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Pre presentation - black diamond academy - rev 2

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ThinkBody Academy

ThinkBody Academy

Published in Education , Technology , Business
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  • 1. Black Diamond Academy Where Learning becomes Challenging but FUN Promoting young Boys and especially Girls to become Engineers, Nerds, Scientist, Physicist, Chemist, and Inventors through creative and technological style of trainingBDA will be dedicated to cultivate a proud, strong, self-sufficient, and educated culture bybringing together family, community and business. BDA is the portal in bringing the toolsneeded to preparing, improving and imposing Health, Fitness, Education, Spirituality, and Professionalism to the lives of today’s students while benefiting business, family and community. BDA will use community events, career development, volunteer activities, educational tools and recognition and rewards to instill character and professionally educate, train, guide, support and developed a self-sufficient and healthy Professionals.
  • 2. How to achieve the plan? Through the TIGER Program• Phase 1: Technology, Inventing, Spiritual, Health and Points• Phase 2: Genius and Education• Phase 3: Reaching Out, Investments, and Sports
  • 3. Technology3D CAD Program and Classes • SolidWorks: Designing & Testing the Inventions • SolidWorks Competition Designs (http://www.solidworks.com/sw/education/student- design-competitions.htm) • 2D and eDrawing • Google Sketch Up ProgramComputers Programs and Classes • Adobe Photoshop used for Photos and websites • Adobe Illustrator used for Logos and still images • Adobe InDesign used for Sell Sheets and Books • Adobe Premier used Pro for Movies for YouTube • Adobe SoundBooth used for audio editing for YouTube
  • 4. SolidWorks Samples
  • 5. TechnologyMicrosoft • Microsoft Word • Microsoft Excel • Microsoft PowerPoint • Microsoft Outlook • Microsoft Visio Pro • Kinect classroom activitiesSDK (Apple) • Programming and Designing Apps for the Apple ProductsPatentWizard • Use to develop, draft, and submit your Patent to the USPTOUsing Computers and the Internet • General teaching on using the PCs and the Internet
  • 6. Technology-Apps
  • 7. TechnologyOur Student Target Groups • Group A – Ages 2 to 6 • Mostly Parent Teaching • Group B – Ages 7 to 9 • Group C – Ages 10 to 12 • Group D – Ages 13 to 15 • Group E – Ages 16 to 19 • Group F – Ages 20 to 25 • Group G – Ages 25 to Heaven
  • 8. Inventing (Designing and Programing Products)The Approach 1. Have students finish the technology training programs and then use the skills to work on our actual inventions or apps and with our Student for Hire Program; students work with local businesses to apply this skills they learned and gain further training 2. Brainstorm and evaluate as a team good ideas that can become inventions through our Minds In Motion (MiM) thinking room and evaluation program. 3. Decide as a team on the inventions /apps to implement 4. Apply the 19 Inventing Steps (3 years of research). The students will do all the work. Steps are for guidance 5. Work on the next invention/app & wait for the royalties 6. Use the initial funds to built the program and purchase require equipment (printer, cutter).Services from TechShop in SF and The Crucible in Oakland
  • 9. Inventing (Designing and Programing Products)The 19 Steps of the Invention Process • Step 1 Decision Point A - What’s an invention • Step 2 Study the Market Place and do basic Market Research • Step 3 Idea Conception and Development for the Selected Market • Step 4 Protection • Step 5 Preliminary Product Evaluations • Step 6 Does Your Idea Exist - doing a Patent Search • Step 7 Decision Point B • Step 8 RE-Evaluating the Idea • Step 9 Recording the Idea with an Inventor Notebook • Step 10 Bringing the invention to life with a Prototype • Step 11 Protecting your invention with a PPA - Decide on License/commercialization/patent strategy • Step 12 Creating your Sell Sheet and One Line Benefit Statement • Step 13 Decision Point C • Step 14 Form your company (this is optional) and start the Media Sources • Step 15 Marketing Due Diligence (more in depth market research and applications) • Step 16 Identify Your MFG Contacts • Step 17 Licensing and Calling License your Product • Step 18 Negotiating a Licensing Agreement • Step 19 Keep the Ideas Coming
  • 10. Inventing (Designing and Programing Products)The 19 Steps - Encompasses the various Educational Success Factors created byMicrosoft’s School of the Future • 1 Individual Excellence • 2 Courage • 3 Operating Skills • 4 Organizational Skills • 5 Strategic Skills • 6 Results
  • 11. SpiritualWorking with Josh Storrer our future Spiritual Leader • More to be added.
  • 12. Health and FitnessWorking Out a MUST • Every student who is part of this program must workout at least 30 to 60 mins a day. With the help from our staff. • The workout must be completed 30 to 60 mins before starting any type of NERDY project. • Test of Exercising • We will be participating and attending various workout activities such as 5K/10K or Half-Maratron races. • Based on the performances of this exercises each student must meet the minimum requirements within each fiscal year and must improve each year after that. This is a requirement to stay in the BDLI program.
  • 13. Points – Donation
  • 14. Points - Expenses
  • 15. Points – Sum of Points
  • 16. Points – Per Student Totals