small items using tokens.

Street College Program: CASA certificate program for those interested in advancing their education.

Suicide Prevention Function: ongoing suicide assessments are done under our Best Practice model.

Suspended Animation, SA: (advanced game feature) cryogenic-like technologies used to hibernate crews on long missions.

Tier Levels: curricular levels used within our Drop-in Education Center.

Token Economy: CASA’s Behavior Modification system.

Universal Consciousness Index, UCI: a star catalogue used with Star-system Holdings rule. The catalog lists star-systems by their astronomical Main Sequence star classifications, OBAFGKM as: Pre-archaic, Archaic, Prehistoric, Pre-industrial, Industrial, Post-industrial, Pre-utopian, Utopian, Post-Utopian (this system is compatible with our software).  

Wall of Community Supporters: a dedicated wall in our Drop-in Center features letters and other encouraging supports from Community Partners.



CASA Facilitator’s Manual
Tier Level Organization:


CASA has six (6) curricular levels – each level represents deeper educational content than the previous level (similar to grade levels used in schools); Tier Levels are classified as: Probationary, Introductory, Beginner, Intermediate, Advanced, and Graduate: CASA members are thus categorized for the purpose of gaging their progress towards sobriety.

Tier I: Probationary: not wholly vested (a welcomed Guest): features (#1) thematic add-on. 

Tier II: Introductory: curricular adjustments using our person-centered approaches: features (#2) and (#3) thematic add-ons.

Tier III: Beginner: Standard Program (Low Personal Inventories – see glossary definitions): features (#4), (#5) and (#6) thematic add-ons.

Tier IV: Intermediate: Standard Program (High Personal Inventories – see glossary definitions): features (#7) thematic add-on.

Tier V: Advanced: Mentor (#8) thematic add-on.

Tier VI: Graduate: Graduation and Follow-up involve Extra-Collegiate Testimonials: (#9) thematic add-on.


CASA is a broad-based (eclectic) therapeutic Milieu; all tier levels have nine (9) major thematic add-on areas, listed here in sequential order; areas listed here contain Behavior Modification, Constructivist, and STEAM-like Montessori elements: 

1. Intake and Assessment (waiting area and reception): open house mode
2. Cavern Module (rite of passage)
3. Group Therapy Circles
4. Tokens and their Usage
5. Games 
6. Bank Feature
7. Spacecraft Module
8. Micro-business Incubation
9. Graduation & Follow-up

Along with …

a. Overviews & Definitions
b. Community Linkages
c. Procedures, Overarching Principles and Purposes
d. Member & Staff Contributions (activities, responsibilities)
e. Holistic Summary
f. Logistics of Construction (labor, material costs) 



Tier I: Probationary: (1) Intake and Assessment (waiting area and reception):

A.
Overviews & Definitions:

Definition: here, non-vested newcomers participate in our milieu under the supervision of Staff and Mentors.  

We follow professional Best Practices in the areas of Addiction Recovery & Mental Wellness (professionalism, confidentiality, peer review, and follow-up), and are currently seeking contacts with the following organizations: University of Puerto Rico, ASSMCA, and faith-based partners such as Hogar CREA Inc., and Teen Challenge). We may not share exact wellness models, but do share the objectives of client-centered care and eventual community integration. 

Our CASA selection process is initially narrow but compassionate & adaptive; while we do not provide medical/clinical care (no staff clinicians or nurses work within our program spaces) our work supplements such care: we insist that our Members be under clinical care and supervision the entire time they are with us. Because many on the street have poor histories of such care, and are altogether without care, we welcome them initially as Guests. 

B.
Community Linkages:

We are seeking our official non-profit designation, whether through our own organization’s name: Orenda Society International, or a sister organization yet to be named. As such we will have a Board of Directors, and an Advisory Pool (an open-ended number of supporters, pledged to assist our organization in any capacity). We have an Executive Director, and Assistant Director(s). The founder, FL Gonzalez, is a member of the American Montessori Society, in good standing.

