User:Glenn rummler/sandbox

Flej Program (flejstudio.org)

INTRODUCTION

Flej is a catalyst program providing industry–connected, soft skills development

to students in real–world environments. via project–based,

immersive, experiential learning.

Flej began unofficially in 2013 as a response to the need for real–world

experience, understanding and context for college students. The

program has evolved to engage a variety of students in an effort to

provide them the expereince to inform decisions as to their continued

education and eventual professional career. This will also support the

increasing demand by industry for entrepreneurs, innovators, creatives,

problem solvers and change agents.

OBJECTIVES - Students will:

1) Develop divergent and convergent thinking skills focused on sustainable

change.

2) Implement creativity/design as both art and business builder and

develop appropriate, design-centric brand strategies for market.

3) Develop pitch and presentation skills, business strategy, project

management, and production/supplier relationship understanding.

4) Demonstrate an understanding of creativity as a community building

tool and means for social contribution.

5) Hone soft skills via real–world experience.

ACADEMICS

The Flej program’s academic impacts:

Students will develop self–directed projects, work with community

organizations and nonprofits on real–world projects. They will focus

on big challenges, development strategy and produce deliverables

and solutions. Simultaneously, students gain technical skill and build a

portfolio of work while acquiring notable CV content to support their

continuing education and professional goals.

ECONOMICS

The Flej program’s economic impacts:

(1) Students become innovative thinkers and problem solvers with

real–world context and necessary soft skills.

(2) Non-Profit and Community organizations receive the support

needed to innovate, remain relevant and connect while engaging with

the future leaders they will depend on for success.

(3) Students learn to operate as entrepreneurs who apply creativity as

a problem–solving process to effect the sustainable, needed change

they identify in the world.

Ultimately, Flej will develop thoughtful, skilled, experienced innovators

ready to be entrepreneurial leaders and change makers while supporting

more stable, robust businesses and organizations who will have a

competitive edge. The student’s understanding of context will help

them become more hireable and reduce cost to employers during an

initial training process.

APPRENTICE MODEL

The apprenticeship model allows an expert to model behaviors in a

real-world context with cognitive modeling. Under the direction

of experienced industry professionals and college interns, students will

work in teams on real world problems and will gain an understanding

of the role creativity plays in business innovation. They will develop applicable

knowledge of corporate issues, learn to use the design process

as a strategic tool, and have the opportunity to create a competitive

portfolio and CV needed to be accepted into more competitive college

and/or design school programs.

CREATING SOLUTIONS

Students will be taught how to see differently and ask new questions

using a Human Centered Design framework. This formalized method

for solving big, complex problems was developed by IDEO, CEO,

Tim Brown and is most commonly known as Design Thinking. The key

to this porcess is the utilization of empathic research methods. This

process has been adopted by many creative entities as well as large

corporations like IBM. Flej implements and teaches this digestible

process utilizing the convergent and divergent thinking cycle with

focus on robust exploration and reflection phases.

CURRICULUM & CO-CURRICULAR PROGRAM

Flej’s program model is designed to supplement curriculum offerings

of private, magnet, charter and public schools. The program provides

a programming in line with STEM, STEAM and IB requirements while

contributing as a member of an interdisciplinary team.

Students will develop self–directed projects, work with start–ups,

existing businesses and nonprofits on real–world projects to provide

business development, brand identity, communication and marketing

design solutions. Simultaneously, students gain professional experience,

technical skill and build a portfolio of work while acquiring

service–learning credits. This is an immersive, project–based, real

world/soft skills learning environment modeled after some of today’s

most innovative and productive firms.

Ongoing guidance and feedback will be given to students as they gain

hands-on experience. Group critiques are a critical component and

provide important opportunities for students to present and discuss

their own work while supporting that of their peers.

Students will need to work hard, take initiative at each opportunity,

and maintain the focus and required effort to stay on task.

(1) PROJECT INTENSIVE

(year–round & academic year durations)

The Intensive track is for those students who are serious about

pursuing additional education emphasis on and a possible career as

a creative entrepreneur. Students who choose this track will work in

real-world situations as a member of a multidiscipline team. The time

required should be considered based on commitments to homework

and other commitments. This track involves deadline–driven projects

and a requisite level of responsibility. Weekly time required for

involvement in the Intensive ranges from 4 to 6 hours.

(2) CATALYST STUDIO

(short term 6 week durations)

The Studio Project track is for those students who are interested in

exploring design and the real world applications of creativity. This will

introduce students to many different disciplines and problem–solving

strategies. Students who choose this track will work on 1 scheduled

project culminating in an exhibition of ideation, process and solution.

The level of commitment and time required should be considered

based on commitments to homework and other activities. Weekly time

required for involvement ranges from 4 to 8 hours.

(3) STUDIO INTENSIVE

(portfolio program)

The Intensive is structured to provide students who are interested in

developing a more competitive portfolio and an understanding of the

real world applications of the design process. Students will work with

design professionals and college students on a variety of real-world

and self generated projects. This track involves deadline–driven

projects and a requisite level of responsibility. The level of commitment

and time required should be considered based on commitments to

homework and other activities. Weekly time required for involvement

ranges from 4 to 8 hours.

A 24 HOUR DISRUPTIVE

Catalyst 24 will bring students together to disrupt and re-invision

challenges within a twenty four hour period culminating in a pitch

event open to the public.

Flej teams up with schools to facilitate a unique opportunity for 50

students during a 2-day celebration of exploration, innovation and

student initiative. Freshman, sophomores & juniors will be invited to

apply. Of the applicants 50 students will be selected to participate in

one of 10, Catalyst 24 teams.

NEED

How might we equip emerging generations to address issues effecting

them and their future?

THE CHALLENGE

To explore, examine, and offer new ways to address big, complex

problems in the local and world community.

PROCESS

With the support of thought leaders, experts, mentors, and peers

students will work in teams on real world problems. They will gain

an understanding of the Human Centered Design framework as a

common language and process to develop sustainable change and

innovation. Students will begin to gain the crucial Creative Intelligence

understanding and skills neccesary to be Change Agents and Leaders.

OVERVIEW

For 24 hours, student teams will work through process framework

stages of empathize, define, ideate, prototype and test. They will

be assisted by experts in the related fields as well as facilitators and

mentors.

At the conclusion of the 24 hours, the teams present their ideas and

solutions during a formal “Pitch” event. There will be 10 different

pitches. The student teams will have the opportunity to continue to

pursue their projects with the support of Flej.

OBJECTIVES - Students will:

1) Develop divergent/convergent thinking skills applied to measurable

and sustainable change.

2) Implement the design/creative process as both art and business

builder and develop appropriate, actionable solutions.

3) Develop pitch and presentation skills, business strategy, project

management, and production/supplier relationship understanding.

4) Demonstrate an understanding of the design process as a community

building tool and means for social impact.

5) Hone soft skills via real–world, contextural experience. Category:Education Category:Design Category:Creativity Category:Innovation