“极限学习过程”版本间的差异

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极限学习过程(XLP)
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=极限学习过程: Extreme Learning Process (XLP)=
  
='''极限学习过程定义'''=
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The eXtreme Learning Process (XLP) is an interdisciplinary learning platform that employs a linked series of resources and methods, which organize and support learners from various disciplines in the design and execution of guided, collaborative learning activities. It is aimed at learners with widely different backgrounds to encourage and train them to effectively work together in developing solutions to challenging problems that converges in reaching a common goal, such as developing a prototype product or a specific service. XLP creates a realistic social context by providing participants with a common coordination mechanism shared across all collective learning environment. The coordination mechanism includes market exchange, conflict resolution, patent office, and media publishing channels. This coordination mechanism motivates participants to govern their collaborating and competing teams, to plan and coordinate the application of resources, and to demonstrate their individual creativity in a highly networked digital society.
  
:极限学习过程是(EXTREME LEARNING PROCESS)的英文简称,是基于分布式工作流的群体学习活动的设计方法论。
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==XLP addresses the following needs in modern learning environments:==
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1. CONTENT RICHNESS / SUBJECT INDEPENDENCE:  Every XLP-based exercise is a part of a continuous digital publication process using a set of public-domain digital learning tools (such as MediaWiki) to capture learning outcomes. This generic digital publishing process may support a wide range of courses and allows for highly specialized technical content to share the same information technology infrastructure. XLP asserts that publishable results and the meta-data produced through the publication process are concrete evidence for both group and individual learning.
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2. COMMON COORDINATION MECHANISM: Every XLP-based program is managed by a set of customizable social protocols. These protocols include technology transfer services, conflict resolution procedures, asset exchange protocols, and social media publication etiquettes. All participants are informed their rights to utilize these protocols to acquire resources, so that they can conduct their desirable tasks. A legislative procedure to modify these protocols is considered as the learning mechanism for improving XLP on the method-design level.
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3. DIGITAL ACCOUNTABILITYEvery XLP participants, and the teams organized within an XLP program are given a universally unique , secure digital identity. This identity can be used to track contributions and violation in the learning process. Participants should learn to respect and protect their own digital identities by acquiring skills and knowledge about information security and behavioral habits. Through XLP-based digital publication activities, skills and practice of information security should allow independent ideas to be published more freely and therefore expand the horizon of learning potentials at large.
  
='''极限学习过程目标'''=
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Based on these three key features, XLP establishes a crowd learning operating system that enables humans and machines to co-create content across space and time.
  
:极限学习过程,其目的是带领同学们打破科系与专业领域的界限,在第一现场,见证系统集成的涌现特性,组织个人与团队,一起探索群体认知能力的极限。我们提供了多种跨专业的知识与技术服务内容,其中有学习环境的形成历史与演进过程、议事流程的结构、法律协议的概念、知识产权的申请、空间设计的方法论、数字加工服务、软件开发服务、与物联网技术的对接等等。XLP,极限学习过程,所挑战的不只是身体的极限,更是要挑战思维的极限,挑战价值观的极限,挑战人生态度的极限。此次学习的目的,不只是要学习系统集成的诸多要素,更重要的是要打破思想的牢笼,冲破现实之桎梏。只要真实地反映得失成败,这就是最扎实的学习。
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==XLP’S OPERATIONAL FRAMEWORK==
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As a design methodology for learning activities, XLP shifts the governance model of educational services from the model of centralized administration to distributed crowd participation. It is at once a “gamified” training ground for developing a range of professional skills, a crowd-learning operating system, and a large-group intervention. These usages of the term can be briefly described as follows.
  
='''极限学习过程架构'''=
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===Gamified training ground for professional skills===
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First, XLP serves as an interdisciplinary and intercultural training ground for all participants, to challenge and try out various interactions as they execute the mission they have been given. These challenging missions are presented as a game, with various scoring and penalty mechanisms, in the forms of technology transfer, conflict resolution judgements, market exchanges or media exposure. These emulated functions of a real society should help participants develop a mixture of competences that is expected of global professionals and leaders, including team building, communication skills, intercultural competencies, project management skills, leadership skills, information literacy, lateral thinking, and creative capacity.
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One of the reasons why XLP makes for such a powerful testing bed is that it brings together participants from different cultural backgrounds who represent a variety of professional and academic disciplines. XLP crosses boundaries by involving a diversity of students, teachers, and ‘hackers’ from various places, disciplines, and age groups. XLP also welcomes and integrates practices that originate from a variety of academic fields, including information system design, law, and communication.
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It is through such interdisciplinary interaction that XLP participants can discover the unique skillset that they bring to the group. Consequently, the diversity within teams and the group as a whole will lead participants to greater self-awareness of their own talents as well as of the capabilities of the team and the group.
  