C.
Procedures, Overarching Principles and Purposes:

The Probationary level (Tier I) takes into account the damaged nature of our candidates; those men and women, deep into their addictions, and lacking the skill-sets necessary for our higher-ordered educational content. We divide these entrants into two groups – those that can provide the necessary registration documentation and those who cannot. For those who cannot, we enroll them in our program as Guests. Guests must be accompanied by a staffer or mentor. The purpose of Tier One is to get the addict off the street and involved in CASA.  

D.
Member & Staff Contributions (activities, responsibilities):

The Probationary level (Tier One) requires staffers who are emotionally capable of dealing with rumpled homeless addicts. Tier One is not about words or even education. It is about throwing a ‘Welcome Matt’. Tier One candidates are fragile, sensitive to criticism, and hypervigilant of other members, staff, and directors. To gain their trust we must pass the litmus test – it will require the best of us. 

E.
Holistic Summary:

Addictions are symptomatic of a society that puts more value in the ideals of materialism than in the prevention of the cultural dysfunction such materialism created; CASA strives to help the addict navigate a society that is antipathetic to his plight. For that reason, CASA is the place where there is acceptance, reasonable principles, and peer-to-peer support.

F.
Logistics of Construction (labor, material costs):

Ideally, we can use two (2) rooms: one private room for confidential assessments and interviews, a reception desk, and a waiting area. If these interior divisions must be built from scratch the rough estimate (includes labor & materials) is: $4,900


Key Terms: Therapeutic Education, Advisory Pool, Guest Program


Tier II: Introductory: (2) Cavern Module (Rite-of-Passage), (3) Group Therapy Circles


A.
Overviews & Definitions:

Definition: here, newly vested newcomers begin participation in our milieu under the supervision of peer groups. Documented new Members and those prior Guests who completed the required documentation must spend 24 hours in our fully-equipped cavern. Why? -- because we all need a place to start! A memorable ‘real-place’: a symbolic anchor point.

(#2) CASA believes in the past – but not the past of Betances or Marín. We go to the archaic beginning where we first discovered ourselves around some primal fire-pit. The Cavern Module may appear at first glance to be an easily mastered CASA feature – a vague educational prop. But a full night away from heroin, surrounded in a surreal capsule of forest sounds and bathed in the orange-light of a recessed floor fire pit (a flickering bulb encased in stone) and realistic cave features, whose shadows perform imaginary dances they would rather not see -- changes the perspective. The candidate can come out at any time, he is not trapped, but an instant release from his fears has a cost – he cannot join CASA. If he wishes he can request the company of a Mentor, but Mentors are trained not speak much – mentors let the cavern do its work.

For some it may take a few attempts – perhaps even a modified approach (if the candidate is claustrophobic, for example). But, one way or another, the Cavern Module becomes the place where they face themselves dead-on. And marks the place where practitioners, despite their differences, share a common natural denominator.  

(#3) Group Therapy Circles: two (2) circles – the first is a basic round circle of chairs, used whenever group discussions are needed (orientations: briefings/debriefings). We use a “wooden staff’ technique (talking forbidden unless you are holding the stick: a symbol of tribal eldership and respect). A larger circle requires no chairs and revolves around a central pit simulating a primordial fire – Elders are encouraged to lead conversations.  

B.
Community Linkages:

We invite our community partners to share the cavern experience. It will benefit the CASA membership greatly to see the ‘small and great’ share their rite-of-passage experience. Community leaders will discover an inwardly rich experience with those whom, prior to that point, were alienated human beings.  

C.
Procedures, Overarching Principles and Purposes:

Neo-Freudian concepts apply in the Cavern Module – there, Conscious, Preconscious, and Unconscious processes play out. For example: the realism of the cavern features is not intended for the conscious mind, but for the preconscious and unconscious mind(s). CASA believes that the natural world provides subtle parameters for human behaviors: we evolved that way over millions of years. The candidate in the cavern will be well aware of where he is – in a modular enclosure that looks, feels and sounds like a cavern. The purpose is not to fool him, but to fool his unconscious mind. At some point in the entrant’s solitary quest the unconscious begins to express itself through its intermediary, the preconscious. The sense that some intelligence produced the forest sounds we recorded. We all have had the sense that those peeping/croaking insects and frogs are communicating with one another. That they have a life independent from human strife. 

