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	<updated>2026-05-01T17:22:46Z</updated>
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		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2234</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2234"/>
		<updated>2022-06-18T06:01:52Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion of the [[The KnowledgePacket™]] invented and applied by [[CYBER KIDS]] in 1991. The need for the development of such new approach was first presented in a 2014 conference on learning innovations in Kenya&amp;lt;ref&amp;gt;Laouris, Y. (2014). Harnessing Collective Intelligence from within Mobile Learning Apps : A path towards designing better Futures. eLearning Innovations Conference, 8-30 July, 2014, Kenya &amp;lt;/ref&amp;gt;, while the first presentation of the fully develped method was done in Moscow in 2016 &amp;lt;ref&amp;gt;Laouris, Y. (2016). Teaching global activism to 1000 young global leaders. How do we catch up with the Global Future of Education International Conference, 1 Mar, 2016, Moscow&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As a guide to educators to design educational activities using a multi-dimensional approach. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# '''Roles''' that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic '''Skills''' that should be acquired; and&lt;br /&gt;
# The '''Values''' that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Role(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Learner&lt;br /&gt;
Student&lt;br /&gt;
| The standard, conventional role.&lt;br /&gt;
Learner is a receiver.&lt;br /&gt;
Learner is evaluated by teacher and peers.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Teacher&lt;br /&gt;
Instructor&lt;br /&gt;
Mentor&lt;br /&gt;
Supporter&lt;br /&gt;
Facilitator&lt;br /&gt;
| Learner teaches a curriculum module to at least one more student.&lt;br /&gt;
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).&lt;br /&gt;
Every learner is expected to mentor at least one other learner for a defined (preferably longer than shorter) period. The mentorship can take different formats&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visionary&lt;br /&gt;
Designer&lt;br /&gt;
Author&lt;br /&gt;
Producer&lt;br /&gt;
| Curriculum modules consist of sample projects, which leave ample space for creativity. Learners are encouraged to innovate, envision and define their own project(s) and go through the process of designing a prototype before they actually implement it.&lt;br /&gt;
The code/design/product/project is always published (most probably in the web or cloud). Learners are also involved in the development of new lesson plans.&lt;br /&gt;
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Project Manager&lt;br /&gt;
Leader&lt;br /&gt;
| Every kid should be given opportunity to lead a team and manage at least a small task or project.&lt;br /&gt;
Assigning roles and tasks to others.&lt;br /&gt;
Establishing milestones.&lt;br /&gt;
Monitoring progress.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Promoter&lt;br /&gt;
Spokesman&lt;br /&gt;
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.&lt;br /&gt;
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Evaluator&lt;br /&gt;
Critic&lt;br /&gt;
| Both individually, as well as in groups, learners are expected to evaluate their own and each otherŐs works through a critical eye. In the ICT world, the relevant process is called Ňdebugging,Ó and learners are invited to debug real applications.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Meta-observer&lt;br /&gt;
Meta-thinker&lt;br /&gt;
| Reflect and talk about oneŐs learning. Studies have shown that learners who ŇreflectÓ on their own learning, achieve higher levels of retention and create more connections between knowledge bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Values(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Hard Work&lt;br /&gt;
Honesty&lt;br /&gt;
| Success is 1% inspiration and 99% perspiration. In todayŐs world, where, many students want to cheat in their studies, learners must be taught that dishonesty and cheating are wrong, and will get them nowhere in the future.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Team-work&lt;br /&gt;
Collaboration&lt;br /&gt;
Cooperation&lt;br /&gt;
Harnessing Collective wisdom&lt;br /&gt;
| United we stand; divided we fall!&amp;quot; To achieve a common goalit is necessary for many people to work together. Learn how to listen and be sensitive to the feelings of other group members and whenever necessary resolve conflicts. Make them proud of the teamŐs work by encouraging them to present collective projects in exhibitions&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Empathy&lt;br /&gt;
Respect for Others&lt;br /&gt;
Compassion&lt;br /&gt;
| Promoting empathy in early years has been recognized as root factor towards preparing responsible citizens, , . In our highly competitive societies, people tread on others to get ahead in life. Respect for others should include respecting different religions, races, sexes, ideas, and lifestyles. Cultivating compassion, i.e., being sensitive to the needs of others, makes kids aware of the root causes of global poverty, hunger, wars, and unhappiness and&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Democratic values&lt;br /&gt;
| Every project should offer opportunities to talk about freedom, responsibility, justice, respect, leadership, tolerance, inclusion and diversity. For example, explore the meanings, discuss and reflect on values dilemmas, apply these values to other situations and contexts and maybe even reflect on these values in relation to their own lives.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Respect for nature&lt;br /&gt;
SDGs relevance&lt;br /&gt;
Sustainable development&lt;br /&gt;
| Responsible young citizens should know and live with the SDGs and their creative energy, values and projects directed towards contributing to solutions.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Respecting the anthropocene&lt;br /&gt;
| Future citizens must think about the anthropocene in all their endeavours; projects must always be creative and practical responding to the pressures for making earth less polluted and live sustainable.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Unconditional Love and Kindness&lt;br /&gt;
| Unconditional love is not the same as Ňif you love someone, he or she will love you back in return.Ó Children who experience the feeling of unconditional love, become stronger, more balanced, kind and loving towards their fellows and the world. This is not an easy goal for any curriculum, but the system of interactions between learners and their mentors focuses on cultivating such values.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Forgiveness&lt;br /&gt;
| Learning moral values should be built into all curricula. There are provisions for evaluating learners' achievements, which are based on how well they practice moral values while implementing their personal development goals and their projects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
The creators of the method have previously (1991) developed [[CYBER KIDS]] who have envisioned that introducing advanced computer technology into the lives of a critical number of young children using an educationally relevant and socially responsible, peace-enhancing curriculum would allow them to promote creativity, innovation, imagination, and problem-solving abilities would help them “transcend” the country’s educational and political life and move the new generation a decade ahead. In the 10 years of its operations, the [[CYBER KIDS]] reached more than 20,000 children in Cyprus and beyond&amp;lt;ref&amp;gt;Laouris, Y. &amp;amp; Anastasiou, H. (2005). The introduction of IT in the lives of children as a service to global peace: Experiences from a nation-wide experiment 15 years after. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa. On line: www.mlearn.org.za/CD/papers/Laouris%20&amp;amp;%20Anastasiou.pdf.&lt;br /&gt;
&amp;lt;/ref&amp;gt;. However, today, almost 30 years later, Cyprus ranks bottom 5 in the EU in every ICT-, digital literacy-related score&amp;lt;ref&amp;gt;EUKIDS Online Reports (2018). http://www.lse.ac.uk/media-and-communications/research/research-projects/ eu-kids-online/reports-and-findings Last retrieved 8/9/2018.&amp;lt;/ref&amp;gt;,&amp;lt;ref&amp;gt;Eurobarometer (2018). Special Eurobarometer 438 - October 2015 “E-Communications and the Digital Single Market” ec.europa.eu/commfrontoffice/publicopinion/index.cfm/Survey/getSurveyDetail/instruments/SPECIAL/ surveyKy/2062 Last retrieved 8/9/2018.&amp;lt;/ref&amp;gt;. This new need encouraged the new initiative.&lt;br /&gt;
&lt;br /&gt;
== Experimental Validation ==&lt;br /&gt;
The '''7pi3 Method''' has been tested and validated in 2019 and 2020 on children ages 5-13. The experiments involved the use of:&lt;br /&gt;
&lt;br /&gt;
* Many different types of robots to solve challenges &lt;br /&gt;
* Object-Oriented Programming using Scratch: Exercises inspired by SDGs and other global challenges&lt;br /&gt;
* Creativity, hard work, teamwork, design, etc through the use of Game Maker and Unreal to develop OOP games &lt;br /&gt;
* Creativity and social responsibility using 3D printing &lt;br /&gt;
* Teamwork to promote also democratic values&lt;br /&gt;
&lt;br /&gt;
==Citations==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2233</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2233"/>
		<updated>2022-06-18T06:00:44Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Added Exeprimental validation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion of the [[The KnowledgePacket™]] invented and applied by [[CYBER KIDS]] in 1991. The need for the development of such new approach was first presented in a 2014 conference on learning innovations in Kenya&amp;lt;ref&amp;gt;Laouris, Y. (2014). Harnessing Collective Intelligence from within Mobile Learning Apps : A path towards designing better Futures. eLearning Innovations Conference, 8-30 July, 2014, Kenya &amp;lt;/ref&amp;gt;, while the first presentation of the fully develped method was done in Moscow in 2016 &amp;lt;ref&amp;gt;Laouris, Y. (2016). Teaching global activism to 1000 young global leaders. How do we catch up with the Global Future of Education International Conference, 1 Mar, 2016, Moscow&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# '''Roles''' that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic '''Skills''' that should be acquired; and&lt;br /&gt;
# The '''Values''' that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Role(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Learner&lt;br /&gt;
Student&lt;br /&gt;
| The standard, conventional role.&lt;br /&gt;
Learner is a receiver.&lt;br /&gt;
Learner is evaluated by teacher and peers.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Teacher&lt;br /&gt;
Instructor&lt;br /&gt;
Mentor&lt;br /&gt;
Supporter&lt;br /&gt;
Facilitator&lt;br /&gt;
| Learner teaches a curriculum module to at least one more student.&lt;br /&gt;
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).&lt;br /&gt;
Every learner is expected to mentor at least one other learner for a defined (preferably longer than shorter) period. The mentorship can take different formats&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visionary&lt;br /&gt;
Designer&lt;br /&gt;
Author&lt;br /&gt;
Producer&lt;br /&gt;
| Curriculum modules consist of sample projects, which leave ample space for creativity. Learners are encouraged to innovate, envision and define their own project(s) and go through the process of designing a prototype before they actually implement it.&lt;br /&gt;
The code/design/product/project is always published (most probably in the web or cloud). Learners are also involved in the development of new lesson plans.&lt;br /&gt;
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Project Manager&lt;br /&gt;
Leader&lt;br /&gt;
| Every kid should be given opportunity to lead a team and manage at least a small task or project.&lt;br /&gt;
Assigning roles and tasks to others.&lt;br /&gt;
Establishing milestones.&lt;br /&gt;
Monitoring progress.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Promoter&lt;br /&gt;
Spokesman&lt;br /&gt;
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.&lt;br /&gt;
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Evaluator&lt;br /&gt;
Critic&lt;br /&gt;
| Both individually, as well as in groups, learners are expected to evaluate their own and each otherŐs works through a critical eye. In the ICT world, the relevant process is called Ňdebugging,Ó and learners are invited to debug real applications.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Meta-observer&lt;br /&gt;
Meta-thinker&lt;br /&gt;
| Reflect and talk about oneŐs learning. Studies have shown that learners who ŇreflectÓ on their own learning, achieve higher levels of retention and create more connections between knowledge bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Values(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Hard Work&lt;br /&gt;
Honesty&lt;br /&gt;
| Success is 1% inspiration and 99% perspiration. In todayŐs world, where, many students want to cheat in their studies, learners must be taught that dishonesty and cheating are wrong, and will get them nowhere in the future.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Team-work&lt;br /&gt;
Collaboration&lt;br /&gt;
Cooperation&lt;br /&gt;
Harnessing Collective wisdom&lt;br /&gt;
| United we stand; divided we fall!&amp;quot; To achieve a common goalit is necessary for many people to work together. Learn how to listen and be sensitive to the feelings of other group members and whenever necessary resolve conflicts. Make them proud of the teamŐs work by encouraging them to present collective projects in exhibitions&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Empathy&lt;br /&gt;
Respect for Others&lt;br /&gt;
Compassion&lt;br /&gt;
| Promoting empathy in early years has been recognized as root factor towards preparing responsible citizens, , . In our highly competitive societies, people tread on others to get ahead in life. Respect for others should include respecting different religions, races, sexes, ideas, and lifestyles. Cultivating compassion, i.e., being sensitive to the needs of others, makes kids aware of the root causes of global poverty, hunger, wars, and unhappiness and&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Democratic values&lt;br /&gt;
| Every project should offer opportunities to talk about freedom, responsibility, justice, respect, leadership, tolerance, inclusion and diversity. For example, explore the meanings, discuss and reflect on values dilemmas, apply these values to other situations and contexts and maybe even reflect on these values in relation to their own lives.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Respect for nature&lt;br /&gt;
SDGs relevance&lt;br /&gt;
Sustainable development&lt;br /&gt;
| Responsible young citizens should know and live with the SDGs and their creative energy, values and projects directed towards contributing to solutions.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Respecting the anthropocene&lt;br /&gt;
| Future citizens must think about the anthropocene in all their endeavours; projects must always be creative and practical responding to the pressures for making earth less polluted and live sustainable.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Unconditional Love and Kindness&lt;br /&gt;
| Unconditional love is not the same as Ňif you love someone, he or she will love you back in return.Ó Children who experience the feeling of unconditional love, become stronger, more balanced, kind and loving towards their fellows and the world. This is not an easy goal for any curriculum, but the system of interactions between learners and their mentors focuses on cultivating such values.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Forgiveness&lt;br /&gt;
| Learning moral values should be built into all curricula. There are provisions for evaluating learners' achievements, which are based on how well they practice moral values while implementing their personal development goals and their projects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
The creators of the method have previously (1991) developed [[CYBER KIDS]] who have envisioned that introducing advanced computer technology into the lives of a critical number of young children using an educationally relevant and socially responsible, peace-enhancing curriculum would allow them to promote creativity, innovation, imagination, and problem-solving abilities would help them “transcend” the country’s educational and political life and move the new generation a decade ahead. In the 10 years of its operations, the [[CYBER KIDS]] reached more than 20,000 children in Cyprus and beyond&amp;lt;ref&amp;gt;Laouris, Y. &amp;amp; Anastasiou, H. (2005). The introduction of IT in the lives of children as a service to global peace: Experiences from a nation-wide experiment 15 years after. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa. On line: www.mlearn.org.za/CD/papers/Laouris%20&amp;amp;%20Anastasiou.pdf.&lt;br /&gt;
&amp;lt;/ref&amp;gt;. However, today, almost 30 years later, Cyprus ranks bottom 5 in the EU in every ICT-, digital literacy-related score&amp;lt;ref&amp;gt;EUKIDS Online Reports (2018). http://www.lse.ac.uk/media-and-communications/research/research-projects/ eu-kids-online/reports-and-findings Last retrieved 8/9/2018.&amp;lt;/ref&amp;gt;,&amp;lt;ref&amp;gt;Eurobarometer (2018). Special Eurobarometer 438 - October 2015 “E-Communications and the Digital Single Market” ec.europa.eu/commfrontoffice/publicopinion/index.cfm/Survey/getSurveyDetail/instruments/SPECIAL/ surveyKy/2062 Last retrieved 8/9/2018.&amp;lt;/ref&amp;gt;. This new need encouraged the new initiative.&lt;br /&gt;
&lt;br /&gt;
== Experimental Validation ==&lt;br /&gt;
The '''7pi3 Method''' has been tested and validated in 2019 and 2020 on children ages 5-13. The experiments involved the use of:&lt;br /&gt;
&lt;br /&gt;
* Many different types of robots to solve challenges &lt;br /&gt;
* Object-Oriented Programming using Scratch: Exercises inspired by SDGs and other global challenges&lt;br /&gt;
* Creativity, hard work, teamwork, design, etc through the use of Game Maker and Unreal to develop OOP games &lt;br /&gt;
* Creativity and social responsibility using 3D printing &lt;br /&gt;
* Teamwork to promote also democratic values&lt;br /&gt;
&lt;br /&gt;
==Citations==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2232</id>
		<title>ETF-CNL Terminology</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2232"/>
		<updated>2022-01-19T15:03:35Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 5%&amp;quot;| #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 20%&amp;quot;| Term&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 75%&amp;quot;| Short Explanation&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Partnerships]]&lt;br /&gt;
|Extended version of Warfield's ISM; allows corrections while a structural model is being developed, or after it has been developed.	&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Inspirational practices]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[ETF]]&lt;br /&gt;
|Europaan Training Foundation&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[CNL]]&lt;br /&gt;
|Creating New Learning conceptual framework&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Research Instrument]]&lt;br /&gt;
|A tool used to collect, measure, and analyze data related to your research interests.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Research Methodology]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[Fact &amp;amp; Data-Finding Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Desk Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Self-reflection Survey Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Elevator Pitch Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Interview Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2231</id>
		<title>ETF-CNL Terminology</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2231"/>
		<updated>2022-01-19T14:55:37Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 5%&amp;quot;| #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 20%&amp;quot;| Term&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 75%&amp;quot;| Short Explanation&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Partnerships]]&lt;br /&gt;
|Extended version of Warfield's ISM; allows corrections while a structural model is being developed, or after it has been developed.	&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Inspirational practices]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[ETF]]&lt;br /&gt;
|[[Europaan Training Foundation]]&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[CNL]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Research Instrument]]&lt;br /&gt;
|A tool used to collect, measure, and analyze data related to your research interests.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Research Methodology]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[Fact &amp;amp; Data-Finding Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Desk Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Self-reflection Survey Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Elevator Pitch Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Interview Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=User_talk:Marcus&amp;diff=2230</id>
		<title>User talk:Marcus</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=User_talk:Marcus&amp;diff=2230"/>
		<updated>2022-01-19T12:54:43Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Welcome!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to ''Reinvent Education''!'''&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Laouris|Laouris]] ([[User talk:Laouris|talk]]) 05:54, 19 January 2022 (MST)&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=User:Marcus&amp;diff=2229</id>
		<title>User:Marcus</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=User:Marcus&amp;diff=2229"/>
		<updated>2022-01-19T12:54:43Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Creating user page for new user.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Marcus Hallside has over 20 years experience in project managing and delivering assignments related to the development of advanced solutions and in addition involving the design and implementation of questionnaires, surveys, data analysis and report writing. Marcus has managed multidisciplinary research focused on IT aviation safety and security projects for government authorities in for DG MOVE  in the EU involving 8 Member States; for the Department of Homeland Security in the USA, and for Transport Canada.  Each was a multi-year project with teams of up to 20 researchers and developers and involved budgets of between €2.5 - €5.0   Marcus was the Project Manager for two legal and regulatory studies for DG-MOVE in the area of aviation security and the impact of international legislation on all categories of EU flagged ships’ crews, and a study for DG-MOVE on the implementation of the Maritime Labour Convention in 14 EU Member States involving a team of 6 research personnel.&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2228</id>
		<title>ETF-CNL Terminology</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2228"/>
		<updated>2022-01-19T12:48:13Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 5%&amp;quot;| #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 20%&amp;quot;| Term&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 75%&amp;quot;| Short Explanation&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Partnerships]]&lt;br /&gt;
|Extended version of Warfield's ISM; allows corrections while a structural model is being developed, or after it has been developed.	&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Inspirational practices]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[ETF]]&lt;br /&gt;
|Procedures and algorithms for editing an ISM structural model while if being developed or after it is completed&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[CNL]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Research Instrument]]&lt;br /&gt;
|A tool used to collect, measure, and analyze data related to your research interests.&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Research Methodology]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[Fact &amp;amp; Data-Finding Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Desk Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Self-reflection Survey Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Elevator Pitch Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Interview Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=ETF-CNL_Research_Instruments&amp;diff=2227</id>
		<title>ETF-CNL Research Instruments</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=ETF-CNL_Research_Instruments&amp;diff=2227"/>
