7pi3 Method: Difference between revisions

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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.
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.


====Skills====
===Roles===
{| class="wikitable"
! #
! Role(s)
! Description
|-
| 1
| Learner
Student
| The standard, conventional role.
Learner is a receiver.
Learner is evaluated by teacher and peers.
|-
| 2
| Teacher
Instructor
Mentor
Supporter
Facilitator
| Learner teaches a curriculum module to at least one more student.
Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s).
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
|-
| 3
| Visionary
Designer
Author
Producer
| 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.
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.
Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.
|-
| 4
| Project Manager
Leader
| Every kid should be given opportunity to lead a team and manage at least a small task or project.
Assigning roles and tasks to others.
Establishing milestones.
Monitoring progress.
|-
| 5
| Promoter
Spokesman
| In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.
Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).
|-
| 6
| Evaluator
Critic
| 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.
|-
| 7
| Meta-observer
Meta-thinker
| 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.
|}
 
===Skills===
{| class="wikitable"
{| class="wikitable"
! #
! #
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| 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.
| 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.
|}
|}


==The Need==
==The Need==

Revision as of 12:44, 19 January 2019

Cy flag.jpg
7pi3 Method
7pi3 Method
7pi3 Method
Abbreviation 7pi3
Author(s) Yiannis Laouris
Organization(s) Future Worlds Center
Target Learners of all levels but especially younger
Established 2016
Num Served still <100
Website www.


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

The Method serves the following purposes:

  1. As guideline how to shape a single Lesson Plan to render it multi-dimensional.
  2. As a formula for developing Learning Objects.
  3. As


A Multi-dimensional Approach

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;
  1. The basic Skills that should be acquired; and
  2. 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.

Roles

# Role(s) Description
1 Learner

Student

The standard, conventional role.

Learner is a receiver. Learner is evaluated by teacher and peers.

2 Teacher

Instructor Mentor Supporter Facilitator

Learner teaches a curriculum module to at least one more student.

Verifies his/her own learning; process also serves to monitor oneŐs progress because ability to teach is evaluated by the (receiving) peer(s). 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

3 Visionary

Designer Author Producer

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.

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. Advanced examples: Build the robot; 3D print the design; construct the product; burn the code in chips or printed circuits.

4 Project Manager

Leader

Every kid should be given opportunity to lead a team and manage at least a small task or project.

Assigning roles and tasks to others. Establishing milestones. Monitoring progress.

5 Promoter

Spokesman

In todayŐs world, citizens need to be vocal and engage in public speaking, develop their arguments and promote their ideas and projects.

Kids use video to record their presentations, promotions, teachings, etc. They maintain their own channel(s).

6 Evaluator

Critic

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.
7 Meta-observer

Meta-thinker

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.

Skills

# Skill(s) Description
1 Curiosity

Creativity Imagination

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).
2 Enthusiasm

Initiative Entrepreneurialism

Learning should be as pleasant as play; learners should be enthusiastic and inspired.
3 Problem Solving 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.
4 Coding

Digital literacy Communication

These include information-, Ęmedia-, and ICT literacy. Past European Commissioner, Neelie Kroes, positioned coding as a top skill for future citizens.
5 Team work

Collaboration

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.
6 Design

Production Publication

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)
7 Real-world relevance

Social Responsibility

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.

The Need