OSE Method: Difference between revisions

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=Goal=
The goal of [[Extreme Education]] is learning design-engineering-build skills in weeks compared to years in standard academic programs by combining open design, rapid learning facilities of kitted modular experiments, and direct usage (dogfooding) such that project-based learning meets end-use and enterprise opportunity. Thus builds upon [[Perry]]'s model of moral development and [[Sternberg]]'s model of acquiring wisdom through feedback from real consequences.
=General Innovation=
*We ask what is best in the world
*We ask what is best in the world
*We continue with a claim that some of our design is best in the world, best in class. Then we define what 'best in the world' means by attributes.
*We continue with a claim that some of our design is best in the world, best in class. Then we define what 'best in the world' means by attributes.
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**Explain the industry intertia
**Explain the industry intertia
**And explain the requirements for breakthrough
**And explain the requirements for breakthrough
**Key breakthrough points are product ecosystem, modularity, inclusion, collaboration, pattern language - all together integrated design and integrated enterprise.
*We explain how 'best in the world' is highly replicable, and therefore inclusive
*We explain how 'best in the world' is highly replicable, and therefore inclusive
*Then we present the public with a choice - with the positive psychology of 'do you want to be good or do you want to be great?' A la good is the enemy of great.
*Then we present the public with a choice - with the positive psychology of 'do you want to be good or do you want to be great?' A la good is the enemy of great.
=School=
*Curriculum for Civilization Construction in every school.
*Create an elementary/high school version- encouraging capable kids to get inspired. Do a version especially for elementary/high school, or maybe make the main effort at that level so it can really be understood.

Latest revision as of 17:42, 22 February 2026

Goal

The goal of Extreme Education is learning design-engineering-build skills in weeks compared to years in standard academic programs by combining open design, rapid learning facilities of kitted modular experiments, and direct usage (dogfooding) such that project-based learning meets end-use and enterprise opportunity. Thus builds upon Perry's model of moral development and Sternberg's model of acquiring wisdom through feedback from real consequences.

General Innovation

  • We ask what is best in the world
  • We continue with a claim that some of our design is best in the world, best in class. Then we define what 'best in the world' means by attributes.
  • We don't claim we have it already. But we explain closely how the 'best in the world' is highly achievable by collaboration.
    • Explain the industry standard
    • Explain the industry intertia
    • And explain the requirements for breakthrough
    • Key breakthrough points are product ecosystem, modularity, inclusion, collaboration, pattern language - all together integrated design and integrated enterprise.
  • We explain how 'best in the world' is highly replicable, and therefore inclusive
  • Then we present the public with a choice - with the positive psychology of 'do you want to be good or do you want to be great?' A la good is the enemy of great.

School

  • Curriculum for Civilization Construction in every school.
  • Create an elementary/high school version- encouraging capable kids to get inspired. Do a version especially for elementary/high school, or maybe make the main effort at that level so it can really be understood.