		<updated>2022-01-18T13:27:28Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following Research Instruments are included in the CNL ..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Fact &amp;amp; Data-Finding Research Instrument&lt;br /&gt;
# Desk Research Instrument&lt;br /&gt;
# Self-reflection Survey Research Instrument&lt;br /&gt;
# Elevator Pitch Research Instrument&lt;br /&gt;
# Interview Research Instrument&lt;br /&gt;
# Logbook&lt;br /&gt;
# Photo eliciting interview&lt;br /&gt;
# Digital storytelling method&lt;br /&gt;
# Storyline method&lt;br /&gt;
# Video&lt;br /&gt;
# SDDP&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=ETF-CNL_Research_Instruments&amp;diff=2226</id>
		<title>ETF-CNL Research Instruments</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=ETF-CNL_Research_Instruments&amp;diff=2226"/>
		<updated>2022-01-18T13:26:32Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Created page with &amp;quot;The following Research Instruments are included in the CNL ..   # Fact &amp;amp; Data-Finding Research Instrument # Desk Research Instrument # Self-reflection Survey Research Instrume...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following Research Instruments are included in the CNL ..&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
# Fact &amp;amp; Data-Finding Research Instrument&lt;br /&gt;
# Desk Research Instrument&lt;br /&gt;
# Self-reflection Survey Research Instrument&lt;br /&gt;
# Elevator Pitch Research Instrument&lt;br /&gt;
# Interview Research Instrument&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2225</id>
		<title>ETF-CNL Terminology</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2225"/>
		<updated>2022-01-18T13:25:08Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 5%&amp;quot;| #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 20%&amp;quot;| Term&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 75%&amp;quot;| Short Explanation&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Partnerships]]&lt;br /&gt;
|Extended version of Warfield's ISM; allows corrections while a structural model is being developed, or after it has been developed.	&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Inspirational practices]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[ETF]]&lt;br /&gt;
|Procedures and algorithms for editing an ISM structural model while if being developed or after it is completed&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[CNL]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Research Instruments]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Research Methodology]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|[[Fact &amp;amp; Data-Finding Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Desk Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Self-reflection Survey Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|[[Elevator Pitch Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|9&lt;br /&gt;
|[[Interview Research Instrument]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2224</id>
		<title>ETF-CNL Terminology</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2224"/>
		<updated>2022-01-18T13:19:48Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 5%&amp;quot;| #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 20%&amp;quot;| Term&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 75%&amp;quot;| Short Explanation&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Partnerships]]&lt;br /&gt;
|Extended version of Warfield's ISM; allows corrections while a structural model is being developed, or after it has been developed.	&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Inspirational practices]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[ETF]]&lt;br /&gt;
|Procedures and algorithms for editing an ISM structural model while if being developed or after it is completed&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[CNL]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Research Instruments]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Research Methodology]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2223</id>
		<title>ETF-CNL Terminology</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2223"/>
		<updated>2022-01-18T13:18:25Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 5%&amp;quot;| #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 20%&amp;quot;| Term&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 75%&amp;quot;| Short Explanation&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Flexible Interpretive Structural Modeling]]&lt;br /&gt;
|Extended version of Warfield's ISM; allows corrections while a structural model is being developed, or after it has been developed.	&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Implication-matrix Model]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Correction Procedures]]&lt;br /&gt;
|Procedures and algorithms for editing an ISM structural model while if being developed or after it is completed&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[Implication Structure]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Scanning Method of Implication Matrix Development]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Coupling Method of Implication Matrix Development]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2222</id>
		<title>ETF-CNL Terminology</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=ETF-CNL_Terminology&amp;diff=2222"/>
		<updated>2022-01-18T13:17:57Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Created page with &amp;quot;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 95%;&amp;quot; |- ! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 5%&amp;quot;| # ! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;le...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable sortable&amp;quot; style=&amp;quot;width: 95%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 5%&amp;quot;| #&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 20%&amp;quot;| Term&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;background:#efefef;&amp;quot; align=&amp;quot;left&amp;quot;; &amp;quot;width: 40%&amp;quot;| Short Explanation&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|[[Flexible Interpretive Structural Modeling]]&lt;br /&gt;
|Extended version of Warfield's ISM; allows corrections while a structural model is being developed, or after it has been developed.	&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|[[Implication-matrix Model]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|ref&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|[[Correction Procedures]]&lt;br /&gt;
|Procedures and algorithms for editing an ISM structural model while if being developed or after it is completed&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|[[Implication Structure]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|ref&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|[[Scanning Method of Implication Matrix Development]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|[[Coupling Method of Implication Matrix Development]]&lt;br /&gt;
|mmmmmmmm&lt;br /&gt;
|-&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=User_talk:Apolis&amp;diff=2221</id>
		<title>User talk:Apolis</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=User_talk:Apolis&amp;diff=2221"/>
		<updated>2021-03-06T17:32:35Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Welcome!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to ''Reinvent Education''!'''&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Laouris|Laouris]] ([[User talk:Laouris|talk]]) 10:32, 6 March 2021 (MST)&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=User:Apolis&amp;diff=2220</id>
		<title>User:Apolis</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=User:Apolis&amp;diff=2220"/>
		<updated>2021-03-06T17:32:35Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Creating user page for new user.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Teacher/ aspiring enterpreneur, innovator looking for creative projects&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2219</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2219"/>
		<updated>2019-01-19T14:23:33Z</updated>

		<summary type="html">&lt;p&gt;Laouris: /* A Multi-dimensional Approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion of the [[The KnowledgePacket™]] invented and applied by [[CYBER KIDS]] in 1991. The need for the development of such new approach was first presented in a 2014 conference on learning innovations in Kenya&amp;lt;ref&amp;gt;Laouris, Y. (2014). Harnessing Collective Intelligence from within Mobile Learning Apps : A path towards designing better Futures. eLearning Innovations Conference, 8-30 July, 2014, Kenya &amp;lt;/ref&amp;gt;, while the first presentation of the fully develped method was done in Moscow in 2016 &amp;lt;ref&amp;gt;Laouris, Y. (2016). Teaching global activism to 1000 young global leaders. How do we catch up with the Global Future of Education International Conference, 1 Mar, 2016, Moscow&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# '''Roles''' that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic '''Skills''' that should be acquired; and&lt;br /&gt;
# The '''Values''' that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Role(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Learner&lt;br /&gt;
Student&lt;br /&gt;
| The standard, conventional role.&lt;br /&gt;
Learner is a receiver.&lt;br /&gt;
Learner is evaluated by teacher and peers.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Teacher&lt;br /&gt;
Instructor&lt;br /&gt;
Mentor&lt;br /&gt;
Supporter&lt;br /&gt;
Facilitator&lt;br /&gt;
| Learner teaches a curriculum module to at least one more student.&lt;br /&gt;
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).&lt;br /&gt;
Every learner is expected to mentor at least one other learner for a defined (preferably longer than shorter) period. The mentorship can take different formats&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visionary&lt;br /&gt;
Designer&lt;br /&gt;
Author&lt;br /&gt;
Producer&lt;br /&gt;
| Curriculum modules consist of sample projects, which leave ample space for creativity. Learners are encouraged to innovate, envision and define their own project(s) and go through the process of designing a prototype before they actually implement it.&lt;br /&gt;
The code/design/product/project is always published (most probably in the web or cloud). Learners are also involved in the development of new lesson plans.&lt;br /&gt;
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Project Manager&lt;br /&gt;
Leader&lt;br /&gt;
| Every kid should be given opportunity to lead a team and manage at least a small task or project.&lt;br /&gt;
Assigning roles and tasks to others.&lt;br /&gt;
Establishing milestones.&lt;br /&gt;
Monitoring progress.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Promoter&lt;br /&gt;
Spokesman&lt;br /&gt;
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.&lt;br /&gt;
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Evaluator&lt;br /&gt;
Critic&lt;br /&gt;
| Both individually, as well as in groups, learners are expected to evaluate their own and each otherŐs works through a critical eye. In the ICT world, the relevant process is called Ňdebugging,Ó and learners are invited to debug real applications.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Meta-observer&lt;br /&gt;
Meta-thinker&lt;br /&gt;
| Reflect and talk about oneŐs learning. Studies have shown that learners who ŇreflectÓ on their own learning, achieve higher levels of retention and create more connections between knowledge bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Values(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Hard Work&lt;br /&gt;
Honesty&lt;br /&gt;
| Success is 1% inspiration and 99% perspiration. In todayŐs world, where, many students want to cheat in their studies, learners must be taught that dishonesty and cheating are wrong, and will get them nowhere in the future.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Team-work&lt;br /&gt;
Collaboration&lt;br /&gt;
Cooperation&lt;br /&gt;
Harnessing Collective wisdom&lt;br /&gt;
| United we stand; divided we fall!&amp;quot; To achieve a common goalit is necessary for many people to work together. Learn how to listen and be sensitive to the feelings of other group members and whenever necessary resolve conflicts. Make them proud of the teamŐs work by encouraging them to present collective projects in exhibitions&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Empathy&lt;br /&gt;
Respect for Others&lt;br /&gt;
Compassion&lt;br /&gt;
| Promoting empathy in early years has been recognized as root factor towards preparing responsible citizens, , . In our highly competitive societies, people tread on others to get ahead in life. Respect for others should include respecting different religions, races, sexes, ideas, and lifestyles. Cultivating compassion, i.e., being sensitive to the needs of others, makes kids aware of the root causes of global poverty, hunger, wars, and unhappiness and&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Democratic values&lt;br /&gt;
| Every project should offer opportunities to talk about freedom, responsibility, justice, respect, leadership, tolerance, inclusion and diversity. For example, explore the meanings, discuss and reflect on values dilemmas, apply these values to other situations and contexts and maybe even reflect on these values in relation to their own lives.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Respect for nature&lt;br /&gt;
SDGs relevance&lt;br /&gt;
Sustainable development&lt;br /&gt;
| Responsible young citizens should know and live with the SDGs and their creative energy, values and projects directed towards contributing to solutions.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Respecting the anthropocene&lt;br /&gt;
| Future citizens must think about the anthropocene in all their endeavours; projects must always be creative and practical responding to the pressures for making earth less polluted and live sustainable.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Unconditional Love and Kindness&lt;br /&gt;
| Unconditional love is not the same as Ňif you love someone, he or she will love you back in return.Ó Children who experience the feeling of unconditional love, become stronger, more balanced, kind and loving towards their fellows and the world. This is not an easy goal for any curriculum, but the system of interactions between learners and their mentors focuses on cultivating such values.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Forgiveness&lt;br /&gt;
| Learning moral values should be built into all curricula. There are provisions in evaluating learners achievements, which are based on how well they practice moral values while implementing their personal development goals and their projects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
The creators of the method have previously (1991) developed [[CYBER KIDS]] who have envisioned that introducing advanced computer technology in the lives of a critical number of young children using an educationally relevant and socially responsible, peace-enhancing curriculum would allow them to promote creativity, innovation, imagination, and problem solving abilities, would help them “transcend” the country’s educational and political life and move the new generation a decade ahead. In the 10 years of its operations, the [[CYBER KIDS]] reached more than 20,000 children in Cyprus and beyond&amp;lt;ref&amp;gt;Laouris, Y. &amp;amp; Anastasiou, H. (2005). The introduction of IT in the lives of children as a service to global peace: Experiences from a nation-wide experiment 15 years after. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa. On line: www.mlearn.org.za/CD/papers/Laouris%20&amp;amp;%20Anastasiou.pdf.&lt;br /&gt;
&amp;lt;/ref&amp;gt;. However, today, almost 30 years later, Cyprus ranks bottom 5 in the EU in every ICT-, digital literacy related score&amp;lt;ref&amp;gt;EUKIDS Online Reports (2018). http://www.lse.ac.uk/media-and-communications/research/research-projects/ eu-kids-online/reports-and-findings Last retrieved 8/9/2018.&amp;lt;/ref&amp;gt;,&amp;lt;ref&amp;gt;Eurobarometer (2018). Special Eurobarometer 438 - October 2015 “E-Communications and the Digital Single Market” ec.europa.eu/commfrontoffice/publicopinion/index.cfm/Survey/getSurveyDetail/instruments/SPECIAL/ surveyKy/2062 Last retrieved 8/9/2018.&amp;lt;/ref&amp;gt;. This new need encouraged the new initiative.&lt;br /&gt;
&lt;br /&gt;
==Citations==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2218</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2218"/>
		<updated>2019-01-19T14:22:44Z</updated>

		<summary type="html">&lt;p&gt;Laouris: /* The Need */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion of the [[The KnowledgePacket™]] invented and applied by [[CYBER KIDS]] in 1991. The need for the development of such new approach was first presented in a 2014 conference on learning innovations in Kenya&amp;lt;ref&amp;gt;Laouris, Y. (2014). Harnessing Collective Intelligence from within Mobile Learning Apps : A path towards designing better Futures. eLearning Innovations Conference, 8-30 July, 2014, Kenya &amp;lt;/ref&amp;gt;, while the first presentation of the fully develped method was done in Moscow in 2016 &amp;lt;ref&amp;gt;Laouris, Y. (2016). Teaching global activism to 1000 young global leaders. How do we catch up with the Global Future of Education International Conference, 1 Mar, 2016, Moscow&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# Roles that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic Skills that should be acquired; and&lt;br /&gt;
# The Values that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Role(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Learner&lt;br /&gt;
Student&lt;br /&gt;
| The standard, conventional role.&lt;br /&gt;
Learner is a receiver.&lt;br /&gt;
Learner is evaluated by teacher and peers.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Teacher&lt;br /&gt;
Instructor&lt;br /&gt;
Mentor&lt;br /&gt;
Supporter&lt;br /&gt;
Facilitator&lt;br /&gt;
| Learner teaches a curriculum module to at least one more student.&lt;br /&gt;
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).&lt;br /&gt;
Every learner is expected to mentor at least one other learner for a defined (preferably longer than shorter) period. The mentorship can take different formats&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visionary&lt;br /&gt;
Designer&lt;br /&gt;
Author&lt;br /&gt;
Producer&lt;br /&gt;
| Curriculum modules consist of sample projects, which leave ample space for creativity. Learners are encouraged to innovate, envision and define their own project(s) and go through the process of designing a prototype before they actually implement it.&lt;br /&gt;
The code/design/product/project is always published (most probably in the web or cloud). Learners are also involved in the development of new lesson plans.&lt;br /&gt;
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Project Manager&lt;br /&gt;
Leader&lt;br /&gt;
| Every kid should be given opportunity to lead a team and manage at least a small task or project.&lt;br /&gt;
Assigning roles and tasks to others.&lt;br /&gt;
Establishing milestones.&lt;br /&gt;
Monitoring progress.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Promoter&lt;br /&gt;
Spokesman&lt;br /&gt;
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.&lt;br /&gt;
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Evaluator&lt;br /&gt;
Critic&lt;br /&gt;
| Both individually, as well as in groups, learners are expected to evaluate their own and each otherŐs works through a critical eye. In the ICT world, the relevant process is called Ňdebugging,Ó and learners are invited to debug real applications.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Meta-observer&lt;br /&gt;
Meta-thinker&lt;br /&gt;
| Reflect and talk about oneŐs learning. Studies have shown that learners who ŇreflectÓ on their own learning, achieve higher levels of retention and create more connections between knowledge bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Values(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Hard Work&lt;br /&gt;
Honesty&lt;br /&gt;
| Success is 1% inspiration and 99% perspiration. In todayŐs world, where, many students want to cheat in their studies, learners must be taught that dishonesty and cheating are wrong, and will get them nowhere in the future.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Team-work&lt;br /&gt;
Collaboration&lt;br /&gt;
Cooperation&lt;br /&gt;
Harnessing Collective wisdom&lt;br /&gt;
| United we stand; divided we fall!&amp;quot; To achieve a common goalit is necessary for many people to work together. Learn how to listen and be sensitive to the feelings of other group members and whenever necessary resolve conflicts. Make them proud of the teamŐs work by encouraging them to present collective projects in exhibitions&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Empathy&lt;br /&gt;
Respect for Others&lt;br /&gt;
Compassion&lt;br /&gt;
| Promoting empathy in early years has been recognized as root factor towards preparing responsible citizens, , . In our highly competitive societies, people tread on others to get ahead in life. Respect for others should include respecting different religions, races, sexes, ideas, and lifestyles. Cultivating compassion, i.e., being sensitive to the needs of others, makes kids aware of the root causes of global poverty, hunger, wars, and unhappiness and&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Democratic values&lt;br /&gt;
| Every project should offer opportunities to talk about freedom, responsibility, justice, respect, leadership, tolerance, inclusion and diversity. For example, explore the meanings, discuss and reflect on values dilemmas, apply these values to other situations and contexts and maybe even reflect on these values in relation to their own lives.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Respect for nature&lt;br /&gt;
SDGs relevance&lt;br /&gt;
Sustainable development&lt;br /&gt;
| Responsible young citizens should know and live with the SDGs and their creative energy, values and projects directed towards contributing to solutions.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Respecting the anthropocene&lt;br /&gt;
| Future citizens must think about the anthropocene in all their endeavours; projects must always be creative and practical responding to the pressures for making earth less polluted and live sustainable.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Unconditional Love and Kindness&lt;br /&gt;
| Unconditional love is not the same as Ňif you love someone, he or she will love you back in return.Ó Children who experience the feeling of unconditional love, become stronger, more balanced, kind and loving towards their fellows and the world. This is not an easy goal for any curriculum, but the system of interactions between learners and their mentors focuses on cultivating such values.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Forgiveness&lt;br /&gt;
| Learning moral values should be built into all curricula. There are provisions in evaluating learners achievements, which are based on how well they practice moral values while implementing their personal development goals and their projects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
The creators of the method have previously (1991) developed [[CYBER KIDS]] who have envisioned that introducing advanced computer technology in the lives of a critical number of young children using an educationally relevant and socially responsible, peace-enhancing curriculum would allow them to promote creativity, innovation, imagination, and problem solving abilities, would help them “transcend” the country’s educational and political life and move the new generation a decade ahead. In the 10 years of its operations, the [[CYBER KIDS]] reached more than 20,000 children in Cyprus and beyond&amp;lt;ref&amp;gt;Laouris, Y. &amp;amp; Anastasiou, H. (2005). The introduction of IT in the lives of children as a service to global peace: Experiences from a nation-wide experiment 15 years after. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa. On line: www.mlearn.org.za/CD/papers/Laouris%20&amp;amp;%20Anastasiou.pdf.&lt;br /&gt;
&amp;lt;/ref&amp;gt;. However, today, almost 30 years later, Cyprus ranks bottom 5 in the EU in every ICT-, digital literacy related score&amp;lt;ref&amp;gt;EUKIDS Online Reports (2018). http://www.lse.ac.uk/media-and-communications/research/research-projects/ eu-kids-online/reports-and-findings Last retrieved 8/9/2018.&amp;lt;/ref&amp;gt;,&amp;lt;ref&amp;gt;Eurobarometer (2018). Special Eurobarometer 438 - October 2015 “E-Communications and the Digital Single Market” ec.europa.eu/commfrontoffice/publicopinion/index.cfm/Survey/getSurveyDetail/instruments/SPECIAL/ surveyKy/2062 Last retrieved 8/9/2018.&amp;lt;/ref&amp;gt;. This new need encouraged the new initiative.&lt;br /&gt;