The idea is to create a meaningful emotional bridge connecting the addict to a safe mind-place, which he can then access whenever he remembers the ordeal. On the conscious level, once the initial anxiety subsides, the addict will feel the protection of a thoughtfully constructed enclosure, where kind staff sit outside in vigil, expecting the birth of a child. The module then becomes his womb. The purpose of Tier II (Beginner) is to get the addict to face his fears, projected subconsciously into the cavern, and to feel the accomplishment of having done so.  

NoteTo continue after Tier Two requires an Auto-recovery Contract, a comprehensive plan of action that the addict co-authors with help from CASA directors.  

D.
Member & Staff Contributions (activities, responsibilities):

The Cavern is a ‘pass’ or ‘fail’ activity; If he fails, there is a waiting list which he can add his name to – and so try again when his turn comes up again. All staff (including directors) must perform this ritualized ordeal – the rite may be modified and may require a Letter of Intent and/or letter from a clinician.  

E.
Holistic Summary:

Meaningful human progress is not gaged by technology or even rationality, but by the ability to connect with our primal anxieties (Primal Anxiety Theory, PAT: FL Gonzalez: 2010). As a planet, denial of our prehistoric predispositions (‘fight or flight’) or blindly attributing them to religious sources (‘good vs. evil’), holds us back from rational transformation -- hence the value of the cavern. 

F.
Logistics of Construction (labor, material costs):

The Cavern Module is a laborious undertaking by artisans. A strong rectangular space is created by lumber 2x4’s, where cavern features are created out of sculpted wire mesh over forms – then covered with admixtures of tinted cements, plasters, peat moss, and foliage. The module contains an entry opening, and a large emergency/maintenance hatch. It has a cleverly hidden urinal, a corner where food is brought in, and a tiny electric-lighted-fire-pit. It has several built-in speakers (imbedded in the structure) that provide primal forest sounds – crickets and Coqui frogs. A flat area is for sleeping on a bed of straws. Cost in materials only: $1,300 ($3,000 more if you add professional labor) = $4,300  


Key Terms: Neo-Freudian, Conscious/Preconscious/Unconscious, Primal Anxiety, Group Therapy Circles.  



Tier III: Beginner: (4) Tokens and their Usage, (5) Games, (6) Bank Feature:


 A.
Overviews & Definitions:

Definition: here, fully vested members are assessed and identified (skill-set evaluations, cognitive/affective limitation evaluations, health issues, and motivational assessments) in order to provide them with optimal CASA ‘benefits’.  

There is a lot to say about CASA’s Token Economy; it contributes and fuels the addict’s progress towards recovery by replacing one large obsession for a lesser one – gamer’s greed! (tokens are simulated currency created by Mr. Andrew Lee Gonzalez and Mr. Michael Giroux: both are visual artists who specialize in barter systems and currency). 

B.
Community Linkages:

Community Partners create a local micro-economy (Micro-Employment Initiative, MEI) where members can earn additional tokens. Partners can volunteer and show support through open letters and other information posted on our Wall of Support (see Glossary).

C.
Procedures, Overarching Principles and Purposes:

(#4) Tokens and Their Usage: CASA has its own monetary system; our system uses false money (aka: Tokens) for a variety of uses, such as: hourly rental of hammocks, hourly rental of lounge sofas or comfy chairs, purchase of snacks, raw materials for micro-businesses, game pensions, game investments, and, in certain circumstances, real money. 

Notetokens can be converted into real cash: conversions are 20 Tokens to 1 cent (therefore 1 token = 1/2000 of a US dollar). The ratio is low in order to propel the member into investing their low numbers in the Spacecraft Module activity, where they hope to earn enough tokens, convert them to cash, and use again.  


(#5) Games: to acquire tokens beyond the initial Cavern Module allowance of 24 Tokens, a member must win games. These consist of Multiple Player Chess games (3 ways to win: Gold, Silver, or Bronze – see rubric below), Multiple Player Checkers, Flying Disk (Frisbee) competitions, and Spacecraft Module ‘Investments’.  