:这种全新的学习愿景背后是一整套世界级学者精心构建的理论架构。简要说,XLP的理基础有几个不同的来源,从宪法学专家所阐述的驱动群体行为的四种互补的力量,认知科学强调的”游戏化学习方法“(Learning Gamification),计算科学家所描述的“基于合约的设计”(Design by Contract), 以及软件开发团队所倡导的”极限编程“工作方式。这些理论为我们把握和认知XLP的思想精髓提供了一个深远广阔的空间。这里以“Lawrence Lessig教授四力模型”作一简单释例。
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===Large-group intervention===
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An XLP stands for an experience-driven large-group intervention in which participants need to engage with others as they tackle a set of open-ended tasks. The mission, not the contents, is driving, and product development is an integral part of the experience. XLP can therefore be regarded as an exponent of hacker/maker education, which finds its roots in the wider maker movement in China and elsewhere, sharing its thoroughly collaborative spirit.
  
==架构(前)==
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Although the number of teams may range from four to forty (and more, if physical space allows this), typically ten self-organizing teams of eight need to muster all the skills and tap all the talents of the group in order to rise to meet the demanding challenges they have been set. These tasks are defined by the ‘challenge designers’ and are tailored for each intervention, which can span anything from an intensive four day immersion event to a continuous four year process (and why not an entire lifetime).
  
:群体协作的操作支撑条件,这些条件创造了群体行为的可能性,例如开源软硬件技术、网络化的文件分享。在实际协作发生行为之前,制约群体的行为的先验条件。
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===OPERATING SYSTEM===
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XLP as an operational framework for learning organizations provides access to and enables data-driven experiential learning based on threaded cognitive learning mechanisms (‘ecorithms’ ). These can be described in terms of step-by-step procedures and protocols for sourcing, evaluating and processing information. (fig. 2)
  
==法律(后)==
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{| border=1
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| functions of operating systems     
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| illustrative actions 
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| illustrative digital tools
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|-
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|authentication and access control 
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| protecting rights / digital identity
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| OAuth 2.0 Protocol, Public/Private Keys…
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|-
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|scheduling and process management
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| project management 
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| e.g. Teambition
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|-
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| file and device management 
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|  note gathering, file sharing, digitized publication
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| e.g. Evernote, Instagram, Git/Github, MediaWiki
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|}
  
:基于群体之间的协议规范,在行为发生之后利用过程记录和证据对个体行为进行评价,以决定奖惩的措施。在实际协作发生行为之后,对群体之间的矛盾进行仲裁和调解
 
==市场(远)==
 
  
:群体行为的价值导向,群众的交易行为反应他们对价值的动态判断。这些判断往往展现了人们对目前所欠缺的资源的需求,是对外部,或是远处的追求。
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Figure 2. XLP as an operating system
==常态(近)==
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:群体行为也会受到同侪行为的影响。例如一个房间中的大多数人都在忙碌工作,个体也会倾向于遵守这一常态而努力工作;这种同侪压力,是来自近处的影响。
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As long as the learning environment is rich enough and the goals clear, learners will personally develop and progress along a path of targeted benchmarks in accordance with these ecorithms. In order to detect learning, it is highly important that all meaningful content in a given XLP event is systematically recorded in digitized forms. Modeling the various types of social transactions in XLP will facilitate this effort. Figure 3, for example, provides a model of the market trading performance of a given team, using the notation of category theory. The collection of data allows continuous feedback to all participants, stimulating self-directed group behavior. Over time, patterns of changes will emerge and present themselves for further analysis and interpretation.
——《Code and other laws in cyberspace》
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==系统操作的三个维度:“安全,功能,时序”==
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Figure 3. Conceptual model of trading in XLP for a given team
  