&lt;br /&gt;
==Citations==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2217</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2217"/>
		<updated>2019-01-19T14:20:09Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion of the [[The KnowledgePacket™]] invented and applied by [[CYBER KIDS]] in 1991. The need for the development of such new approach was first presented in a 2014 conference on learning innovations in Kenya&amp;lt;ref&amp;gt;Laouris, Y. (2014). Harnessing Collective Intelligence from within Mobile Learning Apps : A path towards designing better Futures. eLearning Innovations Conference, 8-30 July, 2014, Kenya &amp;lt;/ref&amp;gt;, while the first presentation of the fully develped method was done in Moscow in 2016 &amp;lt;ref&amp;gt;Laouris, Y. (2016). Teaching global activism to 1000 young global leaders. How do we catch up with the Global Future of Education International Conference, 1 Mar, 2016, Moscow&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# Roles that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic Skills that should be acquired; and&lt;br /&gt;
# The Values that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Role(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Learner&lt;br /&gt;
Student&lt;br /&gt;
| The standard, conventional role.&lt;br /&gt;
Learner is a receiver.&lt;br /&gt;
Learner is evaluated by teacher and peers.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Teacher&lt;br /&gt;
Instructor&lt;br /&gt;
Mentor&lt;br /&gt;
Supporter&lt;br /&gt;
Facilitator&lt;br /&gt;
| Learner teaches a curriculum module to at least one more student.&lt;br /&gt;
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).&lt;br /&gt;
Every learner is expected to mentor at least one other learner for a defined (preferably longer than shorter) period. The mentorship can take different formats&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visionary&lt;br /&gt;
Designer&lt;br /&gt;
Author&lt;br /&gt;
Producer&lt;br /&gt;
| Curriculum modules consist of sample projects, which leave ample space for creativity. Learners are encouraged to innovate, envision and define their own project(s) and go through the process of designing a prototype before they actually implement it.&lt;br /&gt;
The code/design/product/project is always published (most probably in the web or cloud). Learners are also involved in the development of new lesson plans.&lt;br /&gt;
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Project Manager&lt;br /&gt;
Leader&lt;br /&gt;
| Every kid should be given opportunity to lead a team and manage at least a small task or project.&lt;br /&gt;
Assigning roles and tasks to others.&lt;br /&gt;
Establishing milestones.&lt;br /&gt;
Monitoring progress.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Promoter&lt;br /&gt;
Spokesman&lt;br /&gt;
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.&lt;br /&gt;
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Evaluator&lt;br /&gt;
Critic&lt;br /&gt;
| Both individually, as well as in groups, learners are expected to evaluate their own and each otherŐs works through a critical eye. In the ICT world, the relevant process is called Ňdebugging,Ó and learners are invited to debug real applications.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Meta-observer&lt;br /&gt;
Meta-thinker&lt;br /&gt;
| Reflect and talk about oneŐs learning. Studies have shown that learners who ŇreflectÓ on their own learning, achieve higher levels of retention and create more connections between knowledge bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Values(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Hard Work&lt;br /&gt;
Honesty&lt;br /&gt;
| Success is 1% inspiration and 99% perspiration. In todayŐs world, where, many students want to cheat in their studies, learners must be taught that dishonesty and cheating are wrong, and will get them nowhere in the future.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Team-work&lt;br /&gt;
Collaboration&lt;br /&gt;
Cooperation&lt;br /&gt;
Harnessing Collective wisdom&lt;br /&gt;
| United we stand; divided we fall!&amp;quot; To achieve a common goalit is necessary for many people to work together. Learn how to listen and be sensitive to the feelings of other group members and whenever necessary resolve conflicts. Make them proud of the teamŐs work by encouraging them to present collective projects in exhibitions&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Empathy&lt;br /&gt;
Respect for Others&lt;br /&gt;
Compassion&lt;br /&gt;
| Promoting empathy in early years has been recognized as root factor towards preparing responsible citizens, , . In our highly competitive societies, people tread on others to get ahead in life. Respect for others should include respecting different religions, races, sexes, ideas, and lifestyles. Cultivating compassion, i.e., being sensitive to the needs of others, makes kids aware of the root causes of global poverty, hunger, wars, and unhappiness and&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Democratic values&lt;br /&gt;
| Every project should offer opportunities to talk about freedom, responsibility, justice, respect, leadership, tolerance, inclusion and diversity. For example, explore the meanings, discuss and reflect on values dilemmas, apply these values to other situations and contexts and maybe even reflect on these values in relation to their own lives.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Respect for nature&lt;br /&gt;
SDGs relevance&lt;br /&gt;
Sustainable development&lt;br /&gt;
| Responsible young citizens should know and live with the SDGs and their creative energy, values and projects directed towards contributing to solutions.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Respecting the anthropocene&lt;br /&gt;
| Future citizens must think about the anthropocene in all their endeavours; projects must always be creative and practical responding to the pressures for making earth less polluted and live sustainable.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Unconditional Love and Kindness&lt;br /&gt;
| Unconditional love is not the same as Ňif you love someone, he or she will love you back in return.Ó Children who experience the feeling of unconditional love, become stronger, more balanced, kind and loving towards their fellows and the world. This is not an easy goal for any curriculum, but the system of interactions between learners and their mentors focuses on cultivating such values.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Forgiveness&lt;br /&gt;
| Learning moral values should be built into all curricula. There are provisions in evaluating learners achievements, which are based on how well they practice moral values while implementing their personal development goals and their projects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
The creators of the method have previously (1991) developed [[CYBER KIDS]] who have envisioned that introducing advanced computer technology in the lives of a critical number of young children using an educationally relevant and socially responsible, peace-enhancing curriculum would allow them to promote creativity, innovation, imagination, and problem solving abilities, would help them “transcend” the country’s educational and political life and move the new generation a decade ahead. Almost 30 years later, Cyprus ranks bottom 5 in the EU in every ICT-, digital literacy related score&amp;lt;ref&amp;gt;EUKIDS Online Reports (2018). http://www.lse.ac.uk/media-and-communications/research/research-projects/ eu-kids-online/reports-and-findings Last retrieved 8/9/2018.&amp;lt;/ref&amp;gt;,&amp;lt;ref&amp;gt;Eurobarometer (2018). Special Eurobarometer 438 - October 2015 “E-Communications and the Digital Single Market” ec.europa.eu/commfrontoffice/publicopinion/index.cfm/Survey/getSurveyDetail/instruments/SPECIAL/ surveyKy/2062 Last retrieved 8/9/2018.&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Citations==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=The_KnowledgePacket%E2%84%A2&amp;diff=2216</id>
		<title>The KnowledgePacket™</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=The_KnowledgePacket%E2%84%A2&amp;diff=2216"/>
		<updated>2019-01-19T14:17:22Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The concept of the '''KnowledgePacket™''' was invented in 1991 by the founders of [[CYBER KIDS]], and has been instrumental for the design and development of all Lesson Plans and Curriculum.&lt;br /&gt;
&lt;br /&gt;
[[File:474px-CyberKids_CalculatorExample.png| thumb|x400px|right|alt=Example of a simple lesson plan.|Example of a simple lesson plan]]&lt;br /&gt;
[[File:558px-KnowledgePacket_Listing.png|thumb|x400px|none|alt=The structure of a Knowledge Packet|The structure of a KnowledgePacket]]&lt;br /&gt;
&lt;br /&gt;
A KnowledgePacket® is composed of:&lt;br /&gt;
# The actual know-how and data to transmit to receiver/learner&lt;br /&gt;
# The Method of Delivery/Transmission and/or Lesson Plan&lt;br /&gt;
# The Tools to use in the process&lt;br /&gt;
# The Mental Development that will take place during the learning process&lt;br /&gt;
# Real-life applications of the specific knowledge&lt;br /&gt;
# Social value and importance of the specific knowledge&amp;quot;&lt;br /&gt;
# Author of the KnowledgePacket 8. Owner of the KnowledgePacket&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2215</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2215"/>
		<updated>2019-01-19T13:30:53Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion of the [[The KnowledgePacket™]] invented and applied by [[CYBER KIDS]] in 1991. The need for the development of such new approach was first presented in a 2014 conference on learning innovations in Kenya&amp;lt;ref&amp;gt;Laouris, Y. (2014). Harnessing Collective Intelligence from within Mobile Learning Apps : A path towards designing better Futures. eLearning Innovations Conference, 8-30 July, 2014, Kenya &amp;lt;/ref&amp;gt;, while the first presentation of the fully develped method was done in Moscow in 2016 &amp;lt;ref&amp;gt;Laouris, Y. (2016). Teaching global activism to 1000 young global leaders. How do we catch up with the Global Future of Education International Conference, 1 Mar, 2016, Moscow&amp;lt;/ref&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# Roles that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic Skills that should be acquired; and&lt;br /&gt;
# The Values that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Role(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Learner&lt;br /&gt;
Student&lt;br /&gt;
| The standard, conventional role.&lt;br /&gt;
Learner is a receiver.&lt;br /&gt;
Learner is evaluated by teacher and peers.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Teacher&lt;br /&gt;
Instructor&lt;br /&gt;
Mentor&lt;br /&gt;
Supporter&lt;br /&gt;
Facilitator&lt;br /&gt;
| Learner teaches a curriculum module to at least one more student.&lt;br /&gt;
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).&lt;br /&gt;
Every learner is expected to mentor at least one other learner for a defined (preferably longer than shorter) period. The mentorship can take different formats&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visionary&lt;br /&gt;
Designer&lt;br /&gt;
Author&lt;br /&gt;
Producer&lt;br /&gt;
| Curriculum modules consist of sample projects, which leave ample space for creativity. Learners are encouraged to innovate, envision and define their own project(s) and go through the process of designing a prototype before they actually implement it.&lt;br /&gt;
The code/design/product/project is always published (most probably in the web or cloud). Learners are also involved in the development of new lesson plans.&lt;br /&gt;
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Project Manager&lt;br /&gt;
Leader&lt;br /&gt;
| Every kid should be given opportunity to lead a team and manage at least a small task or project.&lt;br /&gt;
Assigning roles and tasks to others.&lt;br /&gt;
Establishing milestones.&lt;br /&gt;
Monitoring progress.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Promoter&lt;br /&gt;
Spokesman&lt;br /&gt;
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.&lt;br /&gt;
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Evaluator&lt;br /&gt;
Critic&lt;br /&gt;
| Both individually, as well as in groups, learners are expected to evaluate their own and each otherŐs works through a critical eye. In the ICT world, the relevant process is called Ňdebugging,Ó and learners are invited to debug real applications.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Meta-observer&lt;br /&gt;
Meta-thinker&lt;br /&gt;
| Reflect and talk about oneŐs learning. Studies have shown that learners who ŇreflectÓ on their own learning, achieve higher levels of retention and create more connections between knowledge bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Values(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Hard Work&lt;br /&gt;
Honesty&lt;br /&gt;
| Success is 1% inspiration and 99% perspiration. In todayŐs world, where, many students want to cheat in their studies, learners must be taught that dishonesty and cheating are wrong, and will get them nowhere in the future.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Team-work&lt;br /&gt;
Collaboration&lt;br /&gt;
Cooperation&lt;br /&gt;
Harnessing Collective wisdom&lt;br /&gt;
| United we stand; divided we fall!&amp;quot; To achieve a common goalit is necessary for many people to work together. Learn how to listen and be sensitive to the feelings of other group members and whenever necessary resolve conflicts. Make them proud of the teamŐs work by encouraging them to present collective projects in exhibitions&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Empathy&lt;br /&gt;
Respect for Others&lt;br /&gt;
Compassion&lt;br /&gt;
| Promoting empathy in early years has been recognized as root factor towards preparing responsible citizens, , . In our highly competitive societies, people tread on others to get ahead in life. Respect for others should include respecting different religions, races, sexes, ideas, and lifestyles. Cultivating compassion, i.e., being sensitive to the needs of others, makes kids aware of the root causes of global poverty, hunger, wars, and unhappiness and&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Democratic values&lt;br /&gt;
| Every project should offer opportunities to talk about freedom, responsibility, justice, respect, leadership, tolerance, inclusion and diversity. For example, explore the meanings, discuss and reflect on values dilemmas, apply these values to other situations and contexts and maybe even reflect on these values in relation to their own lives.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Respect for nature&lt;br /&gt;
SDGs relevance&lt;br /&gt;
Sustainable development&lt;br /&gt;
| Responsible young citizens should know and live with the SDGs and their creative energy, values and projects directed towards contributing to solutions.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Respecting the anthropocene&lt;br /&gt;
| Future citizens must think about the anthropocene in all their endeavours; projects must always be creative and practical responding to the pressures for making earth less polluted and live sustainable.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Unconditional Love and Kindness&lt;br /&gt;
| Unconditional love is not the same as Ňif you love someone, he or she will love you back in return.Ó Children who experience the feeling of unconditional love, become stronger, more balanced, kind and loving towards their fellows and the world. This is not an easy goal for any curriculum, but the system of interactions between learners and their mentors focuses on cultivating such values.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Forgiveness&lt;br /&gt;
| Learning moral values should be built into all curricula. There are provisions in evaluating learners achievements, which are based on how well they practice moral values while implementing their personal development goals and their projects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
&lt;br /&gt;
==Citations==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2214</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2214"/>
		<updated>2019-01-19T13:27:39Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion of the [[The KnowledgePacket™]] invented and applied by [[CYBER KIDS]] in 1991.&lt;br /&gt;
&lt;br /&gt;
The need for the development of such new approach was first presented in a 2014 conference on learning innovations &amp;lt;ref&amp;gt;Laouris, Y. (2014). Harnessing Collective Intelligence from within Mobile Learning Apps : A path towards designing better Futures. eLearning Innovations Conference, 8-30 July, 2014, Kenya &amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# Roles that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic Skills that should be acquired; and&lt;br /&gt;
# The Values that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Role(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Learner&lt;br /&gt;
Student&lt;br /&gt;
| The standard, conventional role.&lt;br /&gt;
Learner is a receiver.&lt;br /&gt;
Learner is evaluated by teacher and peers.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Teacher&lt;br /&gt;
Instructor&lt;br /&gt;
Mentor&lt;br /&gt;
Supporter&lt;br /&gt;
Facilitator&lt;br /&gt;
| Learner teaches a curriculum module to at least one more student.&lt;br /&gt;
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).&lt;br /&gt;
Every learner is expected to mentor at least one other learner for a defined (preferably longer than shorter) period. The mentorship can take different formats&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visionary&lt;br /&gt;
Designer&lt;br /&gt;
Author&lt;br /&gt;
Producer&lt;br /&gt;
| Curriculum modules consist of sample projects, which leave ample space for creativity. Learners are encouraged to innovate, envision and define their own project(s) and go through the process of designing a prototype before they actually implement it.&lt;br /&gt;
The code/design/product/project is always published (most probably in the web or cloud). Learners are also involved in the development of new lesson plans.&lt;br /&gt;
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Project Manager&lt;br /&gt;
Leader&lt;br /&gt;
| Every kid should be given opportunity to lead a team and manage at least a small task or project.&lt;br /&gt;
Assigning roles and tasks to others.&lt;br /&gt;
Establishing milestones.&lt;br /&gt;
Monitoring progress.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Promoter&lt;br /&gt;
Spokesman&lt;br /&gt;
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.&lt;br /&gt;
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Evaluator&lt;br /&gt;
Critic&lt;br /&gt;
| Both individually, as well as in groups, learners are expected to evaluate their own and each otherŐs works through a critical eye. In the ICT world, the relevant process is called Ňdebugging,Ó and learners are invited to debug real applications.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Meta-observer&lt;br /&gt;
Meta-thinker&lt;br /&gt;
| Reflect and talk about oneŐs learning. Studies have shown that learners who ŇreflectÓ on their own learning, achieve higher levels of retention and create more connections between knowledge bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Values(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Hard Work&lt;br /&gt;
Honesty&lt;br /&gt;
| Success is 1% inspiration and 99% perspiration. In todayŐs world, where, many students want to cheat in their studies, learners must be taught that dishonesty and cheating are wrong, and will get them nowhere in the future.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Team-work&lt;br /&gt;
Collaboration&lt;br /&gt;
Cooperation&lt;br /&gt;
Harnessing Collective wisdom&lt;br /&gt;
| United we stand; divided we fall!&amp;quot; To achieve a common goalit is necessary for many people to work together. Learn how to listen and be sensitive to the feelings of other group members and whenever necessary resolve conflicts. Make them proud of the teamŐs work by encouraging them to present collective projects in exhibitions&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Empathy&lt;br /&gt;
Respect for Others&lt;br /&gt;
Compassion&lt;br /&gt;
| Promoting empathy in early years has been recognized as root factor towards preparing responsible citizens, , . In our highly competitive societies, people tread on others to get ahead in life. Respect for others should include respecting different religions, races, sexes, ideas, and lifestyles. Cultivating compassion, i.e., being sensitive to the needs of others, makes kids aware of the root causes of global poverty, hunger, wars, and unhappiness and&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Democratic values&lt;br /&gt;
| Every project should offer opportunities to talk about freedom, responsibility, justice, respect, leadership, tolerance, inclusion and diversity. For example, explore the meanings, discuss and reflect on values dilemmas, apply these values to other situations and contexts and maybe even reflect on these values in relation to their own lives.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Respect for nature&lt;br /&gt;
SDGs relevance&lt;br /&gt;
Sustainable development&lt;br /&gt;
| Responsible young citizens should know and live with the SDGs and their creative energy, values and projects directed towards contributing to solutions.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Respecting the anthropocene&lt;br /&gt;
| Future citizens must think about the anthropocene in all their endeavours; projects must always be creative and practical responding to the pressures for making earth less polluted and live sustainable.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Unconditional Love and Kindness&lt;br /&gt;
| Unconditional love is not the same as Ňif you love someone, he or she will love you back in return.Ó Children who experience the feeling of unconditional love, become stronger, more balanced, kind and loving towards their fellows and the world. This is not an easy goal for any curriculum, but the system of interactions between learners and their mentors focuses on cultivating such values.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Forgiveness&lt;br /&gt;
| Learning moral values should be built into all curricula. There are provisions in evaluating learners achievements, which are based on how well they practice moral values while implementing their personal development goals and their projects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
&lt;br /&gt;
==Citations==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2213</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2213"/>
		<updated>2019-01-19T13:27:02Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion of the [[The KnowledgePacket™]] invented and applied by [[CYBER KIDS]] in 1991.&lt;br /&gt;
&lt;br /&gt;
The need for the development of such new approach was first presented in a 2014 conference on learning innovations &amp;lt;ref&amp;gt;Laouris, Y. (2014). Harnessing Collective Intelligence from within Mobile Learning Apps : A path towards designing better Futures. eLearning Innovations Conference, 8-30 July, 2014, Kenya.&amp;lt;ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# Roles that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic Skills that should be acquired; and&lt;br /&gt;
# The Values that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Role(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Learner&lt;br /&gt;
Student&lt;br /&gt;
| The standard, conventional role.&lt;br /&gt;
Learner is a receiver.&lt;br /&gt;
Learner is evaluated by teacher and peers.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Teacher&lt;br /&gt;
Instructor&lt;br /&gt;
Mentor&lt;br /&gt;
Supporter&lt;br /&gt;
Facilitator&lt;br /&gt;
| Learner teaches a curriculum module to at least one more student.&lt;br /&gt;
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).&lt;br /&gt;
Every learner is expected to mentor at least one other learner for a defined (preferably longer than shorter) period. The mentorship can take different formats&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visionary&lt;br /&gt;
Designer&lt;br /&gt;
Author&lt;br /&gt;
Producer&lt;br /&gt;
| Curriculum modules consist of sample projects, which leave ample space for creativity. Learners are encouraged to innovate, envision and define their own project(s) and go through the process of designing a prototype before they actually implement it.&lt;br /&gt;
The code/design/product/project is always published (most probably in the web or cloud). Learners are also involved in the development of new lesson plans.&lt;br /&gt;
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Project Manager&lt;br /&gt;
Leader&lt;br /&gt;
| Every kid should be given opportunity to lead a team and manage at least a small task or project.&lt;br /&gt;
