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=Working Doc of August 21, 2021=
=OSE Curriculum Problem Statement=
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=Content=
=Work-Study=
Apprentices engage in work-study 2 days of the week.


[https://docs.google.com/presentation/d/1SBV2_FA3PVZF_1EUM0CWbyYYw5fy90WLyhMyh9ew8sM/edit#slide=id.gb328b2d63d_0_9 edit]
=Civilization Design Requires a Civilization-Scope Learning Method=
In order to achieve OSE's mission of creating a collaborative, win-win world - we start with re-imagining what a benign civilization would look like. We keep the big picture in mind, in the sense that the failure to imaging how a civilization should be designed in order to prosper - may be the answer to the [[Fermi Paradox]] in that a civilization will exterminate itself due to various bad practices such as stupidity or nuclear annihilation. We don't know, but we sure do not want our current civilization to prove the Fermi Paradox by demonstrating that peak ignorance leads to the extinction of otherwise sentient life.


=Technology Design Courses=
To design a benign civilization, we must wrap our heads around a vast topic: the physical world, the human technosphere, institutions - literally everything on earth as informed by history and the cosmos. To this end - we study the design of known human enterprise and its institutions - and how they interact with the natural world - of which humans are a part.
==How it Works==
OSE is working on building the world's first village of freedom, where people gain the power of responsibility. This can be reframed in 2022 as the [[Network State]], adding some level of diplomatic recognition from surrounding regions. The basis of this recognition is the capacity for extreme production. You can see [[Crop Values Per Acre]] from $200 to $40B per year, based on an acre's crop of 400kW of solar energy.


With [[Kardashev Scale]] = 1% productivity, this means an economy of about $10,000 trillion, this means that we will have left nobody behind. This includes nature, as a significant portion of energy can go to [[Regeneration]] of the earth.
Given this topic is of an impossible scope - it's a perfect question to solve. Just how can we understand everything - or how do we understand just enough - so that we can influence the course of civilization in the positive direction? This is an important question, and we take this question seriously.


The above requires a high level of productive capacity, which means a general shift from bureaucracy to a lifestyle of design-build. Transcendence of artificial scarcity on the material front is inevitable.
To gain the most insight, we approach this problem from multiple angles to incentivize broad, multifaceted, rapid learning:
 
To get there, here is a curriculum of design and build spanning the physical world, art and science, and entrepreneurship.
#'''We learn how to build things'''. And especially physical things. Learning this is perhaps the single most empowering skill that human can gain. Humans have exceeded all other animals in their ability to shape the environment to their will, through the use of tools. Gaining this skill provides immense insight into not only how things work, but also to affecting how things work - to deliver the agency that constitutes one of humanity's most compelling needs and features.
#'''We learn how to design things'''. Of a wide scope, from the technosphere, to terraforming, to institutions. If we want to build things, we need to understand how to design them.
#'''We learn how to solve problems, to think, and to form accurate mental models of reality'''.
#'''We learn how to learn'''. This is a topic I wish I learned in school.
#'''We learn [[How to Be a Human]]
#'''We use an [[Integrated Learning Method]]'''.
#'''We appreciate complexity and emergent phenomena'''. Everything is connected to everything else, and the only constant is change. Integration leads to emergence, leads to transcendence of problems, leads to sublimation.
#'''[[Multilevel Learning]]''' - flat teams without glass ceilings, marked by humility of team members
#'''[[Multiple Intelligence Learning]]''' - present information in a way that can be understood in by people of different cognitive strengths/types or learning styles. See [[Multiple Intelligence]]
#'''[[Stoic Learning]]''' - in the sense that you willfully put yourself in difficult situations in order to learn from them. In other cases, necessity is the mother of all invention. It is a necessity-motivated version of problem-based learning. This has to do with developing [[Antifragility]]
#'''[[Service Learning]]''' - by serving other humans, you can build character. This happens during summer vacations and spring break trips.
#'''[[Enterprise Learning]]''' - working mostly on the economic enterprise aspect, a strong motivator for financial independence.  
#'''[[Rapid Learning Facility]]'''
#'''[[Alpha Experimental Pad]]''' - the experimental area. Multipurpose space for learning where apprentices can take initiative on design-builds, with materials provided. Wild activity is encouraged, limited only by strict requirements for design, documentation, and skillset of those taking initiative. Certification of skillset is a prerequisite. Permission
#'''Competency-Based Learning''' - our curriculum is designed for a 4 year learning period, but can be done faster in case of exceptional individuals or those with significant skill sets. This is related to competency-based pay for work-study - where as soon as individuals document competency, their pay scale rises. We start everyone at minimum pay, but rise to professional grade pay - in a time period determined only by documented performance documentation which includes photos and time-lapse video of tasks and related quality control measures. Students will contribute to definining these tests, and will set standards for them. Because