:系统的概念,在数学体系中已有非常明确的定义:就是一群有关联的元素。换言之,系统集成团队,不光是关注元素本体,还要关注元素之间的关系。从实用的角度来看,任何操作系统的功能,必须包含以下三点:
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As the participants conduct their mission and address the problems they encounter along the way (designing a physical object or developing a new service or modifying an organizational rule), they need to apply concrete and abstract thinking. As illustrated in Figure 4, this heuristic process requires that problems are first stated in a concrete, measureable way and possible solutions are considered in the abstract, before a solution can be delivered in the concrete.  This method can be applied as a powerful learning method in XLP, as it allows to link changes at the concrete level (measured as the difference between the original situation and the solution) with abstract processes (e.g. through notes on the inventive principles that were considered and implemented). The 4 forces of architecture, market, law, and norms (see below) make up the contextual factors that create the contradictions from which problems first arise as well as open the doors that reveal pathways for resolving them.
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Figure 4. Effecting change through moving between concrete and abstract
  
*(1)基于参与者身份的安全认证程序与相应的权责登录与追踪日志。
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In the abstract, XLP constitutes an operating system for running group learning activities. It provides an operational framework to guide people and utilize resources to address a generic set of problems in a project-based approach. The central workflow of XLP can be envisaged as a project that consists of a series of activities conducted by teams through time (Figure 1). For every component in this workflow we can define the inputs and the outputs, and these outputs can in turn be evaluated in view of the desired outcomes. Hence, the XLP program can also be represented as a logic chain (input – activity – output – outcome) at both its generic and specific levels (see below, Figure 5).   
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Figure 1. Operational framework of XLP
  
*(2)系统功能应在选定解决方案之前,先确定输入条件与输出要求。
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Like any operating system, XLP provides authentication and access control, scheduling and process management, and file and device management (Figure 2). In the concrete, XLP requires participants to execute tasks by using a set of common digital tools that differ in function and granularity. Once the XLP universe is called into being by granting a digital identity to the participants, they arrange and monitor their activities through a web-based project management and collaboration tool. File and device management is regulated using digital tools for capturing random notes, file sharing, and digital open source publishing. These tools should be standardized, and all XLP participants must learn to use these common tool sets in one unifying workflow.
  
*(3)在有限的资源限制下,对所有元素之间的任务进行时间安排。
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===WHAT IT INVOLVES===
  
='''极限学习过程要素'''=
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====roles and tasks====
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There are two main roles for participating in XLP: the role of challenge designer and that of challenge taker (also referred to as ‘mission executors’). The work for the challenge takers coincides with the intervention proper as they form their teams, carry out the tasks they have been set, and report on their accomplishments. The challenge designers, on the other hand, take up responsibilities before, during, and after the event. There is no implied hierarchy between challenge takers and challenge designers. For instance, challenge takers can include executive MBA students who take up challenges that were set to them by high school students. Regularly the challenge designer team also includes temporary ‘hackers-in-residence’ who enrich the team with their expertise, be it artistic, cultural, physical, spiritual, technical, or other.
  
==(1)合约式设计==
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Before the intervention the challenge designers set up the workflow (that is, a set of behavioral protocols and sequenced activities), often using GIT to expedite data sharing. In effect, they design a micro-society that is built around the social forces of architecture, law, the market, and norms. In order to support the learning process, new software technologies are introduced and integrated in the XLP architecture. The challenge designers develop the tasks (or ‘challenges’) for the teams against the backdrop of a coherent story line which draws on real situations, addresses genuine needs, and is told with an authentic voice. During the intervention the challenge designers constantly collect feedback in the form of operational data. To the extent that the feedback is analyzed and acted upon in real time, the challenge designers can modify aspects of the workflow during the intervention. Otherwise, the challenge designers refine the workflow afterwards in view of future interventions. Throughout the process the challenge designers communicate with each other through a web-based project management and collaboration tool (e.g. Teambition).  
 
