Pre presentation - black diamond academy - rev 2

19
Black Diamond Academy Where Learning becomes Challenging but FUN Promoting young Boys and especially Girls to become Engineers, Nerds, Scientist, Physicist, Chemist, and Inventors through creative and technological style of training BDA will be dedicated to cultivate a proud, strong, self-sufficient, and educated culture by bringing together family, community and business. BDA is the portal in bringing the tools needed to preparing, improving and imposing Health, Fitness, Education, Spirituality, and Professionalism to the lives of today’s students while benefiting business, family and community. BDA will use community events, career development, volunteer activities, educational tools and recognition and rewards to instill character and professionally educate, train, guide, support and developed a self-sufficient and healthy Professionals.

description

ThinkBody Academy

Transcript of Pre presentation - black diamond academy - rev 2

  • 1. Black Diamond Academy Where Learning becomes Challenging but FUNPromoting young Boys and especially Girls tobecome Engineers, Nerds, Scientist, Physicist, Chemist, and Inventors through creative and technological styleof trainingBDA will be dedicated to cultivate a proud, strong, self-sufficient, and educated culture bybringing together family, community and business. BDA is the portal in bringing the toolsneeded to preparing, improving and imposing Health, Fitness, Education, Spirituality, andProfessionalism to the lives of todays students while benefiting business, family andcommunity. BDA will use community events, career development, volunteer activities, educational tools and recognition and rewards to instill character and professionally educate, train, guide, support and developed a self-sufficient and healthy Professionals.

2. How to achieve the plan? Throughthe TIGER Program Phase 1: Technology, Inventing, Spiritual, Health and Points Phase 2: Genius and Education Phase 3: Reaching Out, Investments, and Sports 3. Technology3D CAD Program and Classes SolidWorks: Designing & Testing the Inventions SolidWorks Competition Designs (http://www.solidworks.com/sw/education/student-design-competitions.htm) 2D and eDrawing Google Sketch Up ProgramComputers Programs and Classes Adobe Photoshop used for Photos and websites Adobe Illustrator used for Logos and still images Adobe InDesign used for Sell Sheets and Books Adobe Premier used Pro for Movies for YouTube Adobe SoundBooth used for audio editing for YouTube 4. SolidWorks Samples 5. TechnologyMicrosoft Microsoft Word Microsoft Excel Microsoft PowerPoint Microsoft Outlook Microsoft Visio Pro Kinect classroom activitiesSDK (Apple) Programming and Designing Apps for the Apple ProductsPatentWizard Use to develop, draft, and submit your Patent to the USPTOUsing Computers and the Internet General teaching on using the PCs and the Internet 6. Technology-Apps 7. TechnologyOur Student Target Groups Group A Ages 2 to 6 Mostly Parent Teaching Group B Ages 7 to 9 Group C Ages 10 to 12 Group D Ages 13 to 15 Group E Ages 16 to 19 Group F Ages 20 to 25 Group G Ages 25 to Heaven 8. Inventing(Designing and Programing Products)The Approach 1. Have students finish the technology training programs and then use the skills to work on our actual inventions or apps and with our Student for Hire Program; students work with local businesses to apply this skills they learned and gain further training 2. Brainstorm and evaluate as a team good ideas that can become inventions through our Minds In Motion (MiM) thinking room and evaluation program. 3. Decide as a team on the inventions /apps to implement 4. Apply the 19 Inventing Steps (3 years of research). The students will do all the work. Steps are for guidance 5. Work on the next invention/app & wait for the royalties 6. Use the initial funds to built the program and purchase require equipment (printer, cutter).Services from TechShop in SF and The Crucible in Oakland 9. Inventing(Designing and Programing Products)The 19 Steps of the Invention Process Step 1Decision Point A - Whats an invention Step 2Study the Market Place and do basic Market Research Step 3Idea Conception and Development for the Selected Market Step 4Protection Step 5Preliminary Product Evaluations Step 6Does Your Idea Exist - doing a Patent Search Step 7Decision Point B Step 8RE-Evaluating the Idea Step 9Recording the Idea with an Inventor Notebook Step 10 Bringing the invention to life with a Prototype Step 11 Protecting your invention with a PPA - Decide on License/commercialization/patent strategy Step 12 Creating your Sell Sheet and One Line Benefit Statement Step 13 Decision Point C Step 14 Form your company (this is optional) and start the Media Sources Step 15 Marketing Due Diligence (more in depth market research and applications) Step 16 Identify Your MFG Contacts Step 17 Licensing and Calling License your Product Step 18 Negotiating a Licensing Agreement Step 19 Keep the Ideas Coming 10. Inventing(Designing and Programing Products)The 19 Steps - Encompasses the various Educational Success Factors created byMicrosofts School of the Future 1 Individual Excellence 2 Courage 3 Operating Skills 4 Organizational Skills 5 Strategic Skills 6 Results 11. SpiritualWorking with Josh Storrer our future Spiritual Leader More to be added. 12. Health and FitnessWorking Out a MUST Every student who is part of this program must workout at least30 to 60 mins a day. With the help from our staff. The workout must be completed 30 to 60 mins before starting anytype of NERDY project. Test of Exercising We will be participating and attending various workout activitiessuch as 5K/10K or Half-Maratron races. Based on the performances of this exercises each student mustmeet the minimum requirements within each fiscal year and mustimprove each year after that. This is a requirement to stay in theBDLI program. 13. Points Donation 14. Points - Expenses 15. Points Sum of Points 16. Points Per Student Totals