Assigning roles and tasks to others.&lt;br /&gt;
Establishing milestones.&lt;br /&gt;
Monitoring progress.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Promoter&lt;br /&gt;
Spokesman&lt;br /&gt;
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.&lt;br /&gt;
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Evaluator&lt;br /&gt;
Critic&lt;br /&gt;
| Both individually, as well as in groups, learners are expected to evaluate their own and each otherŐs works through a critical eye. In the ICT world, the relevant process is called Ňdebugging,Ó and learners are invited to debug real applications.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Meta-observer&lt;br /&gt;
Meta-thinker&lt;br /&gt;
| Reflect and talk about oneŐs learning. Studies have shown that learners who ŇreflectÓ on their own learning, achieve higher levels of retention and create more connections between knowledge bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Values(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Hard Work&lt;br /&gt;
Honesty&lt;br /&gt;
| Success is 1% inspiration and 99% perspiration. In todayŐs world, where, many students want to cheat in their studies, learners must be taught that dishonesty and cheating are wrong, and will get them nowhere in the future.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Team-work&lt;br /&gt;
Collaboration&lt;br /&gt;
Cooperation&lt;br /&gt;
Harnessing Collective wisdom&lt;br /&gt;
| United we stand; divided we fall!&amp;quot; To achieve a common goalit is necessary for many people to work together. Learn how to listen and be sensitive to the feelings of other group members and whenever necessary resolve conflicts. Make them proud of the teamŐs work by encouraging them to present collective projects in exhibitions&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Empathy&lt;br /&gt;
Respect for Others&lt;br /&gt;
Compassion&lt;br /&gt;
| Promoting empathy in early years has been recognized as root factor towards preparing responsible citizens, , . In our highly competitive societies, people tread on others to get ahead in life. Respect for others should include respecting different religions, races, sexes, ideas, and lifestyles. Cultivating compassion, i.e., being sensitive to the needs of others, makes kids aware of the root causes of global poverty, hunger, wars, and unhappiness and&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Democratic values&lt;br /&gt;
| Every project should offer opportunities to talk about freedom, responsibility, justice, respect, leadership, tolerance, inclusion and diversity. For example, explore the meanings, discuss and reflect on values dilemmas, apply these values to other situations and contexts and maybe even reflect on these values in relation to their own lives.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Respect for nature&lt;br /&gt;
SDGs relevance&lt;br /&gt;
Sustainable development&lt;br /&gt;
| Responsible young citizens should know and live with the SDGs and their creative energy, values and projects directed towards contributing to solutions.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Respecting the anthropocene&lt;br /&gt;
| Future citizens must think about the anthropocene in all their endeavours; projects must always be creative and practical responding to the pressures for making earth less polluted and live sustainable.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Unconditional Love and Kindness&lt;br /&gt;
| Unconditional love is not the same as Ňif you love someone, he or she will love you back in return.Ó Children who experience the feeling of unconditional love, become stronger, more balanced, kind and loving towards their fellows and the world. This is not an easy goal for any curriculum, but the system of interactions between learners and their mentors focuses on cultivating such values.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Forgiveness&lt;br /&gt;
| Learning moral values should be built into all curricula. There are provisions in evaluating learners achievements, which are based on how well they practice moral values while implementing their personal development goals and their projects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
&lt;br /&gt;
==Citations==&lt;br /&gt;
{{Reflist}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2212</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2212"/>
		<updated>2019-01-19T13:03:27Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion of the [[The KnowledgePacket™]] invented and applied by [[CYBER KIDS]] in 1991.&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# Roles that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic Skills that should be acquired; and&lt;br /&gt;
# The Values that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Role(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Learner&lt;br /&gt;
Student&lt;br /&gt;
| The standard, conventional role.&lt;br /&gt;
Learner is a receiver.&lt;br /&gt;
Learner is evaluated by teacher and peers.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Teacher&lt;br /&gt;
Instructor&lt;br /&gt;
Mentor&lt;br /&gt;
Supporter&lt;br /&gt;
Facilitator&lt;br /&gt;
| Learner teaches a curriculum module to at least one more student.&lt;br /&gt;
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).&lt;br /&gt;
Every learner is expected to mentor at least one other learner for a defined (preferably longer than shorter) period. The mentorship can take different formats&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visionary&lt;br /&gt;
Designer&lt;br /&gt;
Author&lt;br /&gt;
Producer&lt;br /&gt;
| Curriculum modules consist of sample projects, which leave ample space for creativity. Learners are encouraged to innovate, envision and define their own project(s) and go through the process of designing a prototype before they actually implement it.&lt;br /&gt;
The code/design/product/project is always published (most probably in the web or cloud). Learners are also involved in the development of new lesson plans.&lt;br /&gt;
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Project Manager&lt;br /&gt;
Leader&lt;br /&gt;
| Every kid should be given opportunity to lead a team and manage at least a small task or project.&lt;br /&gt;
Assigning roles and tasks to others.&lt;br /&gt;
Establishing milestones.&lt;br /&gt;
Monitoring progress.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Promoter&lt;br /&gt;
Spokesman&lt;br /&gt;
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.&lt;br /&gt;
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Evaluator&lt;br /&gt;
Critic&lt;br /&gt;
| Both individually, as well as in groups, learners are expected to evaluate their own and each otherŐs works through a critical eye. In the ICT world, the relevant process is called Ňdebugging,Ó and learners are invited to debug real applications.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Meta-observer&lt;br /&gt;
Meta-thinker&lt;br /&gt;
| Reflect and talk about oneŐs learning. Studies have shown that learners who ŇreflectÓ on their own learning, achieve higher levels of retention and create more connections between knowledge bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Values(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Hard Work&lt;br /&gt;
Honesty&lt;br /&gt;
| Success is 1% inspiration and 99% perspiration. In todayŐs world, where, many students want to cheat in their studies, learners must be taught that dishonesty and cheating are wrong, and will get them nowhere in the future.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Team-work&lt;br /&gt;
Collaboration&lt;br /&gt;
Cooperation&lt;br /&gt;
Harnessing Collective wisdom&lt;br /&gt;
| United we stand; divided we fall!&amp;quot; To achieve a common goalit is necessary for many people to work together. Learn how to listen and be sensitive to the feelings of other group members and whenever necessary resolve conflicts. Make them proud of the teamŐs work by encouraging them to present collective projects in exhibitions&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Empathy&lt;br /&gt;
Respect for Others&lt;br /&gt;
Compassion&lt;br /&gt;
| Promoting empathy in early years has been recognized as root factor towards preparing responsible citizens, , . In our highly competitive societies, people tread on others to get ahead in life. Respect for others should include respecting different religions, races, sexes, ideas, and lifestyles. Cultivating compassion, i.e., being sensitive to the needs of others, makes kids aware of the root causes of global poverty, hunger, wars, and unhappiness and&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Democratic values&lt;br /&gt;
| Every project should offer opportunities to talk about freedom, responsibility, justice, respect, leadership, tolerance, inclusion and diversity. For example, explore the meanings, discuss and reflect on values dilemmas, apply these values to other situations and contexts and maybe even reflect on these values in relation to their own lives.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Respect for nature&lt;br /&gt;
SDGs relevance&lt;br /&gt;
Sustainable development&lt;br /&gt;
| Responsible young citizens should know and live with the SDGs and their creative energy, values and projects directed towards contributing to solutions.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Respecting the anthropocene&lt;br /&gt;
| Future citizens must think about the anthropocene in all their endeavours; projects must always be creative and practical responding to the pressures for making earth less polluted and live sustainable.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Unconditional Love and Kindness&lt;br /&gt;
| Unconditional love is not the same as Ňif you love someone, he or she will love you back in return.Ó Children who experience the feeling of unconditional love, become stronger, more balanced, kind and loving towards their fellows and the world. This is not an easy goal for any curriculum, but the system of interactions between learners and their mentors focuses on cultivating such values.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Forgiveness&lt;br /&gt;
| Learning moral values should be built into all curricula. There are provisions in evaluating learners achievements, which are based on how well they practice moral values while implementing their personal development goals and their projects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=CYBER_KIDS&amp;diff=2211</id>
		<title>CYBER KIDS</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=CYBER_KIDS&amp;diff=2211"/>
		<updated>2019-01-19T13:01:39Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project                                           &lt;br /&gt;
       |acronym=CYBER KIDS&lt;br /&gt;
       |logo= 200px-CyberKids3D_Logo.jpg&lt;br /&gt;
       |project_title=Vision Statement: .. to re-define the tools, methods and purpose of education, in light of relevant social change.&lt;br /&gt;
       |contract_number=&lt;br /&gt;
       |funding_period=1991-2002&lt;br /&gt;
       |coordinator=[[MISnTED: Management Information Systems &amp;amp; Technology Development]]&lt;br /&gt;
       |funding_agency=&lt;br /&gt;
       |total_cost=&amp;gt;2,5 million CY £ income generated&lt;br /&gt;
       |partners=&lt;br /&gt;
       |website=[http://www.cyber-kids.net/cyberkidsnet/index.php?title=Main_Page CYBER Kids Wiki]&lt;br /&gt;
}}     &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''CYBER KIDS''' was a nation-wide social entrepreneurial experiment launched in 1992 in Cyprus by [[Yiannis Laouris]], [[George Vakanas]] and [[Maria Symeonides]]. The Research and Development of its award winning curriculum was done by the [[Cyprus Neuroscience and Technology Institute]]. Within the first five years (1992-1997) 26 computer- learning centers were launched with average of 50-150 students enrolled every year in each location. By 1999, the number of children who benefited from the Cyber Kids curriculum in the 36 Branches exceeded 15,000, which is approximately equal to 20% of the country’s youth population (ages 6-15). CYBER KIDS has also contributed against brain drain by employing a total of 186 young scientists between 1991-1999. More importantly, [[MISnTED Ltd.]], the owner company had a policy of employing teachers from the public educational system as part-timers as a means of contributing to a large-scale reform from within the system. &lt;br /&gt;
&lt;br /&gt;
==The Founders==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
File: YiannisLaouris_CYBERKIDS.GIF |[[Yiannis Laouris]]&lt;br /&gt;
File: MariaSymeonides_CYBERKIDS.png |[[Maria Symeonides]]&lt;br /&gt;
File: GeorgeVakanas_CYBERKIDS.GIF|[[George Vakanas]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;profitable dream&amp;quot; concept==&lt;br /&gt;
CYBER KIDS was based on a concept coined by its creators then called the &amp;quot;profitable dream&amp;quot;:&lt;br /&gt;
* They envisioned that introducing advanced computer technology in the lives of a critical number of young children using an educationally relevant and socially responsible, peace-enhancing curriculum would allow them to promote creativity, innovation, imagination, and problem solving abilities, thus “transcending” the country’s educational and political life and move the new generation a decade ahead.&lt;br /&gt;
&lt;br /&gt;
The project was founded on a well-defined vision statement:&lt;br /&gt;
* ... to re-define the tools, methods and purpose of education, in light of relevant social change.&lt;br /&gt;
&lt;br /&gt;
The vehicle chosen to disseminate the impact of the project and its vision was the profit-making concept of franchising, thus creating new business both in Cyprus and in the seven countries in which it expanded, thus spreading the Cyber Kids philosophy and knowledge to many more spheres of social life.:&lt;br /&gt;
* Lebanon (1994)&lt;br /&gt;
* Israel (1995)&lt;br /&gt;
* Greece (1996)&lt;br /&gt;
* Jordan&lt;br /&gt;
* Egypt (1997)&lt;br /&gt;
* USA (Oregon: 1998)&lt;br /&gt;
* India (2000)&lt;br /&gt;
&lt;br /&gt;
==Company evolution and death==&lt;br /&gt;
CYBER KIDS was an internationally registered trademark of the mother company, [[MISnTED: Management Information Systems &amp;amp; Technology Development]]. The three founding members, [[Yiannis Laouris]], [[George Vakanas]] and [[Maria Symeonides] donated 30% of their total shares to the [[Cyprus Neuroscience and Technology Institute]] in order to fund its socially responsible research operations. In addition, [[MISnTED: Management Information Systems &amp;amp; Technology Development]] provided yearly grants to [[Cyprus Neuroscience and Technology Institute]] for research. The project was originally funded by the partners' and by a CY £44,000 government loan. All key people were invited to join as partners: [[Dinos Georgiades]], [[Evros Alexandrou]], [[Harry Anastasiou]], and all employees were given shares totalling to £250,000 of value.&lt;br /&gt;
In 1996, the [[Cyprus Development Bank]] became a partner with 10% in the Cyprus (mother) company and 30% in the Greek subsidiary, investing £100,000 and £300,000 respectively. It was under the leadership of the [[Cyprus Development Bank]], that in 2000 CYBER KIDS merged with 11 other companies to form a public, high-tech company known as [[CYBER GROUP]]. Unfortunately, the crash of the stock markets in combination with a number of unconstitutional laws passed repetitively by the Cyprus Parliament allegedly to &amp;quot;protect&amp;quot; the rights of investors, forced CYBER KIDS to bankruptcy along with more than 100 other entrepreneurial companies.&lt;br /&gt;
&lt;br /&gt;
== CYBER KIDS in the Media==&lt;br /&gt;
CYBER KIDS enjoyed substantial visibility from many media.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;6&amp;quot;&amp;gt;&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg35.jpg&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg36.jpg&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg37.jpg&lt;br /&gt;
File: 420px-CK_InMags1994_ToPaidi_Nov_pg38.jpg&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg39.jpg&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg41.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A strong supporter of research and community==&lt;br /&gt;
Over the years, CYBER KIDS has supported financially, sponsoring or providing required co-financing, many of [[Cyprus Neuroscience and Technology Institute]] projects and initiatives, including:&lt;br /&gt;
*[[Youth promoting Peace]]&lt;br /&gt;
*[[Technology for Peace]]&lt;br /&gt;
* [[Extending EU Citizenship]]&lt;br /&gt;
* [[SafenetCY]]&lt;br /&gt;
* [[Cyberethics: Cyprus Safer Internet Center]]&lt;br /&gt;
&lt;br /&gt;
The philosophy and some of the curriculum of CYBER KIDS are now used in  [[Cyberethics: Cyprus Safer Internet Center]].&lt;br /&gt;
&lt;br /&gt;
==The Innovation==&lt;br /&gt;
The award-winning curriculum of CYBER KIDS was characterised by a number of innovations:&lt;br /&gt;
&lt;br /&gt;
# Each lesson has 4 phases:&lt;br /&gt;
* Stimulation leading to role reversal Discovery&lt;br /&gt;
* Discussion about tools necessary (Identify tools)&lt;br /&gt;
* Learn the tool and use it to complete the project&lt;br /&gt;
* Deliver the product&lt;br /&gt;
# The focus is on projects and technology is never mentioned&lt;br /&gt;
# Each lesson is structured as a KnowledgePacket, combining goals in multiple dimensions &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===The KnowledgePacket™===&lt;br /&gt;
{{:The KnowledgePacket™}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CYBER KIDS Awards==&lt;br /&gt;
# Qualidat 1996, Geneva, Switzerland&lt;br /&gt;
# The Elected of the Year '96, Jerusalem, Israel&lt;br /&gt;
# [[CYBER KIDS Award for Creativity by the Employers and Industrialists Federation (1998)]]&lt;br /&gt;
# [[INPEX Pittsburgh 95 Silver Award for CYBER KIDS Innovative Curriculum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
http://www.cyber-kids.net/cyberkidsnet/index.php?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
==Related Publications==&lt;br /&gt;
* Laouris, Yiannis (2014). Teams Construct Knowledge During Project-Driven Social Interactions: A Facet of the CYBER Kids Method. Benjamin Press, Tokyo, New York.&lt;br /&gt;
* O’Neill, Brian and Laouris, Yiannis (2013). Teaching Internet Safety, Promoting Digital Literacy; The Dual Role of Education and Schools. In: Promoting a Safer Internet for Children. European Policy Debates and Challenges, Brian O’Neill, Elisabeth Staksrud and Sharon McLaughlin (Eds.), Chapter 10, Nordicom 191-207.&lt;br /&gt;
* Mascheroni, Giovanna, Murru, Maria Francesca, Aristodemou, Elena and * Laouris, Yiannis (2013). Parents: Mediation, Self-regulation and Co-regulation. In: Promoting a Safer Internet for Children. European Policy Debates and Challenges, Brian O’Neill, Elisabeth Staksrud and Sharon McLaughlin (Eds.), Chapter 11, Nordicom 209-223.&lt;br /&gt;
* Kirwil, L., and Laouris, Y. (2012). Experimenting with the Self- presentation Online: A Risky Opportunity, In: Livingstone, S., Haddon, L., and Goerzig, A. (Eds.), Children, risk and safety online: Research and policy challenges in comparative perspective, Bristol: The Policy Press.&lt;br /&gt;
* Laouris, Y. (2011). Are our children losing their identities in the emerging networked world?, Part VI, Chapter 16. Healy J. (Ed.), Endangered Minds. Greek edition. Create Space, USA (In press).&lt;br /&gt;
* Haddad, C. and Laouris, Y. (2011). The ability of children with mild learning disabilities to encode emotions through facial expressions. In Towards Autonomous, adaptive and context-aware multimodal interfaces: Theoretical and Practical Issues. A. Esposito, Esposito, A.M., Martone, R., Müller, V.C., Scarpetta, G (Eds.): COST 2102 Int. Training School 2010, Lecture Notes In Artificial Intelligence Springer-Verlag, Berlin, Heidelberg 6456, 387-402.&lt;br /&gt;
* Laouris, Y., Makris, P., Papadopoulos, T. (2011). Validation of MAPS in 16 schools: Computer-based battery of 8 mental attributes tests (in preparation; draft available).&lt;br /&gt;
* Laouris, Y. &amp;amp; Eteokleous (2005). We need an educationally relevant definition of mobile learning. (Originally presented in. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa) On line: www.mlearn.org.za/CD/papers/Laouris%20&amp;amp;%20Eteokleous.pdf&lt;br /&gt;
* Laouris, Y. (2011). Are our children losing their identities in the emerging networked world?, Part VI, Chapter 16. Healy J. (Ed.), Endangered Minds. Greek edition. Create Space, USA.&lt;br /&gt;
* Laouris, Y. (2011). Change society bottom up: The Cyberkids experiment, Part IV, Chapter 10 &amp;amp; The Future is mobile, Part VI, Chapter 11. In J. Healy (Ed.), Failure to Connect, Greek edition. Create Space, USA.&lt;br /&gt;
* Laouris, Y. &amp;amp; Anastasiou, H. (2005). The introduction of IT in the lives of children as a service to global peace: Experiences from a nation-wide experiment 15 years after. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa. On line: www.mlearn.org.za/CD/papers/Laouris%20&amp;amp;%20Anastasiou.pdf.&lt;br /&gt;
* Eteokleous, N., &amp;amp; Laouris, Y. (2005). Are we moving too fast towards integrating mobile devices into educational practices? Proc. Seeing, Understanding, Learning in the Mobile Age, Budapest, April 28–30, 2005, 197-205. Abstract at: http://www.fil.hu/mobil/2005/Laouris-Eteokleous.pdf. Full paper: http://www.cnti.org.cy/cnti_research/Publications/ConferenceFullPapers/Cyprus_Budapest150305.pdf&lt;br /&gt;
* Laouris, Y., &amp;amp; Eteokleous, N. (2005). Experiences from the application of knowledge packets as means for educationally, mentally, and socially balanced instruction. Recent Research Developments in Learning Technologies. 485-489. On line: http://www.formatex.org/micte2005/195.pdf&lt;br /&gt;
* Laouris, Y. (2005). Educationally relevant meta-data in learning objects: Necessary condition for re-usability. In: O. I. Hillestad &amp;amp; A. Bopardikar (Eds.), Proceedings Cost276, May 26-28, 2005, pp 61-66, Trondheim, Norway.&lt;br /&gt;
* Vakanas, G., Laouris, Y., Symeonidou, M., Loizou, E., Stylianou, S., Kouppe, P., and Georgiades, D. (1994). Mythology as a rich and meaningful context for integrated learning of literacy, numeracy and scientific inference: New possibilities. In J. Wright &amp;amp; D. Benzie (Eds.), Exploring a New Partnership: Children, Teachers and Technology, Proceedings of the IFIP TC3/WG3. 5 International Working Conference on Exploring a New Partnership: Children, Teachers and Technology, Philadelphia, PA, USA, 26 June - 1 July, 1994. IFIP Transactions A-58 Elsevier 1994, pp. 173-179.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CYBER KIDS in Conferences==&lt;br /&gt;
* Laouris, Y, &amp;amp; Laouri, R. (1993). How to measure your short-term memory. Academic Poster Session on Memory and Learning - Human and Computer. The Philips College, Cyprus.&lt;br /&gt;
* El-Haddad, C. &amp;amp; Laouris, Y. (1993). How does your brain manage your memory. Academic Poster Session on Memory and Learning - Human and Computer. The Philips College, Cyprus.&lt;br /&gt;
* Laouris, Y, &amp;amp; El-Haddad, C. (1993). The world of Dyslexia: A view from Inside. First Science and Innovation Fair. Cyprus.&lt;br /&gt;
* Laouris, Y, &amp;amp; El-Haddad, C. (1993). Dyslexia, is it related to intelligence, success or failure in life? First Science and Innovation Fair. Cyprus.&lt;br /&gt;
* Laouris, Y, &amp;amp; El-Haddad, C. (1993). Movement, Rhythm and Dyslexia. First Science and Innovation Fair. Cyprus.&lt;br /&gt;
* Stylianou S., Laouris, Y, &amp;amp; El-Haddad, C. (1993). Multimedia, A new tool to help the dyslexic. First Science and Innovation Fair. Cyprus.&lt;br /&gt;
* Laouris, Y. (1995). Towards a new Logo based on principles of object oriented and parallel processing. Educational Conference at Intercollege. Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; Loizou, E. (1995). Principles of friendly screen design and its psycho emotional influences. Educational Conference at Intercollege. Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; Symeonides, M. (1996). The computer in service of science subjects in elementary schools. First Cyprus Pedagogical Institute Conference 27/1//96, Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; Makris, P. (1996). The role of computers in Dyslexia. First Cyprus Pedagogical Institute Conference 27/1//96, Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; El-Haddad, C. (1997). The use of electronic story boards in the assessment of retention and learning attributes. 2nd Congress of the Cyprus Society of Psychiatrists, Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; Makris, P (1997). A new computerized approach in the study of dyslexia using simple geometrical drawings on the computer. 2nd Congress of the Cyprus Society of Psychiatrists, Cyprus.&lt;br /&gt;
* Laouris, Y., Alexandrou E., &amp;amp; Kalli-Laouri, J. (1997). Case study: Improvement of technical and social skills for an autistic child using a computer rich environment. 2nd Congress of the Cyprus Society of Psychiatrists, Cyprus.&lt;br /&gt;