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:合约式设计(Design by Contract)的概念,是指在实质工作开展前,事先定义好目标,团队中每一个体都根据合约完成任务,以实现进度管理和最终团队成果的整合。
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==(2)过程记录与证据积累==
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:每位参与者是否按合约完成任务、阶段性成果、意见反馈等内容,通过统一的数据采集方法,集中记录收集。在检查合约的关键节点,加以相互比对,一方面提供了个人绩效评估的参考依据,另一方面也有利于进行同侪对比,督促个人工作。
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==(3)工作任务计划==
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:各群体协作中需要一套唯一的任务分派表,来对个人的工作加以记录,从而使团队中的个体相互知晓彼此工作内容和进度,实现协作。
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='''极限学习过程特色'''=
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==(1)团队活动==
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:XLP特色是通过团队的共同探索,让每一个人可以在发挥个性化特长的同时、体验到个人贡献与团队合作的互补性,可以通过相互见证学习的成果,扩大群体学习的效应。
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===前沿技术===
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:组织XLP的过程中,必须不断引进先进技术,以提升学习及产出成品的效率。善用挑战方在学习新技术与新知识的学习经验,可以压缩任务方学习新知的时间。
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===分布式工作流===
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:为了更有效地掌握个人的贡献,并且创造合作的机会,XLP特别注重利用网络化的内容分享与交流技术,让此类学习活动可以系统性地整合跨越地域的人才与技术资源。
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===体验感===
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:挑战陌生感的学习,XLP活动设计重视“体验-认知-经验”的认知过程,通过亲身体验切入学习的状态中,认识到知识就是一种没有学科界限的资源。利用数字化出版流程、锻炼并见证沟通能力,XLP要求利用工具,以及几种常用的数字化内容捕捉与展示的格式,如视频、演说、博客文字等、贯穿所有的学习活动。经由制作数字化内容的过程,锻炼并见证学习者的沟通能力,同时利用数字化的内容,累积群体的学习体验。
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==(2)精心预演==
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:从挑战方准备活动开始,反复不断在所有可行的机会中,预演后续活动的各项细节,Practice makes Perfect。
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='''极限学习过程课程准备'''=
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=='''(1)逻辑模型'''==
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[[File:QQ截图20150821102506.png|center|600px]]
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=='''(2)身份认证'''==
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{|border=1
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|姓 名||性 别||联系方式||邮  箱 ||Tb账号||WiKi账号||Git账号
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|刘思瑶||女||13796880092||958548036@qq.com||958548036@qq.com||liusiyao||liusiyao
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|张新平||女||18204625089||1006547264@qq.com||1006547264@qq.com||张xp||zhangxinping
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|杜凯欣||女||18514429097||907012929@qq.com||907012929@qq.com||杜开心||dukaixin
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|刘祺琪||女||18246690135||164774290@qq.com||164774290@qq.com||darinmed||164774290@qq.com
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|郭天和||男||13552468832||1539597816@qq.com||1539597816@qq.com||guotu||1539597816@qq.com
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|王国梁||男||15890047738||15890047738@163.com||15890047738@163.com||15890047738@163.com||15890047738@163.com
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|兰岚||女||15201611755||lan_lan0412@163.com||lan_lan0412@163.com ||lanvana||lanvana
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|}
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='''活动硬件准备'''=
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====the 4 stages====
  
:由于XLP是短时间集成性的课程,所以在活动之前XLP的挑战方要把整个活动流程模拟一遍。解决现场所有可预知的负面状况,并制定出可实施的预备方案。必须保证活动中的所有拟定环节,都要有现实依据具有可实施性,因此在活动开展之前挑战方有大量的准备工作要做。
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As they alternately bring the challenge takers inside and outside their comfort zone, the four stages embody the global ecorithm of an XLP event. Each of the stages constitutes an essential step in the psychological journey of the challenge takers. In the first stage participants start off in a winning mood and experience early success to boost motivation and increase self-confidence. In stage 2, nicknamed “fail early, fail safe”, expectations are set so high that team members experience some frustration and realize that they will need to step up their learning and break across boundaries. Stage 3 emphasizes convergence as each team discovers that they completed just part of the tasks and that it takes collaboration across teams to finish the job adequately. Stage 4 is about demonstration: everybody presents their stories, deliverables and outcomes based on the XLP experience and extending into a personal enterprise plan. In the case of an 80 hours’ orientation event, each of these four stages would correspond to one day of the experience.
  
