Download the A3 Model eBook (PDF): here > Explains impact of new tech
Download masterclass slides: here
Download 'In 2035' template: here > imagine your own future
Future Literacies Framework: here > map of the skills that support students to thrive
'FIRST SCHOOL ON MARS' PLAYBOOK -------------->
- Apply the Future Literacies in a practical way
- See your conference pack - activities Chptr 2 & 4
First on Mars website: here > learn more about this creative problem solving program for Teachers and students
Teach the Future 'future studies' website and resources > teachthefuture.org
Join community/ Keep in touch: email@example.com
ADAPT THESE FOR YOU AND YOUR SCHOOL:
- 'In 2035' >
> This activity allows individuals to start becoming comfortable with imagining their future
> When choosing a future timeframe, its important to go far enough to inspire big picture thinking, but not so far that we feel we are guessing - 20-25 years is a good range to ensure this is covered > When completing the template, discussion should initially focus on a personal response (either for oneself, or for a child known to the participant)
> The steps (bubbles) focus on: Age, job or vocation, purpose, future assistive tech 1, future assistive tech 2, response to disruption
> Step 2 is for the task to be completed later on in the workshop with your organisation as the focus - the template is then adapted to replace 'I' and 'me' with the organisation name, and 'robot' with the disruption most likely to effect that organisation.
- Disruption Brainstorm >
> This activity allows participants to become comfortable mapping out a general near-future disruption
> First, participants contribute information and stories as to what 'driver-less cars' are > Secondly, they add one or more ideas to list of industries and occupations that would be impacted by the scenario 'what would happen if a fleet of 3000 driver-less ride-sharing cars was deployed in your city' > Thirdly participants can discuss what the flow-on impact would be financially for the city
> The brainstorm can be conducted verbally, on paper, or using an online poll service like polleverywhere.com
- Investigate Automation > This activity allows participants to further investigate a general near-future scenario of disruption - job automation - in a non-threatening way
> Visit www.willrobotstakemyjob.com > search for your role > search for either A. a role that is predicted to be very safe, or B. a role that is predicted to be very un-safe
> Report back on what you found, and speculate on why this is occurring
> To tackle disruption, a person needs a creative mindset, but also a strong sense of community. This activity allows participants to engage with how they would envision this for a project team.
> This activity from the 'agile practice' methodology builds rapore for the workshop, but is also an essential method for all real-world project teams
> 1. Participants self-organise themselves into team of 3-4 > Each person roles a dice for random selection of team roles > 1 = leader/organiser 2 = scribe for writing 3 = storyteller to document the team happenings and report on discussions 4 = wild card who is responsible for contributing out of the box, left field ideas
> 2. Each person contributes 1-3 ideas for a poster-sized TEAM CONTRACT - these ideas spell out what the team values about working together, how a team can be productive, and what makes teams work. The whole team then signs the contract and puts it on display where it serves as a reminder of their ideas.
> Some teams will also want to develop a group name and logo
> See draft 'FIRST SCHOOL ON MARS' PLAYBOOK - Chapter 2 and 4
> To be published as digital (Amazon, iBook) and print on-demand book early in 2018.
> Please share your feedback to Jonathan@firstonmars.net