STEAM Camp - How It Works: Difference between revisions

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=How It Works=
=How It Works=
*Each instructor runs an event in their local area - in the nearest suitable population center or venue
*Each instructor runs an event in their local area - in the nearest suitable population center or venue
*Instructors work with OSE to prepare the curriculum - see specifics of curriculum at [https://docs.google.com/presentation/d/1uftFsVQZLVmJqDI3gcNFbANLc2K9HzC4i22im1-nrhE/edit#slide=id.g5fb406605f_0_0]. Current projects are the Pi
*Instructors work with OSE to prepare the curriculum - see specifics of curriculum at [https://docs.google.com/presentation/d/1uftFsVQZLVmJqDI3gcNFbANLc2K9HzC4i22im1-nrhE/edit#slide=id.g5fb406605f_0_0]. Current project for the 5 days is the Raspberry Pi table.
*Provides Relevant Technology - most important because technology is the foundation of our product. Without technology, we could not substantiate practical development of open source products.
*Provides Relevant Technology - most important because technology is the foundation of our product. Without technology, we could not substantiate practical development of open source products.



Revision as of 18:09, 14 September 2019

How It Works

  • Each instructor runs an event in their local area - in the nearest suitable population center or venue
  • Instructors work with OSE to prepare the curriculum - see specifics of curriculum at [1]. Current project for the 5 days is the Raspberry Pi table.
  • Provides Relevant Technology - most important because technology is the foundation of our product. Without technology, we could not substantiate practical development of open source products.

Timeline

Time Commitment

  1. 20-80 hours of time to prepare their part of the curriculum
  2. Time to learn the curriculum of all the other instructors to present effectively and to lead the builds

Instructor Duties

  1. Identifying and securing a venue for the STEAM Camp

OSE Duties

  • Creating an event workshop page at the main OSE website
  • Marketing through OSE social media, email list, and marketing specialists by contract
  • Approving and paying for the venue selected by the Instructor
  • Preparing publicity materials for Instructors to use on their channels
  • Event posting of all events on Eventzilla
  • Shipping kits for as many registrants as sign up

Links


  • OSE ships kits for all participants to instructors 2 weeks prior to the event.
  • OSE handles registration and customer service
  • Instructors reserve a suitable venue, and OSE pays for the venue
  • Instructors present at the entire 9 day event from 9 AM to 6 PM each day.
  • Instructors are paid in full upon completion of the event.
  • All instructors cover a refundable $300 for a sample kit to build all the devices. Refund is offered if kit is sent back to OSE after the STEAM Camp.

In an entrepreneurial spirit, this is a risk-share endeavor. We develop the event together - so we are all resonsible for its success. Participating does not mean that OSE is guaranteeing success. We are all in it together to succeed - based on the promise that with each successive open source design and build - the whole program improves continuously. While the first 4 days may stabilize - the 5 project days will always keep pushing the limits of product improvement or new products. The end goal is commercial-grade product with distributed production. The more successful the event, everyone gets paid more in the 50/50 revenue share. The products that we develop contribute to the Open Source Everything Store - open source product design and production engineering production blueprints that lower the barriers to entry to the open source economy.

The revenue share is 50/50 between an instructor and OSE for each individual event that the instructor runs. OSE uses the funds to develop and run Incentive Challenges as the preferred way to large-scale collaboration. The incentive challenges must be resourced sufficiently to deliver a working product - as a solid foundation for an enterprise. This means that the incentive challenge will be designed also to offer enterprise startup support.

The approach of running incentive challenges is based on OSE's learnings that typical open source product development effort is difficult to complete for reasons of contributor continuity and resources. Typical open source hardware projects rely on a heroic core team that does most of the work, due to the significant barriers to entry for mass participation in open hardware development. Volunteer turnover tends to be high. Thus, open source hardware has enjoyed only a limited level of success in terms of rapid, large-scale collaboration. And because taking projects from prototype to product requires a herculean effort - most open hardware remain as projects-in-development - not products. (Not to mention the enclosure of open source by many who get close to a final product). By injecting more resources into the development effort in the form of a well-funded incentive challenge, we aim to (1) break the participation barrier, and (2) assure product completion. The keys to success are a massive transformative purpose, and highly modular breakdown that allows many people to collaborate effectively in parallel.

In the STEAM Camp program, vetting is essentially self-executing. We select qualified open source developers as instructors - and their capacity is demonstrated by their ability to deliver their curriculum. This become evident after the Kickoff Meeting, their Curriculum Submission. After OSE approves everyone's Curriculum Submission - we open the event on Eventzilla for registration. OSE's role is to maintain quality control standards in delivering events.

Prioritization Relevance to OSE mission Audience size Early Adopter Mutual benefit converting the competition Candidate Criteria Strategy: align with skill set of candidate so this feeds directly to product. Propose value of Growth Mindset - learning other tech, meeting exciting people. Must select for OSE Spark, and supercooperators willing to work as a team.


Excitement about the OSE Vision of collaborative design for a transparent and inclusive economy of abundance. This is what gives them extra energy. Growth Mindset - to be excited to be around other A players and to want to learn from them, as doing STEAM Camps requires learning. Supercooperators Open Source Socially savvy Entrepreneurial Educators