:XLP课程在开展之前必须要确定活动场地,并把现场分为挑战方和任务方。其中挑战方分为专利局、法院、银行、市场、记分组五个部门,并把挑战方人员针对性的分配到每个岗位上。在活动现场还要准备一套投影系统,用来实时记分跟进、展示和督促每个小组的细节进度,同时用来展示每个小组的产品、Ppt和微电影等。为同学们营造出一个紧张激烈的氛围,让同学们把此次XLP课程当成一个比赛的游戏。同时现场还要针对任务方分队情况为每个小组配备数码相机和Dv,用来记录XLP课程中的一些重要细节和过程。在活动现场安装无线网,并多次测试网速保证活动期间网速正常。除此之外我们还要准备打印机、笔记本电脑、数字示波器、万用表、恒温电烙铁等一系列的工具。
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====the 4 forces====
  
:XLP课程是跨学科的课程在活动期间主要涉及到的专业有电子电路、数控加工、视频剪辑、财务会计、法律等多种学科专业。所以在活动开展之前和活动开展之间必须要有专业老师跟进指导。在活动之前相关专业老师要定期为挑战方讲授相关的专业知识,比如:法律专业老师为同学们讲授法律法规和法院起诉、开庭、判决、上诉等相关知识和流程。在活动开展初期,专业老师还要针对小组人员职务分配的不同针对性的开展相关专业课程,并在技术上场提供技术支持。至此才算为XLP构建出一个大体的框架,完成了最初步的准备工作。
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The XLP workflow is defined as a set of formal protocols or ecorithms along the axes of four forces that enable, encourage, and constrain participants’ behavior during the event. These forces are architecture, law, the market, and norms.  Each force is represented by its own social transaction in XLP – respectively, the offering of new technology, suing, trading, and applying for patents. The force of architecture refers to the pre-given elements of the environment in the widest possible sense, including the spatial-material environment, the technological environment (including natural and artificial ‘languages’), and the organizational environment (e.g. interaction mechanisms). The force of law regulates how participants may deal with any infringements they observe. In XLP this force takes the shape of a court with procedures for arbitration and sanctioning violation of the rules of the game. A currency is introduced to make the force of the market more tangible, with specifications of the practices of buying and selling goods and services in the marketplace. Finally, the force of norms refers to explicit and implicit ways of instilling of what is good and bad in a particular XLP through the media or other communications. These four forces do not operate in separation; rather, it is the dynamic interaction between the forces that can be said to define the given culture of a particular XLP.
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Figure 5. Logic chain for the market force in XLP
  
='''活动软件安装'''=
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The four social transactions, representing the 4 forces, are articulated as ecorithms.  Figure 5 represents the ecorithm for the market force in XLP as a logic chain.  The ‘activity’ of trading on the market is made possible because of various market-related ‘inputs’: the provision and availability of currency, the definition and installment of trading mechanisms, the distributed knowledge and skills required for trading, etcetera. The activity of trading results in certain ‘outputs’, above all the digital recording and collection of all transactions in Git. The anticipated ‘outcomes’ include that teams can demonstrate they have created added value as a result of their trading. On the part of the challenge designers, the optimization of market protocols would be considered a desired outcome of the event. In addition, the figure also illustrates how the market force is interdependent on the three other forces in both inputs and outcomes. In this way it is possible to develop a coherent and formal logic chain vocabulary across all four forces, resulting in a further refinement of the XLP workflow.
  
:要想成功的完成一次XLP课程不单单要把硬件准备齐全,更要注重活动中的软件和细节。此处说的软件不单单指计算机软件还有活动系统操作的一些文件、流程、模块等。
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==Typical XLP Activities==
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So far XLP has been tested in undergraduate as well as graduate education, at universities, vocational schools and high schools, in different formats such as the 4-day (80 hour) Orientation Program, the 8-week Lab Exploration Program, and the 16-Week Global Manufacturing Strategy Program. Participants have included students, scholars, and ‘hackers’ from Asia, Europe, and North-America. As an innovative methodology for designing learning activities it can be universally applied, both in- and outside educational settings, with participants of all backgrounds.
  
:活动要做到有条有序,一个好的活动策划和活动流程是必不可少的。在XLP课程开展之前,有必要做一份详细的活动流程、时间安排、和人员安排。并且把每项任务都分配到个人,做到有效的闭环。同时要时刻对活动细节进行检查,检查包括上一步对下一步的检查、下一步对上一步的检查和人员之间的互相检查,并时刻做好相应记录为活动的完善和下次活动的开展奠定基础。
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==Honors and Awards==
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Refers to websites, pictures, videos that talks about XLP.
  
