OSE Curriculum: Difference between revisions
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*Graduates will likely be invited to stick around as part of the civilization reboot experiment. As part of an integrated civilization experiment, we are also developing various social security programs including on-site medical facilities, retirement center, hospice, [[Universal Basic Assets]] infrastructures, bank, insurance company, and legal services infrastructure, among others. | *Graduates will likely be invited to stick around as part of the civilization reboot experiment. As part of an integrated civilization experiment, we are also developing various social security programs including on-site medical facilities, retirement center, hospice, [[Universal Basic Assets]] infrastructures, bank, insurance company, and legal services infrastructure, among others. | ||
= | = OSE Training Program – 4-Year Pathways to Mastery = | ||
Chat - [https://chatgpt.com/c/6896c908-7904-8327-b361-995a95195578] | |||
We offer three competency-based training tracks designed to prepare participants for high-impact roles in open-source building and enterprise leadership. | |||
All tracks combine '''on-the-job training''', '''Rapid Learning Facility (RLF) skill development''', and '''collaborative literacy training''', measured in '''college credit-hour equivalents''' for transparent, recognized value. | |||
* | == Work-Study Component (All Tracks) == | ||
* '''Base:''' 3 credit hours equivalent of on-the-job training. | |||
* '''Enhanced Credit:''' May count for more if the apprentice actively takes on leadership, documentation, or management roles. | |||
* '''Structure:''' Real production builds in controlled environments or in the field. | |||
*'''Pay''' - from $14-$35 in construction based on competency, where apprentices document competency in the Rapid Learning Facility. Apprentices can practice in the RLF and advance as fast as they like, as we set no limit on advancement rate. | |||
== 1. Builder Track == | |||
'''Purpose:''' | |||
Develop highly skilled builders with documented competencies for immediate hire. | |||
'''Program Highlights:''' | |||
* '''On-the-Job Training:''' 3 credit hours – live builds (module production or field projects). | |||
* '''RLF Practice:''' 3–6 credit hours – skill-building with kits; collaborative literacy in design, build, and documentation. | |||
* '''Total Credits:''' 6–9 credits equivalent. | |||
* '''Work Commitment:''' 3–5 days/week. | |||
* '''Age Requirement:''' None (competency-based; tool restrictions may apply for minors). | |||
'''Outcome After 4 Years:''' | |||
* '''Expected Starting Pay:''' $72,000/year (pending competency documentation). | |||
* '''Annual Cost:''' $5,023. | |||
== 2. Civilization Designer Track == | |||
'''Purpose:''' | |||
Train designers, builders, and engineers capable of creating integrated infrastructure systems without leading large crews. | |||
'''Program Highlights:''' | |||
* '''Work-Study:''' 3 credit hours – 2 days/week in production builds. | |||
* '''RLF Practice:''' 3–6 credit hours – hands-on skill development across multiple technology areas. | |||
* '''Classroom Learning:''' 6 credit hours – literacies, intelligences, and interdisciplinary design. | |||
* '''Total Credits:''' 12–15 credits equivalent. | |||
'''Outcome After 4 Years:''' | |||
* '''Expected Starting Pay:''' $72,000/year+ (pending competency documentation). | |||
* '''Annual Cost:''' $15,070. | |||
== 3. Enterprise Track == | |||
'''Purpose:''' | |||
Prepare leaders to run '''swarm build crews''' (24-person teams) for production or educational builds. | |||
'''Program Highlights:''' | |||
* '''Work-Study:''' 3–6 credit hours – 2 days/week, with leadership and management responsibilities. | |||
* '''RLF Practice:''' 6–9 credit hours – advanced skill mastery; leadership in collaboration/documentation. | |||
* '''Leadership Training:''' Learn-to-Lead (LtL) & Learning How to Be a Human (LtH) – 6 credit hours of executive, interpersonal, and leadership skills. | |||
* '''Total Credits:''' 15–21 credits equivalent. | |||
* '''Age Requirement:''' None (competency-based; tool restrictions may apply for minors). | |||
'''Outcome After 4 Years:''' | |||
* '''Expected Starting Pay:''' $95,000/year (pending competency documentation). | |||
* '''Annual Cost:''' $20,090. | |||
==Summary Table== | |||
[[File:tracks.png|700 px]] | |||
=Civilization Design Requires a Civilization-Scope Learning Method= | =Civilization Design Requires a Civilization-Scope Learning Method= | ||
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#'''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 | #'''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#Service Learning= | =OSE Curriculum#Service Learning= | ||
Every year, we plan a service trip to a select location worldwide, to tackle an important issue of human progress. We teach character by service learning. | Every year, we plan a service trip to a select location worldwide, to tackle an important issue of human progress. We teach character by service learning. |
Latest revision as of 05:16, 9 August 2025
OSE Curriculum
The curriculum in the OSE Future Builders Academy (FBA) apprenticeship and immersion learning programs revolves around Architectures of Civilization, Learning How to Learn, and Learning How to Be a Human.