* Laouris, Y., (1997). Introducing children in OOP concepts using an interactive video game simulation. IEE CONF ABSTRACTS 1997 (Cyprus) Proc., p. 00.&lt;br /&gt;
* Laouris, Y., Minaidou, D., &amp;amp; El-Haddad, C. (1997). Computer interface for studying letter, word and pattern recognition strategies when interacting with computer screens. IEE CONF ABSTRACTS 1997 (Cyprus) Proc., p. 00.&lt;br /&gt;
* Laouris, Y, &amp;amp; Symeonides, M. (1997). Thumbnail representations in modern operating systems and other computer environments: Their effect on human machine interactions. IEE CONF ABSTRACTS 1997 (Cyprus) Proc., p. 00.&lt;br /&gt;
* Laouris, Y., &amp;amp; Makris, P (1997). Studying dyslexia using simple geometrical drawings on the computer: Testing also in the blind. IEE CONF ABSTRACTS 1997 (Cyprus) Proc. p. 00.&lt;br /&gt;
* Laouris, Y., &amp;amp; El-Haddad, C. (1998). Preliminary results in assessing retention and learning attributes through the use of electronic story boards. 4th World Congress on Dyslexia (Halkidiki, Greece).&lt;br /&gt;
* Laouris, Y. (1998). In search of the brain &amp;quot;code&amp;quot;. IEE NEUROSC ABSTRACTS 1998, (AZ) Proc., p. 00.&lt;br /&gt;
* Laouris, Y. (1998). Innovative education for the new millennium. A leap into the new millennium, HILTON, NICOSIA Dec 1998, Organized by IMSC Nikias Max.&lt;br /&gt;
* Petrou, P., &amp;amp; Laouris, Y. (1999). Διάγνωση, Aξιολόγηση, Aποκατάσταση της ικανότητας προσανατολισμού με τη χρήση H/Y. Mediterranean Computer-Using Educators' Conference, University of Cyprus, Jun 1999, Proceed., p. 00.&lt;br /&gt;
* El-Haddad, C., &amp;amp; Laouris, Y. (1999). Measurement and assessment using educational computer interfaces. Mediterranean Computer Using Educators' Conference, University of Cyprus, Jun 1999, Proceed., p. 00.&lt;br /&gt;
* Anastasiou, H., &amp;amp; Laouris, Y. (1999). CYBER KIDS, An innovative approach in the introduction of informatics in the educational process, Mediterranean Computer Using Educators' Conference, University of Cyprus, Jun 1999, Proceed., p. 00.&lt;br /&gt;
* Schorr, T., Gerjets, P., Scheiter, K., &amp;amp; Laouris, Y. (2002). Designing sets of instructional examples to accomplish different goals of instruction. In W. D. Gray &amp;amp; C. D. Schunn (Eds.), Proceedings of the 24th Annual Conference of the Cognitive Science Society (pp. 810-815). Mahwah, NJ: Erlbaum.&lt;br /&gt;
* Schorr, T., Gerjets, P., Scheiter, K. &amp;amp; Laouris, Y. (2002). Designing sets of instructional examples to accomplish different goals of instruction. Poster at the 24th Annual Conference of the Cognitive Science Society, Fairfax, VA, USA (7-12 Aug. 2002).&lt;br /&gt;
* Laouris, Y. (2005). Educationally relevant meta-data in learning objects: Necessary condition for re-usability. Proc. 8th Cost 276 Workshop: Information and Knowledge Management for Integrated Media Communication, May26-28, 2005 pg. 61-65.&lt;br /&gt;
* Laouris, Y., &amp;amp; Eteokleous, N. (2005). Time management for dyslexic and/or ADHD adults using mobile technologies. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Eteokleous, N. &amp;amp; Laouris, Y. (2005). Why dyslexic adults do not take advantage of provisions they are entitled to. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Rossides, E., Eteokleous N., &amp;amp; Laouris. Y. (2005). Using PDAs to address the time management problem many young adult dyslexic face. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Gumpert, G., Drucker., S., &amp;amp; Laouris. Y. (2005). Processing contemporary television images; New demands for Attention and concentration. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Ioannidou, S., Laouris, Y., Haynes, C. Hook, P. Macaruso, P. (2005). A Comparison of Teachers’ Perceptions Versus Objective Measurements of Children with Learning Disabilities in Cyprus. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* El-Haddad, C. &amp;amp; Laouris, Y. (2005). Introducing the concept of “emotions” in school curricula; Technology-assisted recognition and mimicking of facial expressions in a team of elementary school children with mild learning disabilities. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Laouris, Y. (2005). How can mobile technologies serve close the digital gap and accelerate development? Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa.&lt;br /&gt;
* Laouris, Y., &amp;amp; Anastasiou, H. (2005). Experiences from a nation wide experiment introducing IT in lives of children; Fifteen years after. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa.&lt;br /&gt;
* Laouris Y., &amp;amp; Eteokleous. (2005). We need an educationally relevant definition of mobile learning. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa.&lt;br /&gt;
* El-Haddad, C. &amp;amp; Laouris, Y. (2005). Emotive virtual reality tool for autistic children. Proceedings Cost219ter Workshop Accessibility for all. Ayia Napa Cyprus, Oct 7.&lt;br /&gt;
* Laouris, Y. (2005). Mobile Device Applications for people with Special Needs; The Cyprus Group. Proceedings Cost219ter Workshop Accessibility for all. Ayia Napa Cyprus, Oct 7.&lt;br /&gt;
* Laouris, Y., Papadopoullou, Y. &amp;amp; Gerjets, P. (2005). Ubiquitous adaptation of learning objects to the level of the learner. Proceedings Cost219ter Workshop Accessibility for all. Ayia Napa Cyprus, Oct 7.&lt;br /&gt;
* Laouris, Y., Papadopoullou, Y. (2006). In search of adequate network and mobile based activities for the teaching of the English language. Proceedings Networked Learning Conference 2006, Lancaster.&lt;br /&gt;
* Laouris, Y., &amp;amp; Eteokleous, N. (2007). A simple model of SMS-based learning objects in the context of e-learning environments. Proc. EARLI Conference, Budapest, Hungary, 26-31 Aug. 2007.&lt;br /&gt;
* Loredana Mihalca, L., Laouris, Y., Miclea, M. (2007). Children’s school readiness: predicting school competence in first grade. Proc. EARLI Conference, Budapest, Hungary, 26-31 Aug. 2007.&lt;br /&gt;
&lt;br /&gt;
[[Category:Affiliated Business Projects]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=The_KnowledgePacket%E2%84%A2&amp;diff=2210</id>
		<title>The KnowledgePacket™</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=The_KnowledgePacket%E2%84%A2&amp;diff=2210"/>
		<updated>2019-01-19T13:01:22Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The concept of the '''KnowledgePacket™''' was invented in 1991 by the founders of CYBER KIDS, and has been instrumental for the design and development of all Lesson Plans and Curriculum.&lt;br /&gt;
&lt;br /&gt;
[[File:474px-CyberKids_CalculatorExample.png| thumb|x400px|right|alt=Example of a simple lesson plan.|Example of a simple lesson plan]]&lt;br /&gt;
[[File:558px-KnowledgePacket_Listing.png|thumb|x400px|none|alt=The structure of a Knowledge Packet|The structure of a KnowledgePacket]]&lt;br /&gt;
&lt;br /&gt;
A KnowledgePacket® is composed of:&lt;br /&gt;
# The actual know-how and data to transmit to receiver/learner&lt;br /&gt;
# The Method of Delivery/Transmission and/or Lesson Plan&lt;br /&gt;
# The Tools to use in the process&lt;br /&gt;
# The Mental Development that will take place during the learning process&lt;br /&gt;
# Real-life applications of the specific knowledge&lt;br /&gt;
# Social value and importance of the specific knowledge&amp;quot;&lt;br /&gt;
# Author of the KnowledgePacket 8. Owner of the KnowledgePacket&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=The_KnowledgePacket%E2%84%A2&amp;diff=2209</id>
		<title>The KnowledgePacket™</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=The_KnowledgePacket%E2%84%A2&amp;diff=2209"/>
		<updated>2019-01-19T12:59:44Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===The KnowledgePacket™===&lt;br /&gt;
The concept of KnowledgePacket™ was invented in 1991 by the founders of CYBER KIDS, and has been instrumental for the design and development of all Lesson Plans and Curriculum.&lt;br /&gt;
&lt;br /&gt;
[[File:474px-CyberKids_CalculatorExample.png| thumb|x400px|right|alt=Example of a simple lesson plan.|Example of a simple lesson plan]]&lt;br /&gt;
[[File:558px-KnowledgePacket_Listing.png|thumb|x400px|none|alt=The structure of a Knowledge Packet|The structure of a KnowledgePacket]]&lt;br /&gt;
&lt;br /&gt;
A KnowledgePacket® is composed of:&lt;br /&gt;
# The actual know-how and data to transmit to receiver/learner&lt;br /&gt;
# The Method of Delivery/Transmission and/or Lesson Plan&lt;br /&gt;
# The Tools to use in the process&lt;br /&gt;
# The Mental Development that will take place during the learning process&lt;br /&gt;
# Real-life applications of the specific knowledge&lt;br /&gt;
# Social value and importance of the specific knowledge&amp;quot;&lt;br /&gt;
# Author of the KnowledgePacket 8. Owner of the KnowledgePacket&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=CYBER_KIDS&amp;diff=2208</id>
		<title>CYBER KIDS</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=CYBER_KIDS&amp;diff=2208"/>
		<updated>2019-01-19T12:59:09Z</updated>

		<summary type="html">&lt;p&gt;Laouris: /* The KnowledgePacket™ */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project                                           &lt;br /&gt;
       |acronym=CYBER KIDS&lt;br /&gt;
       |logo= 200px-CyberKids3D_Logo.jpg&lt;br /&gt;
       |project_title=Vision Statement: .. to re-define the tools, methods and purpose of education, in light of relevant social change.&lt;br /&gt;
       |contract_number=&lt;br /&gt;
       |funding_period=1991-2002&lt;br /&gt;
       |coordinator=[[MISnTED: Management Information Systems &amp;amp; Technology Development]]&lt;br /&gt;
       |funding_agency=&lt;br /&gt;
       |total_cost=&amp;gt;2,5 million CY £ income generated&lt;br /&gt;
       |partners=&lt;br /&gt;
       |website=[http://www.cyber-kids.net/cyberkidsnet/index.php?title=Main_Page CYBER Kids Wiki]&lt;br /&gt;
}}     &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''CYBER KIDS''' was a nation-wide social entrepreneurial experiment launched in 1992 in Cyprus by [[Yiannis Laouris]], [[George Vakanas]] and [[Maria Symeonides]]. The Research and Development of its award winning curriculum was done by the [[Cyprus Neuroscience and Technology Institute]]. Within the first five years (1992-1997) 26 computer- learning centers were launched with average of 50-150 students enrolled every year in each location. By 1999, the number of children who benefited from the Cyber Kids curriculum in the 36 Branches exceeded 15,000, which is approximately equal to 20% of the country’s youth population (ages 6-15). CYBER KIDS has also contributed against brain drain by employing a total of 186 young scientists between 1991-1999. More importantly, [[MISnTED Ltd.]], the owner company had a policy of employing teachers from the public educational system as part-timers as a means of contributing to a large-scale reform from within the system. &lt;br /&gt;
&lt;br /&gt;
==The Founders==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
File: YiannisLaouris_CYBERKIDS.GIF |[[Yiannis Laouris]]&lt;br /&gt;
File: MariaSymeonides_CYBERKIDS.png |[[Maria Symeonides]]&lt;br /&gt;
File: GeorgeVakanas_CYBERKIDS.GIF|[[George Vakanas]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;profitable dream&amp;quot; concept==&lt;br /&gt;
CYBER KIDS was based on a concept coined by its creators then called the &amp;quot;profitable dream&amp;quot;:&lt;br /&gt;
* They envisioned that introducing advanced computer technology in the lives of a critical number of young children using an educationally relevant and socially responsible, peace-enhancing curriculum would allow them to promote creativity, innovation, imagination, and problem solving abilities, thus “transcending” the country’s educational and political life and move the new generation a decade ahead.&lt;br /&gt;
&lt;br /&gt;
The project was founded on a well-defined vision statement:&lt;br /&gt;
* ... to re-define the tools, methods and purpose of education, in light of relevant social change.&lt;br /&gt;
&lt;br /&gt;
The vehicle chosen to disseminate the impact of the project and its vision was the profit-making concept of franchising, thus creating new business both in Cyprus and in the seven countries in which it expanded, thus spreading the Cyber Kids philosophy and knowledge to many more spheres of social life.:&lt;br /&gt;
* Lebanon (1994)&lt;br /&gt;
* Israel (1995)&lt;br /&gt;
* Greece (1996)&lt;br /&gt;
* Jordan&lt;br /&gt;
* Egypt (1997)&lt;br /&gt;
* USA (Oregon: 1998)&lt;br /&gt;
* India (2000)&lt;br /&gt;
&lt;br /&gt;
==Company evolution and death==&lt;br /&gt;
CYBER KIDS was an internationally registered trademark of the mother company, [[MISnTED: Management Information Systems &amp;amp; Technology Development]]. The three founding members, [[Yiannis Laouris]], [[George Vakanas]] and [[Maria Symeonides] donated 30% of their total shares to the [[Cyprus Neuroscience and Technology Institute]] in order to fund its socially responsible research operations. In addition, [[MISnTED: Management Information Systems &amp;amp; Technology Development]] provided yearly grants to [[Cyprus Neuroscience and Technology Institute]] for research. The project was originally funded by the partners' and by a CY £44,000 government loan. All key people were invited to join as partners: [[Dinos Georgiades]], [[Evros Alexandrou]], [[Harry Anastasiou]], and all employees were given shares totalling to £250,000 of value.&lt;br /&gt;
In 1996, the [[Cyprus Development Bank]] became a partner with 10% in the Cyprus (mother) company and 30% in the Greek subsidiary, investing £100,000 and £300,000 respectively. It was under the leadership of the [[Cyprus Development Bank]], that in 2000 CYBER KIDS merged with 11 other companies to form a public, high-tech company known as [[CYBER GROUP]]. Unfortunately, the crash of the stock markets in combination with a number of unconstitutional laws passed repetitively by the Cyprus Parliament allegedly to &amp;quot;protect&amp;quot; the rights of investors, forced CYBER KIDS to bankruptcy along with more than 100 other entrepreneurial companies.&lt;br /&gt;
&lt;br /&gt;
== CYBER KIDS in the Media==&lt;br /&gt;
CYBER KIDS enjoyed substantial visibility from many media.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;6&amp;quot;&amp;gt;&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg35.jpg&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg36.jpg&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg37.jpg&lt;br /&gt;
File: 420px-CK_InMags1994_ToPaidi_Nov_pg38.jpg&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg39.jpg&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg41.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A strong supporter of research and community==&lt;br /&gt;
Over the years, CYBER KIDS has supported financially, sponsoring or providing required co-financing, many of [[Cyprus Neuroscience and Technology Institute]] projects and initiatives, including:&lt;br /&gt;
*[[Youth promoting Peace]]&lt;br /&gt;
*[[Technology for Peace]]&lt;br /&gt;
* [[Extending EU Citizenship]]&lt;br /&gt;
* [[SafenetCY]]&lt;br /&gt;
* [[Cyberethics: Cyprus Safer Internet Center]]&lt;br /&gt;
&lt;br /&gt;
The philosophy and some of the curriculum of CYBER KIDS are now used in  [[Cyberethics: Cyprus Safer Internet Center]].&lt;br /&gt;
&lt;br /&gt;
==The Innovation==&lt;br /&gt;
The award-winning curriculum of CYBER KIDS was characterised by a number of innovations:&lt;br /&gt;
&lt;br /&gt;
# Each lesson has 4 phases:&lt;br /&gt;
* Stimulation leading to role reversal Discovery&lt;br /&gt;
* Discussion about tools necessary (Identify tools)&lt;br /&gt;
* Learn the tool and use it to complete the project&lt;br /&gt;
* Deliver the product&lt;br /&gt;
# The focus is on projects and technology is never mentioned&lt;br /&gt;
# Each lesson is structured as a KnowledgePacket, combining goals in multiple dimensions &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{:The KnowledgePacket™}}&lt;br /&gt;
==CYBER KIDS Awards==&lt;br /&gt;
# Qualidat 1996, Geneva, Switzerland&lt;br /&gt;
# The Elected of the Year '96, Jerusalem, Israel&lt;br /&gt;
# [[CYBER KIDS Award for Creativity by the Employers and Industrialists Federation (1998)]]&lt;br /&gt;
# [[INPEX Pittsburgh 95 Silver Award for CYBER KIDS Innovative Curriculum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
http://www.cyber-kids.net/cyberkidsnet/index.php?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
==Related Publications==&lt;br /&gt;
* Laouris, Yiannis (2014). Teams Construct Knowledge During Project-Driven Social Interactions: A Facet of the CYBER Kids Method. Benjamin Press, Tokyo, New York.&lt;br /&gt;
* O’Neill, Brian and Laouris, Yiannis (2013). Teaching Internet Safety, Promoting Digital Literacy; The Dual Role of Education and Schools. In: Promoting a Safer Internet for Children. European Policy Debates and Challenges, Brian O’Neill, Elisabeth Staksrud and Sharon McLaughlin (Eds.), Chapter 10, Nordicom 191-207.&lt;br /&gt;
* Mascheroni, Giovanna, Murru, Maria Francesca, Aristodemou, Elena and * Laouris, Yiannis (2013). Parents: Mediation, Self-regulation and Co-regulation. In: Promoting a Safer Internet for Children. European Policy Debates and Challenges, Brian O’Neill, Elisabeth Staksrud and Sharon McLaughlin (Eds.), Chapter 11, Nordicom 209-223.&lt;br /&gt;
* Kirwil, L., and Laouris, Y. (2012). Experimenting with the Self- presentation Online: A Risky Opportunity, In: Livingstone, S., Haddon, L., and Goerzig, A. (Eds.), Children, risk and safety online: Research and policy challenges in comparative perspective, Bristol: The Policy Press.&lt;br /&gt;
* Laouris, Y. (2011). Are our children losing their identities in the emerging networked world?, Part VI, Chapter 16. Healy J. (Ed.), Endangered Minds. Greek edition. Create Space, USA (In press).&lt;br /&gt;
* Haddad, C. and Laouris, Y. (2011). The ability of children with mild learning disabilities to encode emotions through facial expressions. In Towards Autonomous, adaptive and context-aware multimodal interfaces: Theoretical and Practical Issues. A. Esposito, Esposito, A.M., Martone, R., Müller, V.C., Scarpetta, G (Eds.): COST 2102 Int. Training School 2010, Lecture Notes In Artificial Intelligence Springer-Verlag, Berlin, Heidelberg 6456, 387-402.&lt;br /&gt;
* Laouris, Y., Makris, P., Papadopoulos, T. (2011). Validation of MAPS in 16 schools: Computer-based battery of 8 mental attributes tests (in preparation; draft available).&lt;br /&gt;
* Laouris, Y. &amp;amp; Eteokleous (2005). We need an educationally relevant definition of mobile learning. (Originally presented in. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa) On line: www.mlearn.org.za/CD/papers/Laouris%20&amp;amp;%20Eteokleous.pdf&lt;br /&gt;
* Laouris, Y. (2011). Are our children losing their identities in the emerging networked world?, Part VI, Chapter 16. Healy J. (Ed.), Endangered Minds. Greek edition. Create Space, USA.&lt;br /&gt;
* Laouris, Y. (2011). Change society bottom up: The Cyberkids experiment, Part IV, Chapter 10 &amp;amp; The Future is mobile, Part VI, Chapter 11. In J. Healy (Ed.), Failure to Connect, Greek edition. Create Space, USA.&lt;br /&gt;
* Laouris, Y. &amp;amp; Anastasiou, H. (2005). The introduction of IT in the lives of children as a service to global peace: Experiences from a nation-wide experiment 15 years after. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa. On line: www.mlearn.org.za/CD/papers/Laouris%20&amp;amp;%20Anastasiou.pdf.&lt;br /&gt;
* Eteokleous, N., &amp;amp; Laouris, Y. (2005). Are we moving too fast towards integrating mobile devices into educational practices? Proc. Seeing, Understanding, Learning in the Mobile Age, Budapest, April 28–30, 2005, 197-205. Abstract at: http://www.fil.hu/mobil/2005/Laouris-Eteokleous.pdf. Full paper: http://www.cnti.org.cy/cnti_research/Publications/ConferenceFullPapers/Cyprus_Budapest150305.pdf&lt;br /&gt;
* Laouris, Y., &amp;amp; Eteokleous, N. (2005). Experiences from the application of knowledge packets as means for educationally, mentally, and socially balanced instruction. Recent Research Developments in Learning Technologies. 485-489. On line: http://www.formatex.org/micte2005/195.pdf&lt;br /&gt;
* Laouris, Y. (2005). Educationally relevant meta-data in learning objects: Necessary condition for re-usability. In: O. I. Hillestad &amp;amp; A. Bopardikar (Eds.), Proceedings Cost276, May 26-28, 2005, pp 61-66, Trondheim, Norway.&lt;br /&gt;
* Vakanas, G., Laouris, Y., Symeonidou, M., Loizou, E., Stylianou, S., Kouppe, P., and Georgiades, D. (1994). Mythology as a rich and meaningful context for integrated learning of literacy, numeracy and scientific inference: New possibilities. In J. Wright &amp;amp; D. Benzie (Eds.), Exploring a New Partnership: Children, Teachers and Technology, Proceedings of the IFIP TC3/WG3. 5 International Working Conference on Exploring a New Partnership: Children, Teachers and Technology, Philadelphia, PA, USA, 26 June - 1 July, 1994. IFIP Transactions A-58 Elsevier 1994, pp. 173-179.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CYBER KIDS in Conferences==&lt;br /&gt;
* Laouris, Y, &amp;amp; Laouri, R. (1993). How to measure your short-term memory. Academic Poster Session on Memory and Learning - Human and Computer. The Philips College, Cyprus.&lt;br /&gt;
* El-Haddad, C. &amp;amp; Laouris, Y. (1993). How does your brain manage your memory. Academic Poster Session on Memory and Learning - Human and Computer. The Philips College, Cyprus.&lt;br /&gt;
* Laouris, Y, &amp;amp; El-Haddad, C. (1993). The world of Dyslexia: A view from Inside. First Science and Innovation Fair. Cyprus.&lt;br /&gt;
* Laouris, Y, &amp;amp; El-Haddad, C. (1993). Dyslexia, is it related to intelligence, success or failure in life? First Science and Innovation Fair. Cyprus.&lt;br /&gt;
* Laouris, Y, &amp;amp; El-Haddad, C. (1993). Movement, Rhythm and Dyslexia. First Science and Innovation Fair. Cyprus.&lt;br /&gt;
* Stylianou S., Laouris, Y, &amp;amp; El-Haddad, C. (1993). Multimedia, A new tool to help the dyslexic. First Science and Innovation Fair. Cyprus.&lt;br /&gt;
* Laouris, Y. (1995). Towards a new Logo based on principles of object oriented and parallel processing. Educational Conference at Intercollege. Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; Loizou, E. (1995). Principles of friendly screen design and its psycho emotional influences. Educational Conference at Intercollege. Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; Symeonides, M. (1996). The computer in service of science subjects in elementary schools. First Cyprus Pedagogical Institute Conference 27/1//96, Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; Makris, P. (1996). The role of computers in Dyslexia. First Cyprus Pedagogical Institute Conference 27/1//96, Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; El-Haddad, C. (1997). The use of electronic story boards in the assessment of retention and learning attributes. 2nd Congress of the Cyprus Society of Psychiatrists, Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; Makris, P (1997). A new computerized approach in the study of dyslexia using simple geometrical drawings on the computer. 2nd Congress of the Cyprus Society of Psychiatrists, Cyprus.&lt;br /&gt;
* Laouris, Y., Alexandrou E., &amp;amp; Kalli-Laouri, J. (1997). Case study: Improvement of technical and social skills for an autistic child using a computer rich environment. 2nd Congress of the Cyprus Society of Psychiatrists, Cyprus.&lt;br /&gt;
* Laouris, Y., (1997). Introducing children in OOP concepts using an interactive video game simulation. IEE CONF ABSTRACTS 1997 (Cyprus) Proc., p. 00.&lt;br /&gt;
* Laouris, Y., Minaidou, D., &amp;amp; El-Haddad, C. (1997). Computer interface for studying letter, word and pattern recognition strategies when interacting with computer screens. IEE CONF ABSTRACTS 1997 (Cyprus) Proc., p. 00.&lt;br /&gt;
* Laouris, Y, &amp;amp; Symeonides, M. (1997). Thumbnail representations in modern operating systems and other computer environments: Their effect on human machine interactions. IEE CONF ABSTRACTS 1997 (Cyprus) Proc., p. 00.&lt;br /&gt;
* Laouris, Y., &amp;amp; Makris, P (1997). Studying dyslexia using simple geometrical drawings on the computer: Testing also in the blind. IEE CONF ABSTRACTS 1997 (Cyprus) Proc. p. 00.&lt;br /&gt;
* Laouris, Y., &amp;amp; El-Haddad, C. (1998). Preliminary results in assessing retention and learning attributes through the use of electronic story boards. 4th World Congress on Dyslexia (Halkidiki, Greece).&lt;br /&gt;
* Laouris, Y. (1998). In search of the brain &amp;quot;code&amp;quot;. IEE NEUROSC ABSTRACTS 1998, (AZ) Proc., p. 00.&lt;br /&gt;
* Laouris, Y. (1998). Innovative education for the new millennium. A leap into the new millennium, HILTON, NICOSIA Dec 1998, Organized by IMSC Nikias Max.&lt;br /&gt;
* Petrou, P., &amp;amp; Laouris, Y. (1999). Διάγνωση, Aξιολόγηση, Aποκατάσταση της ικανότητας προσανατολισμού με τη χρήση H/Y. Mediterranean Computer-Using Educators' Conference, University of Cyprus, Jun 1999, Proceed., p. 00.&lt;br /&gt;