==List 2022==
=OSE Curriculum#Graduation Standards=
*{{check}}[[Power Electronics Design Curriculum]]. For hybrid PV system, solar hydrogen, solar concrete, induction Furnace, welder, inverter, plasma cutter, oxyfuel generation, wind turbine, power transmission, communications and radar across the frequency spectrum.
=OSE Curriculum#Service Learning=


==List 2020==
=2024 - Executive Summary=
*[[Laser Design Curriculum]].
The goal of the OSE curriculum is to motivate rapid learning by the goal of solving pressing world issues - and enable legions to increase their intelligence and solve problems faster than they are created. Such as war and peace, degeneration and prosperity, right down to the grand question of good vs evil.
*[[Water Jet Cutter Design Curriculum]].
*[[Precision Machining Design Curriculum]].
*[[Low Force CNC Design Curriculum]]
*[[CNC Metal Cutting Machine Design Curriculum]]
*[[Aquaponic Greenhouse Design Curriculum]]
*[[Perennials Propagation Design Curriculum]]
*[[Polycukture Landscape Design Curriculum]]
*[[Electronics Design Curriculum]]
*[[Seed Eco-Home Design Curriculum]]
*[[Seed Eco-Home Utilities Design Curriculum]]
*[[Induction Furnace Design Curriculum]]
*[[Hot Metal Production Design Curriculum]]
*[[Engine Design Curriculum]]
*[[Hydraulic Component Design and Manufacturing Curriculum]]
*[[Hydraulic System Design Curriculum]]
*[[Wind Turbine Design Curriculum]]
*[[Hydrogen Generator Design Curriculum]]
*[[Compressed Gas Design Curriculum]]
*[[Cement Production Design Curriculum]]
*[[Tool and Die Design Curriculum]]. Blades, precision grinding, hardening.
*[[Press and Forge Design Curriculum]]
*[[Pellet Production Design]]. Includes food, fuel, and charcoal pellets.
*[[Plastic Design Curriculum]]. Covers plastic chemistry and design of bioplastic formulas.
*[[Biomass Chemistry and Plant Design]]. Covers biofuel synthesis from charcoal.
*[[Automation, Sensors, and Computer Vision Design Curriculum]]
*[[Electric Motor Design Curriculum]]
*[[3D Printer Design Curriculum]]
*[[Wire Drawing Machine Design Curriculum]]
*[[3D Scanner Design Curriculum]]
*[[CAD Design Curriculum]]
*[[Extruder Design Curriculum]]
*[[Semiconductor Prodution Design Curriculum]]
*[[Aluminum Extractor from Clay Design Curriculum]].


=Specifics=
The OSE approach covers the personal and political; all the sectors of civilization; a creative approach; the rigor of unlimited possibility, transcendence, and abundance; [[Integrated Design-Education-Enterprise]]; a comprehensive appraoch as in survey materials to learn something about everything;
*[[How to Access a Remote Computer]]
teleology of solving world issues; design-build techniques; admissible lists (curated content).