(#6) Bank Feature: Members who earn more than 2000 Tokens (or $1:00) must create a bank account in our CASA Bank and deposit extra moneys. Only money saved in the CASA Bank can be used for Spacecraft Module Investments. Invested tokens also accrue interest (80 tokens per month – flat rate.  

NoteBank accounts are overwritten by a dedicated program staffer. Members who are Spacecraft Module veterans will receive a Game Pension.  

Potential Earnings and Expenditures (in Tokens)

Earnings:  

Cavern Module = 1 token per hour
Games = up to 75 tokens per win
CASA Bank interest = 80 tokens per month (flat rate)
Game Pension = 400 tokens per month (indefinitely)
Spacecraft Module = 1 token per hour PLUS Investment gains (if any). 
Micro-Employment Initiative = varied amounts
In-house Chores = varied amounts
Role-play Court gains = varied amounts

Expenditures (these payments are due before goods/services are rendered):

Hammock rentals = 1 token per hour
Time in Lounge = 1 token per hour
Snacks = from 1 to 2000 tokens (depending on what the Store is selling at any given time)
A Catastrophic Abort = all CASA Bank savings are lost
Role-play Court loses = token penalties vary

NoteIssues of petty theft will be handled by the Role-play Courts, as well as theft of small amounts of actual money or property. Vandalism and/or theft of valuable equipment will be reported to the local police: CASA will bar the perpetrator(s) until proper restitutions are made.

D.
Member & Staff Contributions (activities, responsibilities):

Members must sign an Auto-recovery Contract (see Glossary); the contract outlines the member’s Token Economy responsibilities, and the consequences of misuse. It also affirms the rights of each member, and describes any Special Accommodations needed. 

Note: Members must read-out-loud the provisions stipulated in their contracts to a Peer-to-Peer Group -- induction is through Acclamation!

E.
Holistic Summary:

Simple understanding of money transactions is a cognitive tool CASA Members learn as they attempt to manipulate the system for personal opportunity, but in the process, they learn how to understand and manage money within our safe enclosed system.

F.
Logistics of Construction (labor, material costs):

Token production (by artists), cash register, ledgers, locking file cabinets = $900


Key Terms: Token Economy, Peer to Peer groups, Role-play Court 


Tier IV: Intermediate: (7) Spacecraft Module, SM


A.
Overviews & Definitions:

Definition: Tier IV is the education arm of CASA, and parallels CASA’s Street College program (see Glossary), here Low Personal Inventory refers to vested members that are beginning to accrue tokens and the benefits our barter system provides. Beginners are in competition with more Advanced peers who have learned to work the barter system better, often at the expense of newcomers. Members who desire token/cash conversions will invest heavily in their own abilities.


The Spacecraft Module (a low-tech space simulator) is the central educational feature of CASA, and the most enjoyable. The learning journey begins by selecting a crew of 4 players (one of which must be a Mentor); selection is done initially by the director. If the initial mission is successful, the crew members retain the Ranks initially assigned to them! After that first mission Captains choose their own crews, which then become permanent teams.


Rank & Characterization (in order of command authority):

Observer = this Rank is equivalent to Mentor. It is the highest Rank in the CASA characterization hierarchy. All Missions must have an Observer on board, who also earns tokens if the mission succeeds. The Observer’s job is to assist the crew during emergencies: Observers have administrative powers to abort missions if crews are unruly or dysfunctional.  

NoteMissions are gender homogeneous.

Ambassador = the Ambassador is the highest ‘non-staff’ rank; he/she makes independent decisions that affect any and all lower ranked members, but can be redirected by CASA administrators (including Mentors). The only decision an Ambassador cannot make is the selection of a crew: that privilege is a ‘Captain’s Only’ privilege. 

Captain = this rank and its characterization have been designed for command of the spacecraft while on space missions, but Ambassadors can override command. The Observer can abort the mission if the Ambassador assumes total control of the spacecraft, but only if the Captain objects. 