* El-Haddad, C., &amp;amp; Laouris, Y. (1999). Measurement and assessment using educational computer interfaces. Mediterranean Computer Using Educators' Conference, University of Cyprus, Jun 1999, Proceed., p. 00.&lt;br /&gt;
* Anastasiou, H., &amp;amp; Laouris, Y. (1999). CYBER KIDS, An innovative approach in the introduction of informatics in the educational process, Mediterranean Computer Using Educators' Conference, University of Cyprus, Jun 1999, Proceed., p. 00.&lt;br /&gt;
* Schorr, T., Gerjets, P., Scheiter, K., &amp;amp; Laouris, Y. (2002). Designing sets of instructional examples to accomplish different goals of instruction. In W. D. Gray &amp;amp; C. D. Schunn (Eds.), Proceedings of the 24th Annual Conference of the Cognitive Science Society (pp. 810-815). Mahwah, NJ: Erlbaum.&lt;br /&gt;
* Schorr, T., Gerjets, P., Scheiter, K. &amp;amp; Laouris, Y. (2002). Designing sets of instructional examples to accomplish different goals of instruction. Poster at the 24th Annual Conference of the Cognitive Science Society, Fairfax, VA, USA (7-12 Aug. 2002).&lt;br /&gt;
* Laouris, Y. (2005). Educationally relevant meta-data in learning objects: Necessary condition for re-usability. Proc. 8th Cost 276 Workshop: Information and Knowledge Management for Integrated Media Communication, May26-28, 2005 pg. 61-65.&lt;br /&gt;
* Laouris, Y., &amp;amp; Eteokleous, N. (2005). Time management for dyslexic and/or ADHD adults using mobile technologies. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Eteokleous, N. &amp;amp; Laouris, Y. (2005). Why dyslexic adults do not take advantage of provisions they are entitled to. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Rossides, E., Eteokleous N., &amp;amp; Laouris. Y. (2005). Using PDAs to address the time management problem many young adult dyslexic face. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Gumpert, G., Drucker., S., &amp;amp; Laouris. Y. (2005). Processing contemporary television images; New demands for Attention and concentration. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Ioannidou, S., Laouris, Y., Haynes, C. Hook, P. Macaruso, P. (2005). A Comparison of Teachers’ Perceptions Versus Objective Measurements of Children with Learning Disabilities in Cyprus. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* El-Haddad, C. &amp;amp; Laouris, Y. (2005). Introducing the concept of “emotions” in school curricula; Technology-assisted recognition and mimicking of facial expressions in a team of elementary school children with mild learning disabilities. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Laouris, Y. (2005). How can mobile technologies serve close the digital gap and accelerate development? Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa.&lt;br /&gt;
* Laouris, Y., &amp;amp; Anastasiou, H. (2005). Experiences from a nation wide experiment introducing IT in lives of children; Fifteen years after. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa.&lt;br /&gt;
* Laouris Y., &amp;amp; Eteokleous. (2005). We need an educationally relevant definition of mobile learning. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa.&lt;br /&gt;
* El-Haddad, C. &amp;amp; Laouris, Y. (2005). Emotive virtual reality tool for autistic children. Proceedings Cost219ter Workshop Accessibility for all. Ayia Napa Cyprus, Oct 7.&lt;br /&gt;
* Laouris, Y. (2005). Mobile Device Applications for people with Special Needs; The Cyprus Group. Proceedings Cost219ter Workshop Accessibility for all. Ayia Napa Cyprus, Oct 7.&lt;br /&gt;
* Laouris, Y., Papadopoullou, Y. &amp;amp; Gerjets, P. (2005). Ubiquitous adaptation of learning objects to the level of the learner. Proceedings Cost219ter Workshop Accessibility for all. Ayia Napa Cyprus, Oct 7.&lt;br /&gt;
* Laouris, Y., Papadopoullou, Y. (2006). In search of adequate network and mobile based activities for the teaching of the English language. Proceedings Networked Learning Conference 2006, Lancaster.&lt;br /&gt;
* Laouris, Y., &amp;amp; Eteokleous, N. (2007). A simple model of SMS-based learning objects in the context of e-learning environments. Proc. EARLI Conference, Budapest, Hungary, 26-31 Aug. 2007.&lt;br /&gt;
* Loredana Mihalca, L., Laouris, Y., Miclea, M. (2007). Children’s school readiness: predicting school competence in first grade. Proc. EARLI Conference, Budapest, Hungary, 26-31 Aug. 2007.&lt;br /&gt;
&lt;br /&gt;
[[Category:Affiliated Business Projects]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=The_KnowledgePacket%E2%84%A2&amp;diff=2207</id>
		<title>The KnowledgePacket™</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=The_KnowledgePacket%E2%84%A2&amp;diff=2207"/>
		<updated>2019-01-19T12:58:53Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Created page with &amp;quot;sssd&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;sssd&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=CYBER_KIDS&amp;diff=2206</id>
		<title>CYBER KIDS</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=CYBER_KIDS&amp;diff=2206"/>
		<updated>2019-01-19T12:58:23Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Project                                           &lt;br /&gt;
       |acronym=CYBER KIDS&lt;br /&gt;
       |logo= 200px-CyberKids3D_Logo.jpg&lt;br /&gt;
       |project_title=Vision Statement: .. to re-define the tools, methods and purpose of education, in light of relevant social change.&lt;br /&gt;
       |contract_number=&lt;br /&gt;
       |funding_period=1991-2002&lt;br /&gt;
       |coordinator=[[MISnTED: Management Information Systems &amp;amp; Technology Development]]&lt;br /&gt;
       |funding_agency=&lt;br /&gt;
       |total_cost=&amp;gt;2,5 million CY £ income generated&lt;br /&gt;
       |partners=&lt;br /&gt;
       |website=[http://www.cyber-kids.net/cyberkidsnet/index.php?title=Main_Page CYBER Kids Wiki]&lt;br /&gt;
}}     &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''CYBER KIDS''' was a nation-wide social entrepreneurial experiment launched in 1992 in Cyprus by [[Yiannis Laouris]], [[George Vakanas]] and [[Maria Symeonides]]. The Research and Development of its award winning curriculum was done by the [[Cyprus Neuroscience and Technology Institute]]. Within the first five years (1992-1997) 26 computer- learning centers were launched with average of 50-150 students enrolled every year in each location. By 1999, the number of children who benefited from the Cyber Kids curriculum in the 36 Branches exceeded 15,000, which is approximately equal to 20% of the country’s youth population (ages 6-15). CYBER KIDS has also contributed against brain drain by employing a total of 186 young scientists between 1991-1999. More importantly, [[MISnTED Ltd.]], the owner company had a policy of employing teachers from the public educational system as part-timers as a means of contributing to a large-scale reform from within the system. &lt;br /&gt;
&lt;br /&gt;
==The Founders==&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
File: YiannisLaouris_CYBERKIDS.GIF |[[Yiannis Laouris]]&lt;br /&gt;
File: MariaSymeonides_CYBERKIDS.png |[[Maria Symeonides]]&lt;br /&gt;
File: GeorgeVakanas_CYBERKIDS.GIF|[[George Vakanas]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The &amp;quot;profitable dream&amp;quot; concept==&lt;br /&gt;
CYBER KIDS was based on a concept coined by its creators then called the &amp;quot;profitable dream&amp;quot;:&lt;br /&gt;
* They envisioned that introducing advanced computer technology in the lives of a critical number of young children using an educationally relevant and socially responsible, peace-enhancing curriculum would allow them to promote creativity, innovation, imagination, and problem solving abilities, thus “transcending” the country’s educational and political life and move the new generation a decade ahead.&lt;br /&gt;
&lt;br /&gt;
The project was founded on a well-defined vision statement:&lt;br /&gt;
* ... to re-define the tools, methods and purpose of education, in light of relevant social change.&lt;br /&gt;
&lt;br /&gt;
The vehicle chosen to disseminate the impact of the project and its vision was the profit-making concept of franchising, thus creating new business both in Cyprus and in the seven countries in which it expanded, thus spreading the Cyber Kids philosophy and knowledge to many more spheres of social life.:&lt;br /&gt;
* Lebanon (1994)&lt;br /&gt;
* Israel (1995)&lt;br /&gt;
* Greece (1996)&lt;br /&gt;
* Jordan&lt;br /&gt;
* Egypt (1997)&lt;br /&gt;
* USA (Oregon: 1998)&lt;br /&gt;
* India (2000)&lt;br /&gt;
&lt;br /&gt;
==Company evolution and death==&lt;br /&gt;
CYBER KIDS was an internationally registered trademark of the mother company, [[MISnTED: Management Information Systems &amp;amp; Technology Development]]. The three founding members, [[Yiannis Laouris]], [[George Vakanas]] and [[Maria Symeonides] donated 30% of their total shares to the [[Cyprus Neuroscience and Technology Institute]] in order to fund its socially responsible research operations. In addition, [[MISnTED: Management Information Systems &amp;amp; Technology Development]] provided yearly grants to [[Cyprus Neuroscience and Technology Institute]] for research. The project was originally funded by the partners' and by a CY £44,000 government loan. All key people were invited to join as partners: [[Dinos Georgiades]], [[Evros Alexandrou]], [[Harry Anastasiou]], and all employees were given shares totalling to £250,000 of value.&lt;br /&gt;
In 1996, the [[Cyprus Development Bank]] became a partner with 10% in the Cyprus (mother) company and 30% in the Greek subsidiary, investing £100,000 and £300,000 respectively. It was under the leadership of the [[Cyprus Development Bank]], that in 2000 CYBER KIDS merged with 11 other companies to form a public, high-tech company known as [[CYBER GROUP]]. Unfortunately, the crash of the stock markets in combination with a number of unconstitutional laws passed repetitively by the Cyprus Parliament allegedly to &amp;quot;protect&amp;quot; the rights of investors, forced CYBER KIDS to bankruptcy along with more than 100 other entrepreneurial companies.&lt;br /&gt;
&lt;br /&gt;
== CYBER KIDS in the Media==&lt;br /&gt;
CYBER KIDS enjoyed substantial visibility from many media.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery perrow=&amp;quot;6&amp;quot;&amp;gt;&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg35.jpg&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg36.jpg&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg37.jpg&lt;br /&gt;
File: 420px-CK_InMags1994_ToPaidi_Nov_pg38.jpg&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg39.jpg&lt;br /&gt;
File: 421px-CK_InMags1994_ToPaidi_Nov_pg41.jpg&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A strong supporter of research and community==&lt;br /&gt;
Over the years, CYBER KIDS has supported financially, sponsoring or providing required co-financing, many of [[Cyprus Neuroscience and Technology Institute]] projects and initiatives, including:&lt;br /&gt;
*[[Youth promoting Peace]]&lt;br /&gt;
*[[Technology for Peace]]&lt;br /&gt;
* [[Extending EU Citizenship]]&lt;br /&gt;
* [[SafenetCY]]&lt;br /&gt;
* [[Cyberethics: Cyprus Safer Internet Center]]&lt;br /&gt;
&lt;br /&gt;
The philosophy and some of the curriculum of CYBER KIDS are now used in  [[Cyberethics: Cyprus Safer Internet Center]].&lt;br /&gt;
&lt;br /&gt;
==The Innovation==&lt;br /&gt;
The award-winning curriculum of CYBER KIDS was characterised by a number of innovations:&lt;br /&gt;
&lt;br /&gt;
# Each lesson has 4 phases:&lt;br /&gt;
* Stimulation leading to role reversal Discovery&lt;br /&gt;
* Discussion about tools necessary (Identify tools)&lt;br /&gt;
* Learn the tool and use it to complete the project&lt;br /&gt;
* Deliver the product&lt;br /&gt;
# The focus is on projects and technology is never mentioned&lt;br /&gt;
# Each lesson is structured as a KnowledgePacket, combining goals in multiple dimensions &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{:The KnowledgePacket™}}&lt;br /&gt;
===The KnowledgePacket™===&lt;br /&gt;
The concept of KnowledgePacket™ was invented in 1991 by the founders of CYBER KIDS, and has been instrumental for the design and development of all Lesson Plans and Curriculum.&lt;br /&gt;
&lt;br /&gt;
[[File:474px-CyberKids_CalculatorExample.png| thumb|x400px|right|alt=Example of a simple lesson plan.|Example of a simple lesson plan]]&lt;br /&gt;
[[File:558px-KnowledgePacket_Listing.png|thumb|x400px|none|alt=The structure of a Knowledge Packet|The structure of a KnowledgePacket]]&lt;br /&gt;
&lt;br /&gt;
A KnowledgePacket® is composed of:&lt;br /&gt;
# The actual know-how and data to transmit to receiver/learner&lt;br /&gt;
# The Method of Delivery/Transmission and/or Lesson Plan&lt;br /&gt;
# The Tools to use in the process&lt;br /&gt;
# The Mental Development that will take place during the learning process&lt;br /&gt;
# Real-life applications of the specific knowledge&lt;br /&gt;
# Social value and importance of the specific knowledge&amp;quot;&lt;br /&gt;
# Author of the KnowledgePacket 8. Owner of the KnowledgePacket&lt;br /&gt;
&lt;br /&gt;
==CYBER KIDS Awards==&lt;br /&gt;
# Qualidat 1996, Geneva, Switzerland&lt;br /&gt;
# The Elected of the Year '96, Jerusalem, Israel&lt;br /&gt;
# [[CYBER KIDS Award for Creativity by the Employers and Industrialists Federation (1998)]]&lt;br /&gt;
# [[INPEX Pittsburgh 95 Silver Award for CYBER KIDS Innovative Curriculum]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==External Links==&lt;br /&gt;
http://www.cyber-kids.net/cyberkidsnet/index.php?title=Main_Page&lt;br /&gt;
&lt;br /&gt;
==Related Publications==&lt;br /&gt;
* Laouris, Yiannis (2014). Teams Construct Knowledge During Project-Driven Social Interactions: A Facet of the CYBER Kids Method. Benjamin Press, Tokyo, New York.&lt;br /&gt;
* O’Neill, Brian and Laouris, Yiannis (2013). Teaching Internet Safety, Promoting Digital Literacy; The Dual Role of Education and Schools. In: Promoting a Safer Internet for Children. European Policy Debates and Challenges, Brian O’Neill, Elisabeth Staksrud and Sharon McLaughlin (Eds.), Chapter 10, Nordicom 191-207.&lt;br /&gt;
* Mascheroni, Giovanna, Murru, Maria Francesca, Aristodemou, Elena and * Laouris, Yiannis (2013). Parents: Mediation, Self-regulation and Co-regulation. In: Promoting a Safer Internet for Children. European Policy Debates and Challenges, Brian O’Neill, Elisabeth Staksrud and Sharon McLaughlin (Eds.), Chapter 11, Nordicom 209-223.&lt;br /&gt;
* Kirwil, L., and Laouris, Y. (2012). Experimenting with the Self- presentation Online: A Risky Opportunity, In: Livingstone, S., Haddon, L., and Goerzig, A. (Eds.), Children, risk and safety online: Research and policy challenges in comparative perspective, Bristol: The Policy Press.&lt;br /&gt;
* Laouris, Y. (2011). Are our children losing their identities in the emerging networked world?, Part VI, Chapter 16. Healy J. (Ed.), Endangered Minds. Greek edition. Create Space, USA (In press).&lt;br /&gt;
* Haddad, C. and Laouris, Y. (2011). The ability of children with mild learning disabilities to encode emotions through facial expressions. In Towards Autonomous, adaptive and context-aware multimodal interfaces: Theoretical and Practical Issues. A. Esposito, Esposito, A.M., Martone, R., Müller, V.C., Scarpetta, G (Eds.): COST 2102 Int. Training School 2010, Lecture Notes In Artificial Intelligence Springer-Verlag, Berlin, Heidelberg 6456, 387-402.&lt;br /&gt;
* Laouris, Y., Makris, P., Papadopoulos, T. (2011). Validation of MAPS in 16 schools: Computer-based battery of 8 mental attributes tests (in preparation; draft available).&lt;br /&gt;
* Laouris, Y. &amp;amp; Eteokleous (2005). We need an educationally relevant definition of mobile learning. (Originally presented in. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa) On line: www.mlearn.org.za/CD/papers/Laouris%20&amp;amp;%20Eteokleous.pdf&lt;br /&gt;
* Laouris, Y. (2011). Are our children losing their identities in the emerging networked world?, Part VI, Chapter 16. Healy J. (Ed.), Endangered Minds. Greek edition. Create Space, USA.&lt;br /&gt;
* Laouris, Y. (2011). Change society bottom up: The Cyberkids experiment, Part IV, Chapter 10 &amp;amp; The Future is mobile, Part VI, Chapter 11. In J. Healy (Ed.), Failure to Connect, Greek edition. Create Space, USA.&lt;br /&gt;
* Laouris, Y. &amp;amp; Anastasiou, H. (2005). The introduction of IT in the lives of children as a service to global peace: Experiences from a nation-wide experiment 15 years after. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa. On line: www.mlearn.org.za/CD/papers/Laouris%20&amp;amp;%20Anastasiou.pdf.&lt;br /&gt;
* Eteokleous, N., &amp;amp; Laouris, Y. (2005). Are we moving too fast towards integrating mobile devices into educational practices? Proc. Seeing, Understanding, Learning in the Mobile Age, Budapest, April 28–30, 2005, 197-205. Abstract at: http://www.fil.hu/mobil/2005/Laouris-Eteokleous.pdf. Full paper: http://www.cnti.org.cy/cnti_research/Publications/ConferenceFullPapers/Cyprus_Budapest150305.pdf&lt;br /&gt;
* Laouris, Y., &amp;amp; Eteokleous, N. (2005). Experiences from the application of knowledge packets as means for educationally, mentally, and socially balanced instruction. Recent Research Developments in Learning Technologies. 485-489. On line: http://www.formatex.org/micte2005/195.pdf&lt;br /&gt;
* Laouris, Y. (2005). Educationally relevant meta-data in learning objects: Necessary condition for re-usability. In: O. I. Hillestad &amp;amp; A. Bopardikar (Eds.), Proceedings Cost276, May 26-28, 2005, pp 61-66, Trondheim, Norway.&lt;br /&gt;
* Vakanas, G., Laouris, Y., Symeonidou, M., Loizou, E., Stylianou, S., Kouppe, P., and Georgiades, D. (1994). Mythology as a rich and meaningful context for integrated learning of literacy, numeracy and scientific inference: New possibilities. In J. Wright &amp;amp; D. Benzie (Eds.), Exploring a New Partnership: Children, Teachers and Technology, Proceedings of the IFIP TC3/WG3. 5 International Working Conference on Exploring a New Partnership: Children, Teachers and Technology, Philadelphia, PA, USA, 26 June - 1 July, 1994. IFIP Transactions A-58 Elsevier 1994, pp. 173-179.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==CYBER KIDS in Conferences==&lt;br /&gt;
* Laouris, Y, &amp;amp; Laouri, R. (1993). How to measure your short-term memory. Academic Poster Session on Memory and Learning - Human and Computer. The Philips College, Cyprus.&lt;br /&gt;
* El-Haddad, C. &amp;amp; Laouris, Y. (1993). How does your brain manage your memory. Academic Poster Session on Memory and Learning - Human and Computer. The Philips College, Cyprus.&lt;br /&gt;
* Laouris, Y, &amp;amp; El-Haddad, C. (1993). The world of Dyslexia: A view from Inside. First Science and Innovation Fair. Cyprus.&lt;br /&gt;
* Laouris, Y, &amp;amp; El-Haddad, C. (1993). Dyslexia, is it related to intelligence, success or failure in life? First Science and Innovation Fair. Cyprus.&lt;br /&gt;
* Laouris, Y, &amp;amp; El-Haddad, C. (1993). Movement, Rhythm and Dyslexia. First Science and Innovation Fair. Cyprus.&lt;br /&gt;
* Stylianou S., Laouris, Y, &amp;amp; El-Haddad, C. (1993). Multimedia, A new tool to help the dyslexic. First Science and Innovation Fair. Cyprus.&lt;br /&gt;
* Laouris, Y. (1995). Towards a new Logo based on principles of object oriented and parallel processing. Educational Conference at Intercollege. Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; Loizou, E. (1995). Principles of friendly screen design and its psycho emotional influences. Educational Conference at Intercollege. Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; Symeonides, M. (1996). The computer in service of science subjects in elementary schools. First Cyprus Pedagogical Institute Conference 27/1//96, Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; Makris, P. (1996). The role of computers in Dyslexia. First Cyprus Pedagogical Institute Conference 27/1//96, Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; El-Haddad, C. (1997). The use of electronic story boards in the assessment of retention and learning attributes. 2nd Congress of the Cyprus Society of Psychiatrists, Cyprus.&lt;br /&gt;
* Laouris, Y., &amp;amp; Makris, P (1997). A new computerized approach in the study of dyslexia using simple geometrical drawings on the computer. 2nd Congress of the Cyprus Society of Psychiatrists, Cyprus.&lt;br /&gt;
* Laouris, Y., Alexandrou E., &amp;amp; Kalli-Laouri, J. (1997). Case study: Improvement of technical and social skills for an autistic child using a computer rich environment. 2nd Congress of the Cyprus Society of Psychiatrists, Cyprus.&lt;br /&gt;
* Laouris, Y., (1997). Introducing children in OOP concepts using an interactive video game simulation. IEE CONF ABSTRACTS 1997 (Cyprus) Proc., p. 00.&lt;br /&gt;
* Laouris, Y., Minaidou, D., &amp;amp; El-Haddad, C. (1997). Computer interface for studying letter, word and pattern recognition strategies when interacting with computer screens. IEE CONF ABSTRACTS 1997 (Cyprus) Proc., p. 00.&lt;br /&gt;
* Laouris, Y, &amp;amp; Symeonides, M. (1997). Thumbnail representations in modern operating systems and other computer environments: Their effect on human machine interactions. IEE CONF ABSTRACTS 1997 (Cyprus) Proc., p. 00.&lt;br /&gt;
* Laouris, Y., &amp;amp; Makris, P (1997). Studying dyslexia using simple geometrical drawings on the computer: Testing also in the blind. IEE CONF ABSTRACTS 1997 (Cyprus) Proc. p. 00.&lt;br /&gt;
* Laouris, Y., &amp;amp; El-Haddad, C. (1998). Preliminary results in assessing retention and learning attributes through the use of electronic story boards. 4th World Congress on Dyslexia (Halkidiki, Greece).&lt;br /&gt;
* Laouris, Y. (1998). In search of the brain &amp;quot;code&amp;quot;. IEE NEUROSC ABSTRACTS 1998, (AZ) Proc., p. 00.&lt;br /&gt;
* Laouris, Y. (1998). Innovative education for the new millennium. A leap into the new millennium, HILTON, NICOSIA Dec 1998, Organized by IMSC Nikias Max.&lt;br /&gt;
* Petrou, P., &amp;amp; Laouris, Y. (1999). Διάγνωση, Aξιολόγηση, Aποκατάσταση της ικανότητας προσανατολισμού με τη χρήση H/Y. Mediterranean Computer-Using Educators' Conference, University of Cyprus, Jun 1999, Proceed., p. 00.&lt;br /&gt;
* El-Haddad, C., &amp;amp; Laouris, Y. (1999). Measurement and assessment using educational computer interfaces. Mediterranean Computer Using Educators' Conference, University of Cyprus, Jun 1999, Proceed., p. 00.&lt;br /&gt;
* Anastasiou, H., &amp;amp; Laouris, Y. (1999). CYBER KIDS, An innovative approach in the introduction of informatics in the educational process, Mediterranean Computer Using Educators' Conference, University of Cyprus, Jun 1999, Proceed., p. 00.&lt;br /&gt;
* Schorr, T., Gerjets, P., Scheiter, K., &amp;amp; Laouris, Y. (2002). Designing sets of instructional examples to accomplish different goals of instruction. In W. D. Gray &amp;amp; C. D. Schunn (Eds.), Proceedings of the 24th Annual Conference of the Cognitive Science Society (pp. 810-815). Mahwah, NJ: Erlbaum.&lt;br /&gt;
* Schorr, T., Gerjets, P., Scheiter, K. &amp;amp; Laouris, Y. (2002). Designing sets of instructional examples to accomplish different goals of instruction. Poster at the 24th Annual Conference of the Cognitive Science Society, Fairfax, VA, USA (7-12 Aug. 2002).&lt;br /&gt;
* Laouris, Y. (2005). Educationally relevant meta-data in learning objects: Necessary condition for re-usability. Proc. 8th Cost 276 Workshop: Information and Knowledge Management for Integrated Media Communication, May26-28, 2005 pg. 61-65.&lt;br /&gt;
* Laouris, Y., &amp;amp; Eteokleous, N. (2005). Time management for dyslexic and/or ADHD adults using mobile technologies. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Eteokleous, N. &amp;amp; Laouris, Y. (2005). Why dyslexic adults do not take advantage of provisions they are entitled to. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Rossides, E., Eteokleous N., &amp;amp; Laouris. Y. (2005). Using PDAs to address the time management problem many young adult dyslexic face. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Gumpert, G., Drucker., S., &amp;amp; Laouris. Y. (2005). Processing contemporary television images; New demands for Attention and concentration. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Ioannidou, S., Laouris, Y., Haynes, C. Hook, P. Macaruso, P. (2005). A Comparison of Teachers’ Perceptions Versus Objective Measurements of Children with Learning Disabilities in Cyprus. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* El-Haddad, C. &amp;amp; Laouris, Y. (2005). Introducing the concept of “emotions” in school curricula; Technology-assisted recognition and mimicking of facial expressions in a team of elementary school children with mild learning disabilities. Proc. 3rd International Multilingualism and Dyslexia Conference: Multilingual and Cross-Cultural Perspectives on Dyslexia, Limassol, Cyprus, 2005.&lt;br /&gt;
* Laouris, Y. (2005). How can mobile technologies serve close the digital gap and accelerate development? Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa.&lt;br /&gt;
* Laouris, Y., &amp;amp; Anastasiou, H. (2005). Experiences from a nation wide experiment introducing IT in lives of children; Fifteen years after. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa.&lt;br /&gt;
