Seed Eco-Home Swarm Build: Difference between revisions
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=Apprenticeship Expectations= | =Apprenticeship Expectations= | ||
We expect to take the house down from an initial 2000 hours of build time (any time not spent learning, but actually executing - where a 4:1 ratio of learning to doing is applied). 3000 hours means 24*16=400 hours per week in weeks of 2 work days, for 5 weeks. Individuals learn their specialty initially, then cycle through different build topics - and then teach each other in order to facilitate learning by teaching. This approach incentivizes students to start documenting as quickly as possible. We intertwine activities in a creative way: [[1000 Hour Curriculum]] with lessons starting at 20 minutes per lecture up to 1 hour, over 4 years - one lecture per | We expect to take the house down from an initial 2000 hours of build time (any time not spent learning, but actually executing - where a 4:1 ratio of learning to doing is applied). 3000 hours means 24*16=400 hours per week in weeks of 2 work days, for 5 weeks. Individuals learn their specialty initially, then cycle through different build topics - and then teach each other in order to facilitate learning by teaching. This approach incentivizes students to start documenting as quickly as possible. We intertwine activities in a creative way: [[1000 Hour Curriculum]] with lessons starting at 20 minutes per lecture up to 1 hour, over 4 years - one lecture per day presenting everything about everything. This means that the teacher must learn all of human knowledge over 4 years, meaning that a lot of curriculum must be developed - and this cannot be done alone but only as a team effort. This is difficult in terms of technology because most state of art knowhow is proprietary. We can learn algebra on , but not advanced chip design. OSE's approach is Robinhood - we expose all basic knowledge - then create rapid and collaborative [[Time-Binding]] mechanisms that can be scaled infinitely by those skilled in the art. | ||
To continue to develop and evolve the build to the most radical, collaboratively. To be able to scale to full village builds on the time scale of a week. | To continue to develop and evolve the build to the most radical, collaboratively. To be able to scale to full village builds on the time scale of a week. |
Revision as of 03:13, 7 February 2024
OSE has run a successful 5 day build of the Seed Eco-Home - for the shell. Interior was finished later. We are improving our methods for various milestones:
- 24-person, highly trained crew via the core OSE apprenticeship - to build a house seamlessly in 5 days, to move-in ready.
- The above paves the way for MicroHouse swarm builds - absolutely complete finish in 15 days, with 2/3 time on education and 1/3 time on build, with content geared for people intending to learn the most efficient, state of art techniques sufficient for building a modern, advanced home at the highest possible efficiency and lowest cost - either as an enterprise (we train apprentices) or for one's own build. We envision 15 days, 48 people, with 24 apprentices and 24 general public. Includes a survey of all tools and techniques in the full build including landscaping, utilities, PV, cabinets, heat pump, heat storage.
- A 24/24 guide/general public or team-building event - full build in 5 days, with most time spent on teamwork, not learning. Based on detailed plans, but simplified build techniques - meaning that some parts are prepared ahead of time.
Apprenticeship Expectations
We expect to take the house down from an initial 2000 hours of build time (any time not spent learning, but actually executing - where a 4:1 ratio of learning to doing is applied). 3000 hours means 24*16=400 hours per week in weeks of 2 work days, for 5 weeks. Individuals learn their specialty initially, then cycle through different build topics - and then teach each other in order to facilitate learning by teaching. This approach incentivizes students to start documenting as quickly as possible. We intertwine activities in a creative way: 1000 Hour Curriculum with lessons starting at 20 minutes per lecture up to 1 hour, over 4 years - one lecture per day presenting everything about everything. This means that the teacher must learn all of human knowledge over 4 years, meaning that a lot of curriculum must be developed - and this cannot be done alone but only as a team effort. This is difficult in terms of technology because most state of art knowhow is proprietary. We can learn algebra on , but not advanced chip design. OSE's approach is Robinhood - we expose all basic knowledge - then create rapid and collaborative Time-Binding mechanisms that can be scaled infinitely by those skilled in the art.
To continue to develop and evolve the build to the most radical, collaboratively. To be able to scale to full village builds on the time scale of a week.
Within this broad-curriculum 4:1 ratio is a 100% ratio of hands-on design/build/enteprise when it comes to learning about physical objects. With intent of self-determination.
How does this avoid the 'bore-and-score' [1] approach of a professor in front of a classroom? In that the 4 parts consist of active classroom - meaning it is practice, not theory. We begin to practice from the beginning. The class begins with an hour of absolute core content, followed immediately by active creation. It is about being presented with some information - and putting it immediately into practice. Further, the learning is designed around uncovering genius, by stimulating active practice of concepts presented. For example, learn a CAD concept quickly - and practice it immediately in a prepared environment. Techniques used for pedagogy include construction sets, surveys of topics, fundamentals of counting (ie, general semantics, physics, and math) - ideally all practiced with props and inside of multimedia-supported, wired, augmented, Design Guide, FreeCAD Designer, Search Engines, new tools for information acquisition and processing, etc. All topics are covered across sectors (design, build, enterprise) with intent of action upon the world. If you don't intend to use the info for important things - don't touch it!
This is our Civilization Design Track - cultivating the highest level of responsibility, the elite track. The Civilization Builder Track is 1:1 learning:doing ratio. This means that the students learn to build and innovate. This is much higher class time that tech school. See Class to Lab Time Ratio for Tech School
Each person, in 4 years, learns to swarm design, swarm build, swarm document, and be part of a team that innovates on collaborative build technique. This is relevant because inefficiency is tax. And tax is inefficiency. To create a new world of self-determination, we need to get beyond this current status quo. Each person is expected to become a desing-builder who can document and push forward the state of art, in order to innovate. And we expect everyone to do that both alone, and as part of a much larger team that transitions the world from proprietary to collaborative.
General Public Expectations
To learn how to build an advanced, modern, state of art house from start to finish. Engage in rapid learning. For those who have a serious intent of building their own house. People must qualify, by gaining a reality check on what is required to build a whole house.