Navigator = the Navigator is the skilled technician onboard, and is respected in that role. His directives, however, can be challenged by any other crew member. 

(#7) The Spacecraft Module is a social laboratory. It puts Members in close physical proximity, and provides activities whose outcomes depends on group cooperation and on the recall of simple instructions. Its first mission will likely be to Proxima-Centauri, the nearest star to the sun is a mere 2-hour jaunt. Longer missions will yield bigger token rewards, and are designed to be more difficult. To operate the spaceship successfully the crew has specific tasks to perform; these tasks are role-play characterizations suited for a variety of learner types. Mission rules are simple, and success depends on cooperation, and the recall of simple action plans.  


NoteThe SM is equipped with a triple-bunkbed, and utilizes a rotating duty schedule. Like the Cavern Module, it is a safe chamber, with a built-in toilet and food storage area.

B.
Community Linkages:

Like the Cavern Module the Spacecraft Module is open to the community at-large and can be inspected prior to use; we welcome its use by interested high schools and college students – however – a CASA Observer (Mentor) must serve onboard -- on every mission. 

NoteThe novel nature of this particular CASA feature will be of scholastic interest, and will open the door for communicating the plight of the addict to students.

C.
Procedures, Overarching Principles and Purposes:

While the SM is a low-tech prop/devise, it does use specialized software package: The Starry Night Planetarium -- requiring the use of a lap-top. The computer is used by the Navigator. The virtual planetarium contains thousands of stars, and includes data-sets relating to their spectral classification, light year distance to Earth (and to each other), and their Mass and elemental compositions: factors we will use with advanced learners.  

Mission Plans: initially Mission Plans are made by the director. But once members understand the process, it is self-replicating: orientations are required. Missions involve the acquisition of new star-systems and their worlds, which become the property of individual players (see Star-system Holdings in the Glossary) – each member builds an empire, and leverages resources to multiply tokens and prestige!  

Investments: multiplying tokens is risky business (you can lose them!)! But while meager token holdings can get you an overnight hammock and some lounge snacks, their need is to continue using heroin. CASA purposely promotes the idea that Members can walk out of the SM with a huge token cache -- that is, in theory, true. Members can manipulate the CASA micro-economy to a degree. But CASA rules are Montessori-binding, and the only way to get ahead is to follow the rules; members who want cash must ‘work’ for it. 

Noteonce a spacecraft crew is selected and a Ground Crew engaged, the mission planning process begins. We use 20-digit dice to choose a target star type from our UCI rubric/index:


Universal Consciousness Index, UCI: a template of spectral Main Sequence stars (OBAFGKM) which loosely correspond to element-rich (or element poor) actual stars found in our planetarium software – this becomes the starting point for any mission into space, and the first factor to be analyzed by potential investors: 


1. Pre-archaic (O, B no life): 50 tokens for star-system design
2. Archaic (A microbial life): 75 tokens for star-system design
3. Prehistoric (F early sentient life): 90 tokens for star-system design
4. Pre-industrial (G non-industrial sentient life): 110 tokens for star-system design
5. Industrial (G industrial sentient life): 140 tokens for star-system design
6. Post-industrial (G, K post-industrial reformers): 160 tokens for star-system design
7. Pre-utopian (K advanced): 200 tokens for star-system design
9. Post-utopian (M advanced/servile): 500 tokens for star-system design 

Note:  Optional Back-stories may be used for 6,7,8,9 UCI types (earns extra Tokens)


The Mission Energy Requirement formula, or MER: the Ground Crew, using the planetarium software now identifies a suitable ‘M’ class star (the allowable location for a Utopian system). The star is 68 light years from Earth. The MER breaks down crew Inversions in the following manner: Investments do 3 things: provide the energy limit, provide the light-year limit, and provide the time limit for each mission; the energy limit is the sum total of all individual investments; to use our example more broadly, here are the imagined specs:

Observer investments = 12 tokens
Ambassador investments = 32 tokens 
Captain investments = 45 tokens
Navigator investments = 2 tokens

--------------------------------------------------------- Total Group Investments = 91 

MER Subcategories:

Energy to Target = 22.75%
Energy to Earth (to return) = 22.75%
Life Support = 22.75%
Engineering = 11.375%
Cargo = 11.375%

--------------------------------------------------------- Energy Limit = 91 
--------------------------------------------------------- SAC Light-year limit is = 91 
--------------------------------------------------------- Time to complete mission = 91 minutes


Once on their way (and under the clock) the crew must find the identified star within the SAC (Search Area Circumference) using our software.  


