User:Glenn rummler/sandbox
Flej Program (flejstudio.org)
INTRODUCTION
Flej is a catalyst program providing industry–connected, soft skills development
to students in real–world environments. via project–based,
immersive, experiential learning.
Flej began unofficially in 2013 as a response to the need for real–world
experience, understanding and context for college students. The
program has evolved to engage a variety of students in an effort to
provide them the expereince to inform decisions as to their continued
education and eventual professional career. This will also support the
increasing demand by industry for entrepreneurs, innovators, creatives,
problem solvers and change agents.
OBJECTIVES - Students will:
1) Develop divergent and convergent thinking skills focused on sustainable
change.
2) Implement creativity/design as both art and business builder and
develop appropriate, design-centric brand strategies for market.
3) Develop pitch and presentation skills, business strategy, project
management, and production/supplier relationship understanding.
4) Demonstrate an understanding of creativity as a community building
tool and means for social contribution.
5) Hone soft skills via real–world experience.
ACADEMICS
The Flej program’s academic impacts:
Students will develop self–directed projects, work with community
organizations and nonprofits on real–world projects. They will focus
on big challenges, development strategy and produce deliverables
and solutions. Simultaneously, students gain technical skill and build a
portfolio of work while acquiring notable CV content to support their
continuing education and professional goals.
ECONOMICS
The Flej program’s economic impacts:
(1) Students become innovative thinkers and problem solvers with
real–world context and necessary soft skills.
(2) Non-Profit and Community organizations receive the support
needed to innovate, remain relevant and connect while engaging with
the future leaders they will depend on for success.
(3) Students learn to operate as entrepreneurs who apply creativity as
a problem–solving process to effect the sustainable, needed change
they identify in the world.
Ultimately, Flej will develop thoughtful, skilled, experienced innovators
ready to be entrepreneurial leaders and change makers while supporting
more stable, robust businesses and organizations who will have a
competitive edge. The student’s understanding of context will help
them become more hireable and reduce cost to employers during an
initial training process.
APPRENTICE MODEL
The apprenticeship model allows an expert to model behaviors in a
real-world context with cognitive modeling. Under the direction
of experienced industry professionals and college interns, students will
work in teams on real world problems and will gain an understanding
of the role creativity plays in business innovation. They will develop applicable
knowledge of corporate issues, learn to use the design process
as a strategic tool, and have the opportunity to create a competitive
portfolio and CV needed to be accepted into more competitive college
and/or design school programs.
CREATING SOLUTIONS
Students will be taught how to see differently and ask new questions
using a Human Centered Design framework. This formalized method
for solving big, complex problems was developed by IDEO, CEO,
Tim Brown and is most commonly known as Design Thinking. The key
to this porcess is the utilization of empathic research methods. This
process has been adopted by many creative entities as well as large
corporations like IBM. Flej implements and teaches this digestible
process utilizing the convergent and divergent thinking cycle with
focus on robust exploration and reflection phases.
CURRICULUM & CO-CURRICULAR PROGRAM
Flej’s program model is designed to supplement curriculum offerings
of private, magnet, charter and public schools. The program provides
a programming in line with STEM, STEAM and IB requirements while
contributing as a member of an interdisciplinary team.
Students will develop self–directed projects, work with start–ups,
existing businesses and nonprofits on real–world projects to provide
business development, brand identity, communication and marketing
design solutions. Simultaneously, students gain professional experience,
technical skill and build a portfolio of work while acquiring
service–learning credits. This is an immersive, project–based, real
world/soft skills learning environment modeled after some of today’s
most innovative and productive firms.
Ongoing guidance and feedback will be given to students as they gain
hands-on experience. Group critiques are a critical component and
provide important opportunities for students to present and discuss
their own work while supporting that of their peers.
Students will need to work hard, take initiative at each opportunity,
and maintain the focus and required effort to stay on task.
(1) PROJECT INTENSIVE
(year–round & academic year durations)
The Intensive track is for those students who are serious about
pursuing additional education emphasis on and a possible career as
a creative entrepreneur. Students who choose this track will work in
real-world situations as a member of a multidiscipline team. The time
required should be considered based on commitments to homework
and other commitments. This track involves deadline–driven projects
and a requisite level of responsibility. Weekly time required for
involvement in the Intensive ranges from 4 to 6 hours.
(2) CATALYST STUDIO
(short term 6 week durations)
The Studio Project track is for those students who are interested in
exploring design and the real world applications of creativity. This will
introduce students to many different disciplines and problem–solving
strategies. Students who choose this track will work on 1 scheduled
project culminating in an exhibition of ideation, process and solution.
The level of commitment and time required should be considered
based on commitments to homework and other activities. Weekly time
required for involvement ranges from 4 to 8 hours.
(3) STUDIO INTENSIVE
(portfolio program)
The Intensive is structured to provide students who are interested in
developing a more competitive portfolio and an understanding of the
real world applications of the design process. Students will work with
design professionals and college students on a variety of real-world
and self generated projects. This track involves deadline–driven
projects and a requisite level of responsibility. The level of commitment
and time required should be considered based on commitments to
homework and other activities. Weekly time required for involvement
ranges from 4 to 8 hours.
A 24 HOUR DISRUPTIVE
Catalyst 24 will bring students together to disrupt and re-invision
challenges within a twenty four hour period culminating in a pitch
event open to the public.
Flej teams up with schools to facilitate a unique opportunity for 50
students during a 2-day celebration of exploration, innovation and
student initiative. Freshman, sophomores & juniors will be invited to
apply. Of the applicants 50 students will be selected to participate in
one of 10, Catalyst 24 teams.
NEED
How might we equip emerging generations to address issues effecting
them and their future?
THE CHALLENGE
To explore, examine, and offer new ways to address big, complex
problems in the local and world community.
PROCESS
With the support of thought leaders, experts, mentors, and peers
students will work in teams on real world problems. They will gain
an understanding of the Human Centered Design framework as a
common language and process to develop sustainable change and
innovation. Students will begin to gain the crucial Creative Intelligence
understanding and skills neccesary to be Change Agents and Leaders.
OVERVIEW
For 24 hours, student teams will work through process framework
stages of empathize, define, ideate, prototype and test. They will
be assisted by experts in the related fields as well as facilitators and
mentors.
At the conclusion of the 24 hours, the teams present their ideas and
solutions during a formal “Pitch” event. There will be 10 different
pitches. The student teams will have the opportunity to continue to
pursue their projects with the support of Flej.
OBJECTIVES - Students will:
1) Develop divergent/convergent thinking skills applied to measurable
and sustainable change.
2) Implement the design/creative process as both art and business
builder and develop appropriate, actionable solutions.
3) Develop pitch and presentation skills, business strategy, project
management, and production/supplier relationship understanding.
4) Demonstrate an understanding of the design process as a community
building tool and means for social impact.
5) Hone soft skills via real–world, contextural experience. Category:Education Category:Design Category:Creativity Category:Innovation