Architectures of Civilization is like studying the periodic table but for the greater world. We study the entire technosphere as well as human institutions. What are the key working principles of each - and how do we evolve them to more benign forms? This is effectively a study of human evolution as stewards of the planet, and as contributors to an intergalactic order. In practical terms, we start with the core aspects of the technosphere, as embodied in the Global Village Construction Set. This core kernel of technology is responsible for 10% of the entire material economy. We get into the building blocks of these - to understrand how to build civilization like with legos. This includes mechanisms, algorithms, and first priniciples that make the world work - both in nature and technology. We start with housing - as a critical need, global crisis, and a revenue model for production.
Learning How to Learn (LtL) involves awareness of Literacies writ large. There is even learning-to-learn literacy - but awareness of all literacies must be embodied in order to learn 'everything about everything.' Did you know that there are about 100 different key literacies? We will explore and hack each. Our approach is to understand that many previously unheard-of literacies 'are a thing' - and thus you can study it for significant improvement. Metalearning involves starting with the premise of ignorance - becoming aware of the full index of possibilities - and then making disciplined effort to learn the possible literacies. This is a lifelong journey.
Then there are multiple Intelligences, which are aptitudes for learning. But note that one can have a high intelligence in an area, without having developed that intelligence - and thus performing poorly in it. It takes practice. Then there could be people with a high literacy in an area - but poor or avarage intelligence in that area. It just means that they got a lot of practice.
We do not believe in born genius. We believe in genius that is made by practice. One could have a tendency for genius or degeneration - but whether one becomes genius or tart is completely negotiable. Ideally, we develop all intelligences and literacies. There may be people with off the chart performance in one area if they are terrible in another. There is a place for everyone in a world of abundance.
By principles of Neuroplasticity and Neuroplastic Sublimation - intelligence, literacy, and all kind of skill can be developed. Run if you hear somebody say that you can't do something. The question is - do you want to learn it? If you do, you will get better. You can get off the charts - if that is your intent and commitment.
Learning How to Be a Human (LtH) is a subset of learning how to learn. LtH involves the human, social, organizational, psychological, spiritual, civic, and other literacies related more to relations between people rather than relations of people with the technosphere. In the list of Intelligences, number 5,6, 7 and 9 apply heavily to LtH, and in the Literacies list - the elements of LtH are concentrated in items 7-9 and 11.
Skill, aptitute, attitude, mindset, intelligence, and literacy acquisition in our program follow the principles of Integrated Design, Integrated Learning, and Integrated Enterprise - as part of what it means to be an Integrated Human. Our tactical approach revolves around the creation of material, and therefore spiritual - abundance - by means of Extreme Enterprise and Extreme Education, Extreme Design, and Extreme Manufacturing. The goal of our 4 year program is to cultivate an abundance mindset.
Our experiment - the Future Builders Academy - is an experiment in documenting how effectively or quickly genius can be made.
Goals
One goal is deliver of the GVCS at commercial product release level yet open source by 2028 at a $50M budget, followed by opensourcing the entire technosphere by 2032. This in on the timeline of the Singularity, and is a contender to potential negative outcomes. Our risk-mitigation stretegy consists of the Collaborative Singularity: teaching open collaboration techniques for of win-win creativity towards abundance - or prosperity at scale. This is not about technology, but about transforming mindsets into those of abundance.
Rough rollouts on the technology front are shown at Roadmaps. Our Status of Completion is about 30% or 2% depending on whether we are counting product or enterprise release. Our rollout on abundance mindset creation starts with the Future Builders Academy - started in earnest in 2025 with its 4 year apprenticeships and shorter-term programs.
To get there, we are pursuing Collaborative Literacy towards swarm collaboration on the scale of thousands, accompanied by reification on a square mile with population of 10000 as a prototype experimental community of tomorrow. The Future Builders Academy is the prerequisite education program to get there.
Program Structure
- We run the FBA on 2 month cycles - so to say the quarter system.
- Each quarter starts with a 2 week Future Builder Crash Course, up to the point that students choose to participate in leadership or other roles in lieu of direct crash course participation.
- Each quarter continues with house builds, such as in the Hangar to accomodate a number of DIY house builds based on learnings from the Builder Crash Course.
- Each quarter may include another track, such as building an automated Open Source Skid Steer in November - in a 2 month design sprint that starts in parallel with the Builder Crash Course.