Randomized communications from the Ground Crew (a set of 40 dice throws per mission) represent the spacecraft system’s automatic default checks, and could present technical problems for the crew, which they must deal with by subtracting MER energy subcategories from the dice-provided severity levels (?). Here is the rubric:

first dice throw (?) second dice throw (?)

1. No system malfunction noted  
2. Fuel Leak ---------------------------------------------------------- severity level (?) 
3. No system malfunction noted 
4. Oxygen Leak ---------------------------------------------------------- severity level (?)  
5. No system malfunction noted
6. Cargo latches broken ---------------------------------------------------------- severity level (?)
7. No system malfunction noted
8. Engine shut down ---------------------------------------------------------- severity level (?) 
9. No system malfunction noted
10. CO2 scrubbers off-line ---------------------------------------------------------- severity level (?)
11. No system malfunction noted
12. Gyroscopes off-line ---------------------------------------------------------- severity level (?)
13. No system malfunction noted
14. Contaminated food & water ------------------------------------------------------- severity level (?)
15. No system malfunction noted
16. Medical crisis with Ambassador -------------------------------------------------- severity level (?)
17. No system malfunction noted
18. Micro-meteorite impact on hull -------------------------------------------------- severity level (?)
19. No system malfunction noted
20. No system malfunction noted

Once the technical factors are accounted for new MER numbers are used: no subcategory can be less than zero (< 0). 

Aborts (three types: Self-Abort, Minor-Abort, and Catastrophic-Abort): when in trouble the crew must determine the dice probabilities (if the MER numbers are too low to risk another dice through, or mission timer is about to ring). Only the Ambassador can call a Self-Abort, which only translates into the loss of the mission, and everyone keeps their initial investments. However, if the timer rings BEFORE they completed their mission, the result is a Minor-Abort where everyone loses their initial investments. Depleting their MER numbers results is a Catastrophic-Abort. That type of Abort is serious business, it strands the spacecraft in deep space, where the crew must crash-land on the nearest star-system where they must build an outpost in order to survive and be rescued. They will be rescued because rescuers can demand heavy ransoms, which must be paid before they are found. If not enough tokens exist among the crew, the rescuers can create Indentured Agreements and/or take possession of their Star-system Holdings (see Glossary). 


  'For mission-crews, failure waits on the perimeter like vultures!'


Alpha-Numeric Encoding, ANE:

NoteIn order to succeed in their role-play space mission, crews must learn to successfully manipulate number & letter codes, fill out forms, manage time, and meet micro-deadlines.

Mission Clock (Mission Time Limits): There are two (2) Mission-data Correction events (see Glossary definition): Midcourse Data Correction, MDC and Mission Terminus Correction, MTC. This consists of placing pertinent forms into tubes, which are retrieved by the Ground Crew.

Noteusing previous example of 91 Group Investments, translates into a 91-minute mission (1 hour and 31 minutes). MDC is half of 91 = 45.5 minutes into mission; MTC is at 91 (= exactly at its end). MDC and MTC timed events allow the Ground Crew to examine the documentation ejected by the crew (in order to determine if the space mission was successful). 

Stasis: RCN is also a drama program; we expect some acting. Crews will be given a suspension of their invested Time Limit (91 minutes in this example) while the Ground Crew examines the MDC and MTC data – during that time the Clock/Timer is stopped! The crew will be instructed to climb into their bunks and ‘turn-on’ their Suspended Animation apparatus: a dedicated switch on top of each bunkbed. Once their documents have been examined the Ground Crew will wake the crew, re-start the clock/timer, and the mission resumes.

Briefings and Debriefings: Lectures/Orientations are used prior to each mission. Peer-to-Peer groups are assembled to evaluate, and assess, each mission’s punitive (or reward) consequences.