=Process=
=Topics Included in the Seed Eco-Home Enterprise - 2024 =
*[[OSE Process Management Curriculum]]
*[[Moral Intelligence Curriculum]] - exploring the dimensions of the self in relationship to a democratic society, fueling high performance genius. This includes learning how to learn and rapid learning - motivated by deep purpose.
*[[OSE Developer Toolkit Curriculum]]. Hydraulic power cute, solar or battery or buck converter simplewelde, MIG casting, electric motors, rubber seals.  
*[[Housing Curriculum]] - how to build modular Seed Eco-Homes to the level of design modification
*[[Tractor and Heavy Machine Design Curriculum]]
*[[Build, Production, and Manufacturing Technique Curriculum]] - wood, metal, food, fuel, fiber and other production techniques for 80% of the technosphere.
*[[Open Source Product Development Curriculum]]. Covers lifetime design consumer goods including cordless tools, phones, digital cameras, 3D printed goods, filament making, MIG casting, and others - including website etc. Based on the OSE Dev Kit - which both develops and produces product for sale as the next generation of manufacturing in open source microfactories.
*[[Heavy Machines Design and Build Curriculum]] - how to build terrestrial, aquatic, and aerial vehicles from 16 to 256 hp at speeds from 1 foot per minute to 140 mph
*[[Automation, CNC, Robotics in Motion and Production]] - how to automate laborious tasks in earthworks, logistics, and production using computer automation, networking, and remote control across all frequency spectra
*[[Technology Curriculum]] - understanding how to design and build 500 Modules and apply them to any device in the technosphere for building functional, lifetime design products
*[[Nursery Curriculum]] - plant and biological propagation fro food, fiber, landscaping, fuel, and construction materials. Initially in support of


=Classes=
These classes may fall into any of the main topics above. The first 4 years include the 100 level, graduate work is at the 200 level, and the post-graduate work is at the 300 level course numbers. Mastery of the 300 level involves undisputable immortal powers of creation.
*[[History 101]] - society, physics, nature
*[[Architecture 101]] - physics, society, art
*[[Numeracy 101]] - physics, society
*[[Mechalisms 101]] - physics, society. Design. Art.
*[[Mental Models 101]] - society, physics. Education. Art.
*[[Computers 101]] - information, society. Governance.
*[[Abundance 101]] - Critical study of wealth distribution and ramifications in society, starting with the [[Kardashev Scale]]. Society, art, enterprise.
*[[Leadership and Enterprise 101]] - Enterprise, society.


=Open Source Ecology and Integration=
==Labs==
*[[Global Village Design Curriculum]]
2 days of the week, we study and practice the build. Each day involves studying the design, and practicing in the [[Rapid Learning Facility]] or in the field.
*[[Economic System Design Curriculum]]
*[[Materials Production Design Curriculum]]. Wood. Rock. Clay. Insulation. Refractory insulation.
*[[Seed Eco-Home Design-Build Curriculum]]
*[[Productive Household Design Curriculum]]. Includes information work, micro Factory, aquaponics, and perennial landscape.


=Broad Topics=


=About=
*[[How to Read 101]]
HR recruits based on curriculum. Curriculum should be comprehensively described so that
*[[How to Write 101]]
*[[How to Communicate 101]]
*[[How to Learn 101]]
*[[How to Think 101]]
*[[How to Teach 101]]
*[[How to Count 101]]
*[[How to Collaborate 101]]
*[[How to Be 101]]


=Links=
=Links=
*[[OSE Apprenticeship Curriculum]]
*[[Edge of Knowledge]] concept, implemented in the [[1000 Hour Curriculum]] which is implemented Ted in the [[Rapid Learning Facility]] as part of [[General Genius Curriculum]]
*[[Incollinovation]]
*[[OSE Curriculum - Tracks]]
*[[OSE Curriculum - v2022]]
*[[Construction Manager Exam]]
*[[OSE Apprenticeship Exam]]

Latest revision as of 23:44, 16 April 2025

OSE Curriculum Problem Statement

Content

Work-Study

Apprentices engage in work-study 2 days of the week.

Civilization Design Requires a Civilization-Scope Learning Method

In order to achieve OSE's mission of creating a collaborative, win-win world - we start with re-imagining what a benign civilization would look like. We keep the big picture in mind, in the sense that the failure to imaging how a civilization should be designed in order to prosper - may be the answer to the Fermi Paradox in that a civilization will exterminate itself due to various bad practices such as stupidity or nuclear annihilation. We don't know, but we sure do not want our current civilization to prove the Fermi Paradox by demonstrating that peak ignorance leads to the extinction of otherwise sentient life.