- Basic student program involves 2 days of work study building products for sale - earning while learning. The Seed Eco-Home is the first product we are building. This dovetails with the Builder Crash Course as a rapid-learning introduction to the overall house build process
- One day is spent in the Rapid Learning Facility (RLF)- learning from modular education kits, documenting, collaborating, and otherwise building core Collaborative Literacy competency. This helps in skills acquisition for product builds. This day is an open lab, and may include creation, execution, and documentation of earning standards. Apprentices document their skill set over time, creating a build skill burndown over time. This skill data is the basis of pay, and is competency-based - so apprentices can spend as much time as they want practicing skills. The RLF focuses on the build aspects of Architectures of Civilization - where we add additional floors to the RLF for new topic of learning, to create the tower of wisdom. An important aspect of the RLF is transparent documentation of skill sets, the rate of their acquisition, and communicating the rapid learning possibility to the greater world to promote a culture of abundance.
- The above involved 3 days of full on-site presence, and the 4th day is an intense day which can be accomplished remotely. We pack one full day of online presence for a focused 4 day schedule, where the rest of the week can be used for study, practice, and homework. The 4th day still focuses on global collaboration and acquisition of Collaborative Literacy. The focus is Learning How to Learn, and Learning How to Be a Human. This still revolves around the grand topic of civilization mid-course correction, and the overall campus experience is intended to be an earnest experiment of starting a prototype model community of tomorrow as in Disney's original EPCOT Center mission
- Graduates will likely be invited to stick around as part of the civilization reboot experiment. As part of an integrated civilization experiment, we are also developing various social security programs including on-site medical facilities, retirement center, hospice, Universal Basic Assets infrastructures, bank, insurance company, and legal services infrastructure, among others.
OSE Training Program – 4-Year Pathways to Mastery
Chat - [1]
We offer three competency-based training tracks designed to prepare participants for high-impact roles in open-source building and enterprise leadership. All tracks combine on-the-job training, Rapid Learning Facility (RLF) skill development, and collaborative literacy training, measured in college credit-hour equivalents for transparent, recognized value.
Work-Study Component (All Tracks)
- Base: 3 credit hours equivalent of on-the-job training.
- Enhanced Credit: May count for more if the apprentice actively takes on leadership, documentation, or management roles.
- Structure: Real production builds in controlled environments or in the field.
- Pay - from $14-$35 in construction based on competency, where apprentices document competency in the Rapid Learning Facility. Apprentices can practice in the RLF and advance as fast as they like, as we set no limit on advancement rate.
1. Builder Track
Purpose: Develop highly skilled builders with documented competencies for immediate hire.
Program Highlights:
- On-the-Job Training: 3 credit hours – live builds (module production or field projects).
- RLF Practice: 3–6 credit hours – skill-building with kits; collaborative literacy in design, build, and documentation.
- Total Credits: 6–9 credits equivalent.
- Work Commitment: 3–5 days/week.
- Age Requirement: None (competency-based; tool restrictions may apply for minors).
Outcome After 4 Years:
- Expected Starting Pay: $72,000/year (pending competency documentation).
- Annual Cost: $5,023.
2. Civilization Designer Track
Purpose: Train designers, builders, and engineers capable of creating integrated infrastructure systems without leading large crews.
Program Highlights:
- Work-Study: 3 credit hours – 2 days/week in production builds.
- RLF Practice: 3–6 credit hours – hands-on skill development across multiple technology areas.
- Classroom Learning: 6 credit hours – literacies, intelligences, and interdisciplinary design.
- Total Credits: 12–15 credits equivalent.
Outcome After 4 Years:
- Expected Starting Pay: $72,000/year+ (pending competency documentation).
- Annual Cost: $15,070.
3. Enterprise Track
Purpose: Prepare leaders to run swarm build crews (24-person teams) for production or educational builds.
Program Highlights:
- Work-Study: 3–6 credit hours – 2 days/week, with leadership and management responsibilities.
- RLF Practice: 6–9 credit hours – advanced skill mastery; leadership in collaboration/documentation.
- Leadership Training: Learn-to-Lead (LtL) & Learning How to Be a Human (LtH) – 6 credit hours of executive, interpersonal, and leadership skills.
- Total Credits: 15–21 credits equivalent.
- Age Requirement: None (competency-based; tool restrictions may apply for minors).
Outcome After 4 Years:
- Expected Starting Pay: $95,000/year (pending competency documentation).
- Annual Cost: $20,090.
Summary Table
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:
- 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 by teaching. This is even more powerful than immersion, hands-on learning.
- 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
OSE Curriculum#Service Learning
Every year, we plan a service trip to a select location worldwide, to tackle an important issue of human progress. We teach character by 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
- 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.
- Housing Curriculum - how to build modular Seed Eco-Homes to the level of design modification
- Build, Production, and Manufacturing Technique Curriculum - wood, metal, food, fuel, fiber and other production techniques for 80% of the technosphere.
- 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.
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
- How to Read 101
- 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
- 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