* Laouris Y., &amp;amp; Eteokleous. (2005). We need an educationally relevant definition of mobile learning. Proc. 4th World Conference on Mobile Learning, mLearn 2005, Oct 25 – 28, Cape Town, South Africa.&lt;br /&gt;
* El-Haddad, C. &amp;amp; Laouris, Y. (2005). Emotive virtual reality tool for autistic children. Proceedings Cost219ter Workshop Accessibility for all. Ayia Napa Cyprus, Oct 7.&lt;br /&gt;
* Laouris, Y. (2005). Mobile Device Applications for people with Special Needs; The Cyprus Group. Proceedings Cost219ter Workshop Accessibility for all. Ayia Napa Cyprus, Oct 7.&lt;br /&gt;
* Laouris, Y., Papadopoullou, Y. &amp;amp; Gerjets, P. (2005). Ubiquitous adaptation of learning objects to the level of the learner. Proceedings Cost219ter Workshop Accessibility for all. Ayia Napa Cyprus, Oct 7.&lt;br /&gt;
* Laouris, Y., Papadopoullou, Y. (2006). In search of adequate network and mobile based activities for the teaching of the English language. Proceedings Networked Learning Conference 2006, Lancaster.&lt;br /&gt;
* Laouris, Y., &amp;amp; Eteokleous, N. (2007). A simple model of SMS-based learning objects in the context of e-learning environments. Proc. EARLI Conference, Budapest, Hungary, 26-31 Aug. 2007.&lt;br /&gt;
* Loredana Mihalca, L., Laouris, Y., Miclea, M. (2007). Children’s school readiness: predicting school competence in first grade. Proc. EARLI Conference, Budapest, Hungary, 26-31 Aug. 2007.&lt;br /&gt;
&lt;br /&gt;
[[Category:Affiliated Business Projects]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2205</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2205"/>
		<updated>2019-01-19T12:51:09Z</updated>

		<summary type="html">&lt;p&gt;Laouris: /* A Multi-dimensional Approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# Roles that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic Skills that should be acquired; and&lt;br /&gt;
# The Values that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Role(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Learner&lt;br /&gt;
Student&lt;br /&gt;
| The standard, conventional role.&lt;br /&gt;
Learner is a receiver.&lt;br /&gt;
Learner is evaluated by teacher and peers.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Teacher&lt;br /&gt;
Instructor&lt;br /&gt;
Mentor&lt;br /&gt;
Supporter&lt;br /&gt;
Facilitator&lt;br /&gt;
| Learner teaches a curriculum module to at least one more student.&lt;br /&gt;
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).&lt;br /&gt;
Every learner is expected to mentor at least one other learner for a defined (preferably longer than shorter) period. The mentorship can take different formats&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visionary&lt;br /&gt;
Designer&lt;br /&gt;
Author&lt;br /&gt;
Producer&lt;br /&gt;
| Curriculum modules consist of sample projects, which leave ample space for creativity. Learners are encouraged to innovate, envision and define their own project(s) and go through the process of designing a prototype before they actually implement it.&lt;br /&gt;
The code/design/product/project is always published (most probably in the web or cloud). Learners are also involved in the development of new lesson plans.&lt;br /&gt;
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Project Manager&lt;br /&gt;
Leader&lt;br /&gt;
| Every kid should be given opportunity to lead a team and manage at least a small task or project.&lt;br /&gt;
Assigning roles and tasks to others.&lt;br /&gt;
Establishing milestones.&lt;br /&gt;
Monitoring progress.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Promoter&lt;br /&gt;
Spokesman&lt;br /&gt;
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.&lt;br /&gt;
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Evaluator&lt;br /&gt;
Critic&lt;br /&gt;
| Both individually, as well as in groups, learners are expected to evaluate their own and each otherŐs works through a critical eye. In the ICT world, the relevant process is called Ňdebugging,Ó and learners are invited to debug real applications.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Meta-observer&lt;br /&gt;
Meta-thinker&lt;br /&gt;
| Reflect and talk about oneŐs learning. Studies have shown that learners who ŇreflectÓ on their own learning, achieve higher levels of retention and create more connections between knowledge bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Values(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Hard Work&lt;br /&gt;
Honesty&lt;br /&gt;
| Success is 1% inspiration and 99% perspiration. In todayŐs world, where, many students want to cheat in their studies, learners must be taught that dishonesty and cheating are wrong, and will get them nowhere in the future.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Team-work&lt;br /&gt;
Collaboration&lt;br /&gt;
Cooperation&lt;br /&gt;
Harnessing Collective wisdom&lt;br /&gt;
| United we stand; divided we fall!&amp;quot; To achieve a common goalit is necessary for many people to work together. Learn how to listen and be sensitive to the feelings of other group members and whenever necessary resolve conflicts. Make them proud of the teamŐs work by encouraging them to present collective projects in exhibitions&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Empathy&lt;br /&gt;
Respect for Others&lt;br /&gt;
Compassion&lt;br /&gt;
| Promoting empathy in early years has been recognized as root factor towards preparing responsible citizens, , . In our highly competitive societies, people tread on others to get ahead in life. Respect for others should include respecting different religions, races, sexes, ideas, and lifestyles. Cultivating compassion, i.e., being sensitive to the needs of others, makes kids aware of the root causes of global poverty, hunger, wars, and unhappiness and&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Democratic values&lt;br /&gt;
| Every project should offer opportunities to talk about freedom, responsibility, justice, respect, leadership, tolerance, inclusion and diversity. For example, explore the meanings, discuss and reflect on values dilemmas, apply these values to other situations and contexts and maybe even reflect on these values in relation to their own lives.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Respect for nature&lt;br /&gt;
SDGs relevance&lt;br /&gt;
Sustainable development&lt;br /&gt;
| Responsible young citizens should know and live with the SDGs and their creative energy, values and projects directed towards contributing to solutions.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Respecting the anthropocene&lt;br /&gt;
| Future citizens must think about the anthropocene in all their endeavours; projects must always be creative and practical responding to the pressures for making earth less polluted and live sustainable.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Unconditional Love and Kindness&lt;br /&gt;
| Unconditional love is not the same as Ňif you love someone, he or she will love you back in return.Ó Children who experience the feeling of unconditional love, become stronger, more balanced, kind and loving towards their fellows and the world. This is not an easy goal for any curriculum, but the system of interactions between learners and their mentors focuses on cultivating such values.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Forgiveness&lt;br /&gt;
| Learning moral values should be built into all curricula. There are provisions in evaluating learners achievements, which are based on how well they practice moral values while implementing their personal development goals and their projects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2204</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2204"/>
		<updated>2019-01-19T12:50:36Z</updated>

		<summary type="html">&lt;p&gt;Laouris: /* Values */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# Roles that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic Skills that should be acquired; and&lt;br /&gt;
# The Values that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Role(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Learner&lt;br /&gt;
Student&lt;br /&gt;
| The standard, conventional role.&lt;br /&gt;
Learner is a receiver.&lt;br /&gt;
Learner is evaluated by teacher and peers.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Teacher&lt;br /&gt;
Instructor&lt;br /&gt;
Mentor&lt;br /&gt;
Supporter&lt;br /&gt;
Facilitator&lt;br /&gt;
| Learner teaches a curriculum module to at least one more student.&lt;br /&gt;
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).&lt;br /&gt;
Every learner is expected to mentor at least one other learner for a defined (preferably longer than shorter) period. The mentorship can take different formats&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visionary&lt;br /&gt;
Designer&lt;br /&gt;
Author&lt;br /&gt;
Producer&lt;br /&gt;
| Curriculum modules consist of sample projects, which leave ample space for creativity. Learners are encouraged to innovate, envision and define their own project(s) and go through the process of designing a prototype before they actually implement it.&lt;br /&gt;
The code/design/product/project is always published (most probably in the web or cloud). Learners are also involved in the development of new lesson plans.&lt;br /&gt;
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Project Manager&lt;br /&gt;
Leader&lt;br /&gt;
| Every kid should be given opportunity to lead a team and manage at least a small task or project.&lt;br /&gt;
Assigning roles and tasks to others.&lt;br /&gt;
Establishing milestones.&lt;br /&gt;
Monitoring progress.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Promoter&lt;br /&gt;
Spokesman&lt;br /&gt;
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.&lt;br /&gt;
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Evaluator&lt;br /&gt;
Critic&lt;br /&gt;
| Both individually, as well as in groups, learners are expected to evaluate their own and each otherŐs works through a critical eye. In the ICT world, the relevant process is called Ňdebugging,Ó and learners are invited to debug real applications.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Meta-observer&lt;br /&gt;
Meta-thinker&lt;br /&gt;
| Reflect and talk about oneŐs learning. Studies have shown that learners who ŇreflectÓ on their own learning, achieve higher levels of retention and create more connections between knowledge bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Values(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Hard Work&lt;br /&gt;
Honesty&lt;br /&gt;
| Success is 1% inspiration and 99% perspiration. In todayŐs world, where, many students want to cheat in their studies, learners must be taught that dishonesty and cheating are wrong, and will get them nowhere in the future.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Team-work&lt;br /&gt;
Collaboration&lt;br /&gt;
Cooperation&lt;br /&gt;
Harnessing Collective wisdom&lt;br /&gt;
| United we stand; divided we fall!&amp;quot; To achieve a common goalit is necessary for many people to work together. Learn how to listen and be sensitive to the feelings of other group members and whenever necessary resolve conflicts. Make them proud of the teamŐs work by encouraging them to present collective projects in exhibitions&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Empathy&lt;br /&gt;
Respect for Others&lt;br /&gt;
Compassion&lt;br /&gt;
| Promoting empathy in early years has been recognized as root factor towards preparing responsible citizens, , . In our highly competitive societies, people tread on others to get ahead in life. Respect for others should include respecting different religions, races, sexes, ideas, and lifestyles. Cultivating compassion, i.e., being sensitive to the needs of others, makes kids aware of the root causes of global poverty, hunger, wars, and unhappiness and&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Democratic values&lt;br /&gt;
| Every project should offer opportunities to talk about freedom, responsibility, justice, respect, leadership, tolerance, inclusion and diversity. For example, explore the meanings, discuss and reflect on values dilemmas, apply these values to other situations and contexts and maybe even reflect on these values in relation to their own lives.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Respect for nature&lt;br /&gt;
SDGs relevance&lt;br /&gt;
Sustainable development&lt;br /&gt;
| Responsible young citizens should know and live with the SDGs and their creative energy, values and projects directed towards contributing to solutions.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Respecting the anthropocene&lt;br /&gt;
| Future citizens must think about the anthropocene in all their endeavours; projects must always be creative and practical responding to the pressures for making earth less polluted and live sustainable.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Unconditional Love and Kindness&lt;br /&gt;
| Unconditional love is not the same as Ňif you love someone, he or she will love you back in return.Ó Children who experience the feeling of unconditional love, become stronger, more balanced, kind and loving towards their fellows and the world. This is not an easy goal for any curriculum, but the system of interactions between learners and their mentors focuses on cultivating such values. ĘĘĘ&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Forgiveness&lt;br /&gt;
| Learning moral values should be built into all curricula. There are provisions in evaluating learners achievements, which are based on how well they practice moral values while implementing their personal development goals and their projects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2203</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2203"/>
		<updated>2019-01-19T12:49:52Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# Roles that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic Skills that should be acquired; and&lt;br /&gt;
# The Values that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Role(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Learner&lt;br /&gt;
Student&lt;br /&gt;
| The standard, conventional role.&lt;br /&gt;
Learner is a receiver.&lt;br /&gt;
Learner is evaluated by teacher and peers.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Teacher&lt;br /&gt;
Instructor&lt;br /&gt;
Mentor&lt;br /&gt;
Supporter&lt;br /&gt;
Facilitator&lt;br /&gt;
| Learner teaches a curriculum module to at least one more student.&lt;br /&gt;
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).&lt;br /&gt;
Every learner is expected to mentor at least one other learner for a defined (preferably longer than shorter) period. The mentorship can take different formats&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visionary&lt;br /&gt;
Designer&lt;br /&gt;
Author&lt;br /&gt;
Producer&lt;br /&gt;
| Curriculum modules consist of sample projects, which leave ample space for creativity. Learners are encouraged to innovate, envision and define their own project(s) and go through the process of designing a prototype before they actually implement it.&lt;br /&gt;
The code/design/product/project is always published (most probably in the web or cloud). Learners are also involved in the development of new lesson plans.&lt;br /&gt;
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Project Manager&lt;br /&gt;
Leader&lt;br /&gt;
| Every kid should be given opportunity to lead a team and manage at least a small task or project.&lt;br /&gt;
Assigning roles and tasks to others.&lt;br /&gt;
Establishing milestones.&lt;br /&gt;
Monitoring progress.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Promoter&lt;br /&gt;
Spokesman&lt;br /&gt;
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.&lt;br /&gt;
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Evaluator&lt;br /&gt;
Critic&lt;br /&gt;
| Both individually, as well as in groups, learners are expected to evaluate their own and each otherŐs works through a critical eye. In the ICT world, the relevant process is called Ňdebugging,Ó and learners are invited to debug real applications.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Meta-observer&lt;br /&gt;
Meta-thinker&lt;br /&gt;
| Reflect and talk about oneŐs learning. Studies have shown that learners who ŇreflectÓ on their own learning, achieve higher levels of retention and create more connections between knowledge bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Values===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Values(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Hard Work&lt;br /&gt;
Honesty&lt;br /&gt;
| Success is 1% inspiration and 99% perspiration. In todayŐs world, where, many students want to cheat in their studies, learners must be taught that dishonesty and cheating are wrong, and will get them nowhere in the future.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Team-work&lt;br /&gt;
Collaboration&lt;br /&gt;
Cooperation&lt;br /&gt;
Harnessing Collective wisdom&lt;br /&gt;
| ŇUnited we stand; divided we fall!&amp;quot; To achieve a common goalit is necessary for many people to work together. Learn how to listen and be sensitive to the feelings of other group members and whenever necessary resolve conflicts. Make them proud of the teamŐs work by encouraging them to present collective projects in exhibitions&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Empathy&lt;br /&gt;
Respect for Others&lt;br /&gt;
Compassion&lt;br /&gt;
| Promoting empathy in early years has been recognized as root factor towards preparing responsible citizens, , . In our highly competitive societies, people tread on others to get ahead in life. Respect for others should include respecting different religions, races, sexes, ideas, and lifestyles. Cultivating compassion, i.e., being sensitive to the needs of others, makes kids aware of the root causes of global poverty, hunger, wars, and unhappiness and&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Democratic values&lt;br /&gt;
| Every project should offer opportunities to talk about freedom, responsibility, justice, respect, leadership, tolerance, inclusion and diversity. For example, explore the meanings, discuss and reflect on values dilemmas, apply these values to other situations and contexts and maybe even reflect on these values in relation to their own lives.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Respect for nature&lt;br /&gt;
SDGs relevance&lt;br /&gt;
Sustainable development&lt;br /&gt;
| Responsible young citizens should know and live with the SDGs and their creative energy, values and projects directed towards contributing to solutions.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Respecting the anthropocene&lt;br /&gt;
| Future citizens must think about the anthropocene in all their endeavours; projects must always be creative and practical responding to the pressures for making earth less polluted and live sustainable.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Unconditional Love and Kindness&lt;br /&gt;
| Unconditional love is not the same as Ňif you love someone, he or she will love you back in return.Ó Children who experience the feeling of unconditional love, become stronger, more balanced, kind and loving towards their fellows and the world. This is not an easy goal for any curriculum, but the system of interactions between learners and their mentors focuses on cultivating such values. ĘĘĘ&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Forgiveness&lt;br /&gt;
| Learning moral values should be built into all curricula. There are provisions in evaluating learners achievements, which are based on how well they practice moral values while implementing their personal development goals and their projects.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2202</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2202"/>
		<updated>2019-01-19T12:44:06Z</updated>

		<summary type="html">&lt;p&gt;Laouris: /* A Multi-dimensional Approach */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# Roles that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic Skills that should be acquired; and&lt;br /&gt;
# The Values that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
===Roles===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Role(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Learner&lt;br /&gt;
Student&lt;br /&gt;
| The standard, conventional role.&lt;br /&gt;
Learner is a receiver.&lt;br /&gt;
Learner is evaluated by teacher and peers.&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Teacher&lt;br /&gt;
Instructor&lt;br /&gt;
Mentor&lt;br /&gt;
Supporter&lt;br /&gt;
Facilitator&lt;br /&gt;
| Learner teaches a curriculum module to at least one more student.&lt;br /&gt;
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).&lt;br /&gt;
Every learner is expected to mentor at least one other learner for a defined (preferably longer than shorter) period. The mentorship can take different formats&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Visionary&lt;br /&gt;
Designer&lt;br /&gt;
Author&lt;br /&gt;
Producer&lt;br /&gt;
| Curriculum modules consist of sample projects, which leave ample space for creativity. Learners are encouraged to innovate, envision and define their own project(s) and go through the process of designing a prototype before they actually implement it.&lt;br /&gt;
The code/design/product/project is always published (most probably in the web or cloud). Learners are also involved in the development of new lesson plans.&lt;br /&gt;
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Project Manager&lt;br /&gt;
Leader&lt;br /&gt;
| Every kid should be given opportunity to lead a team and manage at least a small task or project.&lt;br /&gt;
Assigning roles and tasks to others.&lt;br /&gt;
Establishing milestones.&lt;br /&gt;
Monitoring progress.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Promoter&lt;br /&gt;
Spokesman&lt;br /&gt;
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.&lt;br /&gt;
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Evaluator&lt;br /&gt;
Critic&lt;br /&gt;
| Both individually, as well as in groups, learners are expected to evaluate their own and each otherŐs works through a critical eye. In the ICT world, the relevant process is called Ňdebugging,Ó and learners are invited to debug real applications.&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Meta-observer&lt;br /&gt;
Meta-thinker&lt;br /&gt;
| Reflect and talk about oneŐs learning. Studies have shown that learners who ŇreflectÓ on their own learning, achieve higher levels of retention and create more connections between knowledge bits.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2201</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2201"/>
		<updated>2019-01-19T12:35:23Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three:&lt;br /&gt;
&lt;br /&gt;
# Roles that a learner should engage in;&lt;br /&gt;
&lt;br /&gt;
# The basic Skills that should be acquired; and&lt;br /&gt;
# The Values that should be embraced.&lt;br /&gt;
&lt;br /&gt;
The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
====Skills====&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
Digital literacy&lt;br /&gt;
Communication&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
Collaboration&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
Production&lt;br /&gt;
Publication&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
Social Responsibility&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2200</id>
		<title>7pi3 Method</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=7pi3_Method&amp;diff=2200"/>
		<updated>2019-01-19T12:31:05Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{RE_Methods    &lt;br /&gt;
       |topimage=cy_flag.jpg                                      &lt;br /&gt;
       |title=7pi3 Method                 &lt;br /&gt;
       |image= 7pi3_Logo_Animated.gif  &lt;br /&gt;
       |name= 7pi3 Method&lt;br /&gt;
       |abbreviation=7pi3    &lt;br /&gt;
       |author=[[Yiannis Laouris]]&lt;br /&gt;
       |organization=[[Future Worlds Center]]&lt;br /&gt;
       |target=Learners of all levels but especially younger&lt;br /&gt;
       |established=2016&lt;br /&gt;
       |numserved=still &amp;lt;100&lt;br /&gt;
       |website=www.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''7pi3 Method''' is an innovative educational approach to teaching invented by [[Yiannis Laouris]] and his team at [[Future Worlds Center]]. It has been developed for introducing IT and technology in an inspiring, humanistic and educationally efficient manner in its core, but it can be applied to all educational settings. The basic concept is an expansion&lt;br /&gt;
&lt;br /&gt;
The Method serves the following purposes:&lt;br /&gt;
