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RESOURCES

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  1. Download the A3 Model eBook (PDF): here > Explains impact of new tech

  2. Download masterclass slides: here 

  3. Download 'In 2035' template: here > imagine your own future

  4. Future Literacies Framework: here > map of the skills that support students to thrive

  5. 'FIRST SCHOOL ON MARS' PLAYBOOK -------------->
    - Apply the Future Literacies in a practical way
    - See your conference pack - activities Chptr 2 & 4

  6. First on Mars website: here > learn more about this creative problem solving program for Teachers and students 

  7. Teach the Future 'future studies' website and resources > teachthefuture.org

  8. Join community/ Keep in touch: contact@future-u.org


SAMPLE ACTIVITIES

ADAPT THESE FOR YOU AND YOUR SCHOOL:

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  • '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.

 

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  • 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

 

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  • 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 

 

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  • Team-work
    > 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 

 

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MORE:

> 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 

 

 

FURTHER THOUGHT:  DISRUPTION means...

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