STEAM Camps Review

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Comments doc - [1] . Andreas doc - [2]

Strength

  • Outstanding, integrated curriculum

Weakness

  • Critical mass of participants not reached
  • Curriculum is not refined sufficiently

Opportunity

  • Deliver the vision of explicit pathway to open source product developmemnt (STEAM Camp with basic microfactory/enterprise creation - Design Sprints - Meetups (4 hour training) - Incentive Challenge)
  • Adding an Enterprise section - one day fully dedicated to publishing an Open Source Everything Store product on the wiki - capable of being produced with D3D Universal to get people started in 3D printing production. This is an opportunity to tune each machine perfectly - by understanding in sufficient detail - what can go wrong.
  • 180 Degree Consulting

Threat

  • People not being convinced of this potential, and thus not contributing development time to curriculum

Suggestions

  1. Refine and polish curriculum completely to about 16 one hour lessons with detaled, full curriculum.
  2. Instructors are gathered T-4 months. Instructor search starts T-5 months. One month of curriculum dev follows.
  3. Before/During/After Unit for Participants:
    1. Before: go over all the lessons, so you're practicing during Camp, not seeing material for the first time.
    2. During: Focus on collaborative teaching to make life easy for instructors, all 12 in same or near time zone. Or otherwise work out the collaborative teaching aspect. Of 16 instructors, 12 are expected to make it.
    3. After: Incentive Challenge, and 1 hour Design Sprint every Saturday, with 1 hour prep beforehand.
  4. Do only 9 day events; other programs could exist, but that is not the STEAM Camp
  5. Define clear Product to be developed within the 5 Dev Days, with 144+ people
  6. Shift to a quarterly schedule, of 12x12 (12 events, 12 participants)
  7. Secure enough Instructors so each prepares a 1 hour lesson. Rationale: the curriculum needs to be refined, and is a full time effort for ~4 people until the curriculum is done. Part time development with about 16 instructors would solve this.
  8. Promise clarity on the next event: organizing 12x12 with $72k theoretical budget
    1. $80 COCA for $12k advertising costs per quarter
    2. $12k at $4k/month to an Event Planner
    3. $25k allocated to an Incentive Challenge for Product
    4. $23k allocated to OSE infrastructure development (physical and virtual) to get all requisite tools in place.
      1. Registration is posted 10 weeks before the event. Early bird at T-2 months. If 12+ people are not registered 6 weeks prior to event (4 weeks into the publicity cycle), then COCA+ contingency occurs: COCA is quadrupled until event quota is met. Clear tracking metrics are implemented for STEAM Camps.
  9. Divide up 16 lessons between future participants for
  10. New rules: camp does not run if there are not 12 people signed up for each location. This means marketing must be vetted and effective. COCA+ plan is activated