# As guideline how to shape a single [[Lesson Plan]] to render it multi-dimensional.&lt;br /&gt;
# As a formula for developing [[Learning Objects]].&lt;br /&gt;
# As &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A Multi-dimensional Approach==&lt;br /&gt;
7pi3, reads “seven π cubic” revolutionizes the concept of education in many ways.The constant π, considered by many a letter of the creator’s (or God’s) alphabet is encountered everywhere in the universe. The creators of 7pi3 ground their invention in years of research that aimed to identify those minimum key elements that characterize a system of future education that is humane, evolutionary, and resilient. For practical reasons, these have been classified across three axes, but one can also work using less or more dimensions. The central system is defined across three: (1) Roles that a learner should engage in; (2) The basic Skills that should be acquired; and (3) the Values that should be embraced. The 7pi3 Method can be used as a formula, template or standard to guide the drafting of a single lesson plan or of an entire curriculum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! #&lt;br /&gt;
! Skill(s)&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1&lt;br /&gt;
| Curiosity&lt;br /&gt;
Creativity&lt;br /&gt;
Imagination&lt;br /&gt;
| Curiosity is a prerequisite for creativity, imagination and ultimately the acquisition of knowledge. Best way to stimulate these skills is by asking questions, offering feedback and encouraging googling (nobody knows everything).&lt;br /&gt;
|-&lt;br /&gt;
| 2&lt;br /&gt;
| Enthusiasm&lt;br /&gt;
Initiative&lt;br /&gt;
Entrepreneurialism&lt;br /&gt;
| Learning should be as pleasant as play; learners should be enthusiastic and inspired.&lt;br /&gt;
|-&lt;br /&gt;
| 3&lt;br /&gt;
| Problem Solving&lt;br /&gt;
| A cognitive but also practical process in the sense that the learner should attempt to recognize, identify and define the challenge, and then discover, or invent means and tools to solve it. 7pi3 adds one more step in the theory of problem solving, i.e., to actually deliver (publish) the result.&lt;br /&gt;
|-&lt;br /&gt;
| 4&lt;br /&gt;
| Coding&lt;br /&gt;
| These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Communication&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 5&lt;br /&gt;
| Team work&lt;br /&gt;
| Must learn to collaborate toward the team goals in an informal, and tension-free environment. Effective collaboration and cooperation requires new methodologies and technologies designed specifically to harness the collective intelligence and collective wisdom of groups. Review and evaluate other team membersŐ achievements as well as accept feedback from others. Invite them to be open to trying new approaches by suggesting them.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Collaboration&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 6&lt;br /&gt;
| Design&lt;br /&gt;
| In every single learning module, all steps should be included, i.e., always complement theoretical knowledge not just with a project but with a real world product, designed and published (or otherwise made available to others)&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Production&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Publication&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| 7&lt;br /&gt;
| Real-world relevance&lt;br /&gt;
| Projects in class should never be out of the worldŐs context. Always relevant and useful. Ideally, requested by ŇclientsÓ from the outside world. In addition, every project/product proposed should have some social angle; at least the opportunity to discuss it.&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Social Responsibility&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==The Need==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Educational Methods]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=Alexander_Laszlo&amp;diff=2199</id>
		<title>Alexander Laszlo</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=Alexander_Laszlo&amp;diff=2199"/>
		<updated>2019-01-02T23:43:37Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Member&lt;br /&gt;
      |name=Alexander Laszlo&lt;br /&gt;
      |image=laszlo.jpg &lt;br /&gt;
      |joined=07 June 2016&lt;br /&gt;
      |organization=ITBA - The Buenos Aires Institute of Technology&lt;br /&gt;
      |project=Futuriser&lt;br /&gt;
      |fields=&lt;br /&gt;
      |country=Argentina&lt;br /&gt;
      |nationality=&lt;br /&gt;
      |memberships=&lt;br /&gt;
      |vlink=&lt;br /&gt;
      |link=&lt;br /&gt;
      |motto=I love earth&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Alexander Laszlo''' (born 1964) an American [[systems scientist]], Director of Leadership and Systemic Innovation PhD program at the [[Buenos Aires Institute of Technology]], President of Syntony Quest, and faculty member for the Organizational Systems Renewal program at [[Bainbridge Graduate Institute]] in Seattle, Washington.&amp;lt;ref&amp;gt;http://www.bgi.edu/academics/our-faculty/ Bainbridge Graduate Institute in Seattle, Washington, Faculty]&amp;lt;/ref&amp;gt; He was President of the [[International Society for the Systems Sciences]] in 2012-13, known for his work on systems theories&amp;lt;ref&amp;gt;Werhane, Patricia H. &amp;quot;Moral imagination and systems thinking.&amp;quot; ''Journal of Business Ethics'' 38.1-2 (2002): 33-42.&amp;lt;/ref&amp;gt; and &amp;quot;knowledge management in a changing world.&amp;quot;&amp;lt;ref&amp;gt;Ergazakis, Kostas, Kostas Metaxiotis, and John Psarras. &amp;quot;Towards knowledge cities: conceptual analysis and success stories.&amp;quot; ''Journal of knowledge management'' 8.5 (2004): 5-15.&amp;lt;/ref&amp;gt; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Biography''' &amp;lt;br&amp;gt;&lt;br /&gt;
Alexander Laszlo is the son of [[Ervin László]], and was born in [[Fribourg]], [[Switzerland]]. He received a BA from [[Haverford College]], with a major in International and Comparative Political Science and a minor in Human Physiology. At the [[University of Pennsylvania]] he received his MA in History and Sociology of Science, and a PhD in the interdisciplinary field of Science and Technology Policy.&lt;br /&gt;
&lt;br /&gt;
He has been faculty member of both the MBA in Sustainable Business at [[Bainbridge Graduate Institute]] and the MBA in Sustainable Management at the [[Presidio School of Management]] since the first year of operation of each program. Laszlo now serves as Adjunct Faculty in the MBA in Sustainable Entrepreneurship program of the Green MBA at [[Dominican University of California|Dominican University]], in the Leadership of Sustainable Systems program at both the Master’s and Doctoral levels at [[Saybrook Graduate School]] &amp;amp; Research Center, and on the Scientific Advisory Board of the Center for Advanced Study at the Giordano Bruno GlobalShift University.&lt;br /&gt;
&lt;br /&gt;
He has worked for the [[UNESCO]] Regional Office for Science &amp;amp; Technology for Europe, the Italian Electric Power Agency, and the Office of Postsecondary Education of the [[U.S. Department of Education]]. He has held visiting appointments with the [[London School of Economics]] and the [[European University Institute]], and has been named a Level I Member of the National Research Academy of Mexico (SNI).&lt;br /&gt;
&lt;br /&gt;
He is on the Editorial Boards of Systems Research &amp;amp; Behavioral Science,&amp;lt;ref&amp;gt;{{cite web|title=Systems Research and Behavioral Science, Editorial Board|url=http://onlinelibrary.wiley.com/journal/10.1002/%28ISSN%291099-1743a/homepage/EditorialBoard.html|accessdate=15 February 2011}}&amp;lt;/ref&amp;gt; World Futures,&amp;lt;ref&amp;gt;{{cite web|title=World Futures Journal of General Evolution, Editorial Board|url=http://www.informaworld.com/smpp/title~db=all~content=t713393663~tab=editorialboard|accessdate=15 February 2011}}&amp;lt;/ref&amp;gt; and Organisational Transformation &amp;amp; Social Change.&amp;lt;ref&amp;gt;{{cite web|title=Journal of Organisational Transformation &amp;amp; Social Change, Editorial Boards|url=http://www.intellectbooks.co.uk/journals/view-Journal,id=128/view,page=3/|accessdate=15 February 2011}}&amp;lt;/ref&amp;gt; An active member of several [[systems science]] societies, among them Co-Chair of Evolutionary Development SIG at [[International Society for the Systems Sciences]] (ISSS),&amp;lt;ref&amp;gt;{{cite web|title=International Society of Systems Science, Special Integration Groups |url=http://isss.org/world/special_integration_groups|accessdate=15 February 2011}}&amp;lt;/ref&amp;gt; Alexander Laszlo is author of over fifty journal, book, and encyclopedia publications, with A Field Guide for Evolutionary Leaders forthcoming.&lt;br /&gt;
&lt;br /&gt;
Alexander Laszlo is the recipient of the Gertrude Albert Heller Award, the [[Sir Geoffrey Vickers Memorial Award]], as well as of the Förderpreis Akademischer Klub award of the [[University of St. Gallen]], Switzerland, for work in social innovation and sustainable development, and finalist for the 2003 Beyond Gray Pinstripes award of the [[World Resources Institute]] and the [[Aspen Institute]] for educational work in sustainable business.&amp;lt;ref&amp;gt;{{cite web|title=Saybrook University, CV Alexander Laszlo|url=http://www.saybrook.edu/phs/academicprograms/faculty/cv/alaszlo|accessdate=15 February 2011}}&amp;lt;/ref&amp;gt;&amp;lt;ref&amp;gt;{{cite web|title=Center for Evolutionary Leadership, Team|url=http://www.evolutionleader.com/topics/team.htm|accessdate=15 February 2011}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He is also Head Instructor of the Dojang At Occidental (the DAO) with over 25 years of experience. He holds a 5th Degree Black Belt in [[Chung Do Kwan]] style of [[Tae Kwon Do]] and a 2nd Degree Black Belt in [[Shotokan]] style of [[Karate]].&amp;lt;ref&amp;gt;{{cite web|title=Dominican University of California, Green MBA School of Business and Leadership, Faculty and Staff, Alexander Laszlo|url=http://greenmba.com/Faculty-and-Staff/Laszlo/View-details/|accessdate=15 February 2011}}&amp;lt;/ref&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Work''' &amp;lt;br&amp;gt;&lt;br /&gt;
Laszlo applies in his research, teachings and practice systems thinking, policy analysis, and technology assessment to issues of individual and collective empowerment, and community-building activities on the design and implementation of evolutionary pathways for self-directed sustainability. Laszlo teaches on [[evolutionary]] [[leadership]], [[collaboration]], and [[systems thinking]] at a variety of MBA and Doctoral programs internationally.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Selected publications''' &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* Laszlo, Alexander, and Kathia Castro. &amp;quot;Technology and Values: Interactive Learning Environments for Future Generations.&amp;quot; ''Educational Technology'' 35.2 (1995): 7-13.&lt;br /&gt;
* [[Laszlo, Ervin]], and Alexander Laszlo. &amp;quot;The contribution of the systems sciences to the humanities.&amp;quot; ''Systems Research and Behavioral Science'' 14.1 (1997): 5-19.&lt;br /&gt;
* Laszlo, Alexander, and Stanley Krippner. &amp;quot;[http://archive.syntonyquest.org/elcTree/resourcesPDFs/SystemsTheory.pdf Systems theories: Their origins, foundations, and development].&amp;quot; ''ADVANCES IN PSYCHOLOGY-AMSTERDAM''- 126 (1998): 47-76.&lt;br /&gt;
* Laszlo, Alexander. &amp;quot;The epistemological foundations of evolutionary systems design.&amp;quot; ''Systems Research and Behavioral Science'' 18.4 (2001): 307-321.&lt;br /&gt;
* Castro Laszlo, Kathia, and Alexander Laszlo. &amp;quot;Evolving knowledge for development: the role of knowledge management in a changing world.&amp;quot; ''Journal of Knowledge Management'' 6.4 (2002): 400-412.&lt;br /&gt;
* Laszlo, A., and [[Ervin László]]. &amp;quot;[http://www.eolss.net/sample-chapters/c02/e6-46-02-01.pdf The systems sciences in service of humanity].&amp;quot; ''Encyclopedia of Life Support Systems (EOLSS),'' F. Parra-Luna,(Ed.). EOLSS Publishers, Oxford, UK (2003).&lt;br /&gt;
* Laszlo, Alexander. &amp;quot;Evolutionary Systems Design.&amp;quot; ''Journal of Organisational Transformation &amp;amp; Social Change'' 1.1 (2004): 29-46.&lt;br /&gt;
* Laszlo, Kathia Castro, and Alexander Laszlo. &amp;quot;[http://journals.isss.org/index.php/proceedings50th/article/viewPDFInterstitial/218/52 Fostering a sustainable learning society through knowledge‐based development].&amp;quot; ''Systems Research and Behavioral Science'' 24.5 (2007): 493-503.&lt;br /&gt;
* Laszlo, Alexander, Kathia Castro Laszlo, and Halim Dunsky. &amp;quot;[http://www.researchgate.net/profile/Kathia_Laszlo/publication/227675690_Redefining_success_designing_systemic_sustainable_strategies/links/00463536af991072e0000000.pdf Redefining success: designing systemic sustainable strategies].&amp;quot; ''Systems Research and Behavioral Science'' 27.1 (2010): 3-21.&lt;br /&gt;
&lt;br /&gt;
'''References''' &amp;lt;br&amp;gt;&lt;br /&gt;
{{reflist|2}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''External links''' &amp;lt;br&amp;gt;&lt;br /&gt;
* [http://www.syntonyquest.org Syntony Quest], a social profit educational organization.&lt;br /&gt;
* [http://www.giordanobrunouniversity.com Giordano Bruno Global Shift University]&lt;br /&gt;
&lt;br /&gt;
{{International Society for the Systems Sciences Presidents}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Participant GEF Forum Moscow 2016]]&lt;br /&gt;
[[Category: Futurising Universities Group]]&lt;br /&gt;
[[Category: Participant Cyprus 2016 Futuriser]]&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=User_talk:PavlosP&amp;diff=2198</id>
		<title>User talk:PavlosP</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=User_talk:PavlosP&amp;diff=2198"/>
		<updated>2019-01-02T23:16:35Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Welcome!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to ''Reinvent Education''!'''&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Laouris|Laouris]] ([[User talk:Laouris|talk]]) 17:16, 2 January 2019 (CST)&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=User:PavlosP&amp;diff=2197</id>
		<title>User:PavlosP</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=User:PavlosP&amp;diff=2197"/>
		<updated>2019-01-02T23:16:35Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Creating user page for new user.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pavlos holds a MEng in Civil &amp;amp; Structural Engineering with First Class Honours from the University of Manchester. He has attended and successfully completed three online courses offered by Microsoft Virtual Academy and studied content offered by MIT OpenCourseWare. He has also spent a lot of time practising with different programming languages and frameworks by developing small projects with online guidance. Pavlos Paraskevaides is currently employed by Ekkotek Ltd. He is very experienced in various programming languages using both in web- as well as desktop- and mobile application development. He has a detail-oriented character and is keen to advance his skills in many aspects of programming.&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=Mitch_Resnick&amp;diff=2196</id>
		<title>Mitch Resnick</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=Mitch_Resnick&amp;diff=2196"/>
		<updated>2019-01-02T22:48:12Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mitchel Resnick is LEGO Papert Professor of Learning Research, Director of the Okawa Center, and Director of the Lifelong Kindergarten group at the MIT Media Lab&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resnick currently serves as the head of the Media Arts and Sciences academic program, the academic program that grants master's degrees and Ph.Ds at the MIT Media Lab. Resnick's research group has developed a variety of educational tools that engage people in new types of design activities and learning experiences, including the &amp;quot;programmable bricks&amp;quot; that were the basis for the award-winning LEGO Mindstorms and StarLogo software. He co-founded the Computer Clubhouse, an award-winning network of learning centers for youth from under-served communities. Resnick is also a co-founder and a co-principal investigator of the Center for Civic Media.[2] at MIT.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Resnick's group has developed a new programming language, called Scratch, that makes it easier for kids to create their own animated stories, video games, and interactive art. Resnick is also involved in the next generation of Programmable Bricks and in the $100 laptop project.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
taken from https://www.revolvy.com/page/Mitchel-Resnick&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=Mitch_Resnick&amp;diff=2195</id>
		<title>Mitch Resnick</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=Mitch_Resnick&amp;diff=2195"/>
		<updated>2019-01-02T22:37:04Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Created page with &amp;quot;Mitchel Resnick is LEGO Papert Professor of Learning Research, Director of the Okawa Center, and Director of the Lifelong Kindergarten group at the MIT Media Lab&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Mitchel Resnick is LEGO Papert Professor of Learning Research, Director of the Okawa Center, and Director of the Lifelong Kindergarten group at the MIT Media Lab&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=User_talk:Christos&amp;diff=2194</id>
		<title>User talk:Christos</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=User_talk:Christos&amp;diff=2194"/>
		<updated>2018-11-09T09:33:34Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Welcome!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to ''Reinvent Education''!'''&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Laouris|Laouris]] ([[User talk:Laouris|talk]]) 03:33, 9 November 2018 (CST)&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=User:Christos&amp;diff=2193</id>
		<title>User:Christos</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=User:Christos&amp;diff=2193"/>
		<updated>2018-11-09T09:33:34Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Creating user page for new user.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Christos Katomoniatis is a young software developer who is really interested in the whole spectrum of computer software and hardware. He is always learning new languages and new technologies.He is willing to approach projects from different points of view, in order to satisfy the user experience of a software product.&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=User_talk:Bananaman&amp;diff=2186</id>
		<title>User talk:Bananaman</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=User_talk:Bananaman&amp;diff=2186"/>
		<updated>2018-09-26T12:10:00Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Welcome!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to ''Reinvent Education''!'''&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Laouris|Laouris]] ([[User talk:Laouris|talk]]) 06:10, 26 September 2018 (MDT)&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=User:Bananaman&amp;diff=2185</id>
		<title>User:Bananaman</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=User:Bananaman&amp;diff=2185"/>
		<updated>2018-09-26T12:10:00Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Creating user page for new user.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;̿̿ ̿̿ ̿̿ ̿'̿'\̵͇̿̿\з= ( ▀ ͜͞ʖ▀) =ε/̵͇̿̿/’̿’̿ ̿ ̿̿ ̿̿ ̿̿        ̿̿ ̿̿ ̿̿ ̿'̿'\̵͇̿̿\з= ( ▀ ͜͞ʖ▀) =ε/̵͇̿̿/’̿’̿ ̿ ̿̿ ̿̿ ̿̿       ̿̿ ̿̿ ̿̿ ̿'̿'\̵͇̿̿\з= ( ▀ ͜͞ʖ▀) =ε/̵͇̿̿/’̿’̿ ̿ ̿̿ ̿̿ ̿̿            ̿̿ ̿̿ ̿̿ ̿'̿'\̵͇̿̿\з= ( ▀ ͜͞ʖ▀) =ε/̵͇̿̿/’̿’̿ ̿ ̿̿ ̿̿ ̿̿&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
(づ｡◕‿‿◕｡)づ       (づ｡◕‿‿◕｡)づ        (づ｡◕‿‿◕｡)づ      (づ｡◕‿‿◕｡)づ       (づ｡◕‿‿◕｡)づ      (づ｡◕‿‿◕｡)づ        (づ｡◕‿‿◕｡)づ    (づ｡◕‿‿◕｡)づ  &lt;br /&gt;
&lt;br /&gt;
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50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis50 legsis&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=User_talk:Giorgos31&amp;diff=2184</id>
		<title>User talk:Giorgos31</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=User_talk:Giorgos31&amp;diff=2184"/>
		<updated>2018-09-26T11:49:19Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Welcome!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to ''Reinvent Education''!'''&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Laouris|Laouris]] ([[User talk:Laouris|talk]]) 05:49, 26 September 2018 (MDT)&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=User:Giorgos31&amp;diff=2183</id>
		<title>User:Giorgos31</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=User:Giorgos31&amp;diff=2183"/>
		<updated>2018-09-26T11:49:19Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Creating user page for new user.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I am one of the students that follow the 7pi3 methodology . &lt;br /&gt;
I'm 15 fifteen years old and I like inventing new things. I was a student at MIT and I also did my master at Harvard university.&lt;br /&gt;
&lt;br /&gt;
I'm Cypriot &lt;br /&gt;
I also like potatoes ,souvlakia, souvla and makaronia  tou fournou  , chicken, lamb chops, burgers and I hate pizza.&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=Pantelis_Kanaris&amp;diff=2182</id>
		<title>Pantelis Kanaris</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=Pantelis_Kanaris&amp;diff=2182"/>
		<updated>2018-09-19T13:52:33Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Member&lt;br /&gt;
      |name= Pantelis Kanaris&lt;br /&gt;
      |image=&lt;br /&gt;
      |joined=19 September 2018&lt;br /&gt;
      |organization=Student at C Technical School, Nicosia, Cyprus&lt;br /&gt;
      |project=[[7pi3 Method|7pi3]] &lt;br /&gt;
      |fields=&lt;br /&gt;
      |country=Cyprus&lt;br /&gt;
      |nationality=Cypiot&lt;br /&gt;
      |memberships=&lt;br /&gt;
      |vlink=&lt;br /&gt;
      |link=&lt;br /&gt;
      |mottoo=money is power&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
My name is Pantelis and I am one of the first students piloting the ICT classes using the 7pi3 Methodology. I am 15 years old, and currently studying the lessons of the ICT classes. I'm really interested in programming especially learning how to make games and that's the mean reason to why I am participating in the ICT classes.&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=Pantelis_Kanaris&amp;diff=2181</id>
		<title>Pantelis Kanaris</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=Pantelis_Kanaris&amp;diff=2181"/>
		<updated>2018-09-19T13:48:29Z</updated>

		<summary type="html">&lt;p&gt;Laouris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Member&lt;br /&gt;
      |name= Pantelis Kanaris&lt;br /&gt;
      |image=&lt;br /&gt;
      |joined=19 September 2018&lt;br /&gt;
      |organization=Student at C Technical School, Nicosia, Cyprus&lt;br /&gt;
      |project=[[7pi3]] &lt;br /&gt;
      |fields=&lt;br /&gt;
      |country=Cyprus&lt;br /&gt;
      |nationality=Cypiot&lt;br /&gt;
      |memberships=&lt;br /&gt;
      |vlink=&lt;br /&gt;
      |link=&lt;br /&gt;
      |mottoo=money is power&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
My name is Pantelis and I am one of the first students piloting the ICT classes using the 7pi3 Methodology. I am 15 years old, and currently studying the lessons of the ICT classes. I'm really interested in programming especially learning how to make games and that's the mean reason to why I am participating in the ICT classes.&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=Pantelis_Kanaris&amp;diff=2180</id>
		<title>Pantelis Kanaris</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=Pantelis_Kanaris&amp;diff=2180"/>
		<updated>2018-09-19T13:43:47Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Created page with &amp;quot;My name is Pantelis and I am one of the first students piloting the ICT classes using the 7pi3 Methodology. I am 15 years old, and currently studying the lessons of the ICT cl...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;My name is Pantelis and I am one of the first students piloting the ICT classes using the 7pi3 Methodology. I am 15 years old, and currently studying the lessons of the ICT classes. I'm really interested in programming especially learning how to make games and that's the mean reason to why I am participating in the ICT classes.&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
	<entry>
		<id>https://reinventeducation.eu/w/index.php?title=User_talk:Pantelis&amp;diff=2179</id>
		<title>User talk:Pantelis</title>
		<link rel="alternate" type="text/html" href="https://reinventeducation.eu/w/index.php?title=User_talk:Pantelis&amp;diff=2179"/>
		<updated>2018-09-19T13:42:33Z</updated>

		<summary type="html">&lt;p&gt;Laouris: Welcome!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Welcome to ''Reinvent Education''!'''&lt;br /&gt;
We hope you will contribute much and well.&lt;br /&gt;
You will probably want to read the [https://www.mediawiki.org/wiki/Special:MyLanguage/Help:Contents help pages].&lt;br /&gt;
Again, welcome and have fun! [[User:Laouris|Laouris]] ([[User talk:Laouris|talk]]) 07:42, 19 September 2018 (MDT)&lt;/div&gt;</summary>
		<author><name>Laouris</name></author>
	</entry>
</feed>