:在活动开展期间不可避免的会有同学出现抵触情绪,或是对XLP课程感到迷茫无从下手。若任其发展或者没有一个好的解决方法,势必会影响整个活动的进程更甚至会影响到此次活动的输入与输出。为了避免这种负面影响的出现,我们在活动中一直推行一个原则“跟踪大于激励”。系统集成的问题,不一定是发放了什么好处或是严厉的惩罚才能解决问题。解决问题的关键来自于细枝末节的转变,能够及时的察觉这些细微的转变机会,才能成功、完美的完成此次XLP课程。
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==References==
  
:因此在挑战方的阵营里我们设定的计分组这一角色,计分组在活动中有两项功效:第一就是时刻督促任务方的进度,无形中给任务方添加压力。消磨任务方同学的抵触情绪,同时针对性的引导每一位同学尽快转化到既定角色中。第二是在XLP课程开展期间时刻掌握现场近况,把握好现场每个微小的细节,第一时间反馈于挑战方,从而根据现场情况迅速调整步伐,将闭环MRP与财务系统连接在一起形成集生产财务供应工程技术和销售于一体的信息管理系统保证活动优质完成。在挑战方设立计银行,为宏观调控任务方财政状况,使极限学习的这一过程更真实模拟社会状况,银行部门把握财政的大致流向,使各部门有序运作。在学生们执行任务时同组之间或是与其他组之间会产生各种矛盾,当矛盾激化我们设立的法院这一角色就会发生作用。在专利所属权、利用漏洞进行欺骗、剽窃他人成果等各种问题中,法院会通过相应的司法手续进行判决并给予相应处罚。极限学习的时间里挑战方设计出的专利可通过任务方专利局这一部门申请专利,真实模拟社会场景,在未经专利所有人的授权下擅自使用他人专利会受到控告。任务方还设立市场这一部门,在这个部门中挑战方所需的所有资源将通过市场进行买卖,同时也会生成黑市,但在黑市所进行的买卖不会受到法律保护。
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An incomplete guidebook on XLP is available on Gitbook [https://www.gitbook.com/book/bkoo/extreme-learning-process-guide-book/details].

2016年4月5日 (二) 07:39的最后版本

极限学习过程: Extreme Learning Process (XLP)

The eXtreme Learning Process (XLP) is an interdisciplinary learning platform that employs a linked series of resources and methods, which organize and support learners from various disciplines in the design and execution of guided, collaborative learning activities. It is aimed at learners with widely different backgrounds to encourage and train them to effectively work together in developing solutions to challenging problems that converges in reaching a common goal, such as developing a prototype product or a specific service. XLP creates a realistic social context by providing participants with a common coordination mechanism shared across all collective learning environment. The coordination mechanism includes market exchange, conflict resolution, patent office, and media publishing channels. This coordination mechanism motivates participants to govern their collaborating and competing teams, to plan and coordinate the application of resources, and to demonstrate their individual creativity in a highly networked digital society.

XLP addresses the following needs in modern learning environments:

1. CONTENT RICHNESS / SUBJECT INDEPENDENCE: Every XLP-based exercise is a part of a continuous digital publication process using a set of public-domain digital learning tools (such as MediaWiki) to capture learning outcomes. This generic digital publishing process may support a wide range of courses and allows for highly specialized technical content to share the same information technology infrastructure. XLP asserts that publishable results and the meta-data produced through the publication process are concrete evidence for both group and individual learning. 2. COMMON COORDINATION MECHANISM: Every XLP-based program is managed by a set of customizable social protocols. These protocols include technology transfer services, conflict resolution procedures, asset exchange protocols, and social media publication etiquettes. All participants are informed their rights to utilize these protocols to acquire resources, so that they can conduct their desirable tasks. A legislative procedure to modify these protocols is considered as the learning mechanism for improving XLP on the method-design level. 3. DIGITAL ACCOUNTABILITY: Every XLP participants, and the teams organized within an XLP program are given a universally unique , secure digital identity. This identity can be used to track contributions and violation in the learning process. Participants should learn to respect and protect their own digital identities by acquiring skills and knowledge about information security and behavioral habits. Through XLP-based digital publication activities, skills and practice of information security should allow independent ideas to be published more freely and therefore expand the horizon of learning potentials at large.

Based on these three key features, XLP establishes a crowd learning operating system that enables humans and machines to co-create content across space and time.

XLP’S OPERATIONAL FRAMEWORK

As a design methodology for learning activities, XLP shifts the governance model of educational services from the model of centralized administration to distributed crowd participation. It is at once a “gamified” training ground for developing a range of professional skills, a crowd-learning operating system, and a large-group intervention. These usages of the term can be briefly described as follows.

