Extreme Education: Difference between revisions

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(Created page with "Like Extreme Manufacturing, Extreme Education pushes the limits of education to hands-on, immersive, integrated, applied learning towards entrepreneurial goals. As with Extrem...")
 
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Like Extreme Manufacturing, Extreme Education pushes the limits of education to hands-on, immersive, integrated, applied learning towards entrepreneurial goals. As with Extreme Manufacturing, the goals are based on collaborative, open source techniques.
=Summary=
Extreme education is an applied learning method for special civilization operators - or civilization-grade systems architects - which leverages the [[Expertise-Embedded Design Principle]] for rapid learning using modular design.  


Extreme Education is immersion education where clients are put in an immersive environment linking pedagogy with Extreme Manufacturing. Those applications are directly related to economic significance and economic production - via collaborative, open source product development. The goal is to democratize innovation, and innovation at the end of the day must be related to economic productivity that allows people to transcend artificial scarcity and emerge to full self-determination. This is based on the principles of agency in [[Self-Determination Theory]].
=Industry Standards=
 
*Extreme learning (learn-do-enterprise) - https://joincolossus.com/article/joe-liemandt-class-dismissed/
Thus, STEM, STEAM, and STREAM are enhanced by immersion in the additional element of Extreme Manufacturing and Extreme Learning. Thus, continuing the STEM phraseology and the nearly worn-out letter X from STREAM to XSTREAM - or Extreme STEAM.
=Links=
* [[Extreme Learning]]
*[[Extreme Teaching]]

Latest revision as of 04:22, 26 January 2026

Summary

Extreme education is an applied learning method for special civilization operators - or civilization-grade systems architects - which leverages the Expertise-Embedded Design Principle for rapid learning using modular design.

Industry Standards

Links