To design a benign civilization, we must wrap our heads around a vast topic: the physical world, the human technosphere, institutions - literally everything on earth as informed by history and the cosmos. To this end - we study the design of known human enterprise and its institutions - and how they interact with the natural world - of which humans are a part.

Given this topic is of an impossible scope - it's a perfect question to solve. Just how can we understand everything - or how do we understand just enough - so that we can influence the course of civilization in the positive direction? This is an important question, and we take this question seriously.

To gain the most insight, we approach this problem from multiple angles to incentivize broad, multifaceted, rapid learning:

  1. We learn how to build things. And especially physical things. Learning this is perhaps the single most empowering skill that human can gain. Humans have exceeded all other animals in their ability to shape the environment to their will, through the use of tools. Gaining this skill provides immense insight into not only how things work, but also to affecting how things work - to deliver the agency that constitutes one of humanity's most compelling needs and features.
  2. We learn how to design things. Of a wide scope, from the technosphere, to terraforming, to institutions. If we want to build things, we need to understand how to design them.
  3. We learn how to solve problems, to think, and to form accurate mental models of reality.
  4. We learn how to learn. This is a topic I wish I learned in school.
  5. We learn How to Be a Human
  6. We use an Integrated Learning Method.
  7. We appreciate complexity and emergent phenomena. Everything is connected to everything else, and the only constant is change. Integration leads to emergence, leads to transcendence of problems, leads to sublimation.
  8. Multilevel Learning - flat teams without glass ceilings, marked by humility of team members
  9. Multiple Intelligence Learning - present information in a way that can be understood in by people of different cognitive strengths/types or learning styles. See Multiple Intelligence
  10. Stoic Learning - in the sense that you willfully put yourself in difficult situations in order to learn from them. In other cases, necessity is the mother of all invention. It is a necessity-motivated version of problem-based learning. This has to do with developing Antifragility
  11. Service Learning - by serving other humans, you can build character. This happens during summer vacations and spring break trips.
  12. Enterprise Learning - working mostly on the economic enterprise aspect, a strong motivator for financial independence.
  13. Rapid Learning Facility
  14. Alpha Experimental Pad - the experimental area. Multipurpose space for learning where apprentices can take initiative on design-builds, with materials provided. Wild activity is encouraged, limited only by strict requirements for design, documentation, and skillset of those taking initiative. Certification of skillset is a prerequisite. Permission
  15. Competency-Based Learning - our curriculum is designed for a 4 year learning period, but can be done faster in case of exceptional individuals or those with significant skill sets. This is related to competency-based pay for work-study - where as soon as individuals document competency, their pay scale rises. We start everyone at minimum pay, but rise to professional grade pay - in a time period determined only by documented performance documentation which includes photos and time-lapse video of tasks and related quality control measures. Students will contribute to definining these tests, and will set standards for them. Because

OSE Curriculum#Graduation Standards

OSE Curriculum#Service Learning

2024 - Executive Summary

The goal of the OSE curriculum is to motivate rapid learning by the goal of solving pressing world issues - and enable legions to increase their intelligence and solve problems faster than they are created. Such as war and peace, degeneration and prosperity, right down to the grand question of good vs evil.

The OSE approach covers the personal and political; all the sectors of civilization; a creative approach; the rigor of unlimited possibility, transcendence, and abundance; Integrated Design-Education-Enterprise; a comprehensive appraoch as in survey materials to learn something about everything; teleology of solving world issues; design-build techniques; admissible lists (curated content).

Topics Included in the Seed Eco-Home Enterprise - 2024

Classes

These classes may fall into any of the main topics above. The first 4 years include the 100 level, graduate work is at the 200 level, and the post-graduate work is at the 300 level course numbers. Mastery of the 300 level involves undisputable immortal powers of creation.

Labs

2 days of the week, we study and practice the build. Each day involves studying the design, and practicing in the Rapid Learning Facility or in the field.

Broad Topics

Links