CASA/RCN Advanced Academics can be linked to our CASA Street College. We will pursue educational opportunities for our alumni. Our optional subjects include:

1.Several advanced gaming options (see Glossary)
2.Using Alpha-Numeric-Encoding (ANE) within Pre-Algebra constructs.
3.Drawing star-systems using ANE data.
4.Sculpting 3-D globe models from ANE data (imagery applications)
5.Exo-ecology.  
6.Using Starry NIGHT Software with Geometry activities
7.Creating socio-cultural world-order-models.
8.Descriptions of ‘alien’ cultural variables: norms, values, and credo systems. 
9.Advanced Gaming Options (alliances & confederations).
10.Philosophy.
11.Etc. 

D.
Member & Staff Contributions (activities, responsibilities):

Directors, staffers, and members are expected to participate in all CASA programs.

E.
Holistic Summary:

Understanding the universe and the addict’s place in the natural world are crucial missing links in conventional treatment; religion within CASA is encouraged, and reframed to reflect helpful ideas in the areas of psychology & corresponding biological science. Tier IV also provides HUGE self-esteem advantages by simplifying complex tasks; we do this by making our educational math/science contents into a game where everyone can win.  

F
Logistics of Construction (labor, material costs):

The Spacecraft Module is a strong rectangular space created by 2x4’s, where features are created using standard sheetrock. The module contains an entry opening, and a large emergency/maintenance panel/wall. It has a cleverly designed urinal, a hidden shelf where food is brought in, a triple bunk-bed, and an assortment of low-tech electrical gadgetry designed by local engineering students. Cost in materials only: $3,300 ($2,000 more if professional labor is used) = $5,300  


Key Terms: Investments, Mission Energy Requirements: MER, Alpha-Numeric Encoding: ANE, Indentured Agreements, Star-system Holdings, Stasis. 




Tier V: Advanced: (8) Micro-business Incubator

Definition: here, High Personal Inventory refers to vested members that are skilled in accruing tokens and enjoying the program related benefits related to their use. 

A.
Overviews & Definitions:

(#7) In Tier V the addict sees a way to earn money without the educational hurdles we have created, and thus, having been successful before, he is now willing to try these new challenges. Our center contains studio spaces where several pre-selected craft projects are taught as Micro Business start-ups. 

Sculptured planters: these are free form objects made of tinted cement, textured plasters, and peat moss. Use them to plant succulents and tiny plants. Use indoors or out.

Tea tables with built-in Dioramas: these are rain-forest-themed (Yunque) or Caribbean- coastline themed dioramas. Our low coffee/tea tables are safe for children and have tempered glass tops for safety. 

Globes: (advanced gaming feature involving Geography & Cartography) but also associated products we can sell. These are either as PC graphics posters for schools, or hand crafted extra-solar 3-D models. 


B.
Community Linkages:

Like any business, members must have some training to be able to build a micro-business franchise from scratch. Using program-earned tokens, members will be responsible for renting our studio spaces, purchasing supplies, and marketing materials. CASA Community Partners (retail business folks) will showcase some of our products. Members can keep any money earned, but must, under our side of the Auto-recovery Contract, disclose their earnings.

C.
Procedures, Overarching Principles and Purposes:

We have specific material & craft-building specs not published here (our CASA trade secrets); our micro-business program is CASA’s highest skill-set. It is a break-out from purely conceptual RCN education content – and introduces the member as a vested agent within the greater community. As alumni, members can keep their CASA franchise businesses, and must pay a reasonable franchising fee.

D.
Member & Staff Contributions (activities, responsibilities):

CASA Directors and paid CASA staffers are not allowed to own CASA Franchises.

E.
Holistic Summary:

The Tier VI terminus is where the addict has the best chance to sprint towards the finish line. He has mastered all the previous tier levels, is likely interested in becoming a Mentor (a sober volunteer staffer), and may be beginning to think he may still have a drug-free life to live. Heroin abstinence is not a requirement for CASA involvement, but it is a requirement for CASA Mentorship.

F.
Logistics of Construction (labor, material costs):

Studio areas with work benches, drawing tables, lockers, tools and supplies, seed moneys for merchandising, advertisement, and display = $3,800


Key Term: CASA Franchise


Tier VI: Graduate: (9) Graduation & Follow-up

A.
Overviews & Definitions:

CASA Members graduate by means of an Extra-Collegiate Testimonial; a candidate, accompanied by a Mentor, tells the story of their addiction to a hosting community organization of their choice. Our Member’s testimonials will not be about ‘how they stopped using heroin’ (though that is the ultimate goal), but about the life-altering power of their addiction (the social & personal costs associated with it), their struggles to overcome addiction, and how CASA involvement is helping them achieve their goals.  

NoteCASA does not require abstinence; CASA requires only a high motivation to stop using. This sets us apart from other recovery organizations. However, our person-centered model identifies this approach as our best practice.  


'What we celebrate in graduation is not abstinence, but attitude.'

B.
Community Linkages:

Alumni are important prodigals, and our Community Partners are encouraged to celebrate their graduation achievements through a public ceremony, say, in the colonial plazas that dot our island. Ceremonies should have important keynote speakers.

C.
Procedures, Overarching Principles and Purposes:

(#8) The Extra-Collegiate Testimonial is the centerpiece of Tier VI; while the candidate is likely still using heroin, she is fully cognizant, and no longer in denial of its destructive power. She will be honest and clear as to the consequences of her addiction. That is a million times better than to proclaim herself clean, just to get the day over with, and shoot up again later. It may not be what society wants to hear from her, but it is the truth. The testimonial is beneficial to the hosting organization, and to her. The look on the faces in the audience will keep her honest.

D.
Member & Staff Contributions (activities, responsibilities):

Alumni follow-up consists entirely of taking the helm as CASA Mentors. We offer no clinical follow-up or case management services.

E.
Holistic Summary:

We will celebrate the efforts Members’ made while in CASA: their personal journey towards their ultimate goal of complete abstinence. But we leave the sprint to the finishing-line entirely in their hands. Controversial perhaps, but wholly affirming of their individual human sovereignty.

F.
Logistics of Construction (labor, material costs):

Expenses relating to Graduation ceremonies (tents, awards, etc.) = $2,000 a year


Key Terms: Extra-Collegiate Testimonial, Alumni.


Total CASA start-up cost (does not include monthly rents, liability insurance, utilities, graduation and other public events, or salaries):

$27,000 (estimated start-up only).  
After start-up $48,000 (annually – includes salaries for staff & directors)



CASA STREET COLLEGE Follow-up Program
(English version)


Our ‘STREET COLLEGE’ is a broad-based (eclectic) education (CASA-add-on) college preparatory outdoor program; the adult Therapeutic Education formats employed in this ‘street college’ are noted here: Behavior Modification, Constructivist, and STEAM-like elements. Below are the five (5) special features of the program: 

1.Pre-matriculation Orientation
2.Multiple Player Chess (to earn tokens)
3.College Credits (purchased with tokens)
4.Lecture/Conversations
5.Graduation 


Applied Coursework

(these are roughly the same as lectures and orientations given within the CASA Drop-in Center)

1. Street College Orientation – 0 credits  
2. Cosmology -- 3 credits
3. Physics and Thermodynamics -- 4 credits
4. Extraterrestrial Hypothesis -- 3 credits
5. Atomic Theory -- 4 credits
6. Geography -- 3 credits
7. Evolution -- 3 credits
8. Medieval Study (using chess board as lab.) -- 6 credits
9. English (word-within-a-word as lab.) -- 6 credits 
10. Addiction Study -- 3 credits
11. Psychology -- 4 credits
12. World Religions -- 3 credits
13. Meditation Workshop (with lab.) -- 6 credits 
14. Climate Change -- 3 credits
15. Mental Wellness Definitions and Labeling Issues -- 4 credits
16. World Governments (global civics) -- 3 credits  

NoteA student needs a total of 40 + credits (of his/her choice) to earn our CASA Graduate Certification.