Gamified training ground for professional skills

First, XLP serves as an interdisciplinary and intercultural training ground for all participants, to challenge and try out various interactions as they execute the mission they have been given. These challenging missions are presented as a game, with various scoring and penalty mechanisms, in the forms of technology transfer, conflict resolution judgements, market exchanges or media exposure. These emulated functions of a real society should help participants develop a mixture of competences that is expected of global professionals and leaders, including team building, communication skills, intercultural competencies, project management skills, leadership skills, information literacy, lateral thinking, and creative capacity. One of the reasons why XLP makes for such a powerful testing bed is that it brings together participants from different cultural backgrounds who represent a variety of professional and academic disciplines. XLP crosses boundaries by involving a diversity of students, teachers, and ‘hackers’ from various places, disciplines, and age groups. XLP also welcomes and integrates practices that originate from a variety of academic fields, including information system design, law, and communication. It is through such interdisciplinary interaction that XLP participants can discover the unique skillset that they bring to the group. Consequently, the diversity within teams and the group as a whole will lead participants to greater self-awareness of their own talents as well as of the capabilities of the team and the group.

Large-group intervention

An XLP stands for an experience-driven large-group intervention in which participants need to engage with others as they tackle a set of open-ended tasks. The mission, not the contents, is driving, and product development is an integral part of the experience. XLP can therefore be regarded as an exponent of hacker/maker education, which finds its roots in the wider maker movement in China and elsewhere, sharing its thoroughly collaborative spirit.

Although the number of teams may range from four to forty (and more, if physical space allows this), typically ten self-organizing teams of eight need to muster all the skills and tap all the talents of the group in order to rise to meet the demanding challenges they have been set. These tasks are defined by the ‘challenge designers’ and are tailored for each intervention, which can span anything from an intensive four day immersion event to a continuous four year process (and why not an entire lifetime).

OPERATING SYSTEM

XLP as an operational framework for learning organizations provides access to and enables data-driven experiential learning based on threaded cognitive learning mechanisms (‘ecorithms’ ). These can be described in terms of step-by-step procedures and protocols for sourcing, evaluating and processing information. (fig. 2)

functions of operating systems illustrative actions illustrative digital tools
authentication and access control protecting rights / digital identity OAuth 2.0 Protocol, Public/Private Keys…
scheduling and process management project management e.g. Teambition
file and device management note gathering, file sharing, digitized publication e.g. Evernote, Instagram, Git/Github, MediaWiki


Figure 2. XLP as an operating system

As long as the learning environment is rich enough and the goals clear, learners will personally develop and progress along a path of targeted benchmarks in accordance with these ecorithms. In order to detect learning, it is highly important that all meaningful content in a given XLP event is systematically recorded in digitized forms. Modeling the various types of social transactions in XLP will facilitate this effort. Figure 3, for example, provides a model of the market trading performance of a given team, using the notation of category theory. The collection of data allows continuous feedback to all participants, stimulating self-directed group behavior. Over time, patterns of changes will emerge and present themselves for further analysis and interpretation.


Figure 3. Conceptual model of trading in XLP for a given team

As the participants conduct their mission and address the problems they encounter along the way (designing a physical object or developing a new service or modifying an organizational rule), they need to apply concrete and abstract thinking. As illustrated in Figure 4, this heuristic process requires that problems are first stated in a concrete, measureable way and possible solutions are considered in the abstract, before a solution can be delivered in the concrete. This method can be applied as a powerful learning method in XLP, as it allows to link changes at the concrete level (measured as the difference between the original situation and the solution) with abstract processes (e.g. through notes on the inventive principles that were considered and implemented). The 4 forces of architecture, market, law, and norms (see below) make up the contextual factors that create the contradictions from which problems first arise as well as open the doors that reveal pathways for resolving them.

Figure 4. Effecting change through moving between concrete and abstract

In the abstract, XLP constitutes an operating system for running group learning activities. It provides an operational framework to guide people and utilize resources to address a generic set of problems in a project-based approach. The central workflow of XLP can be envisaged as a project that consists of a series of activities conducted by teams through time (Figure 1). For every component in this workflow we can define the inputs and the outputs, and these outputs can in turn be evaluated in view of the desired outcomes. Hence, the XLP program can also be represented as a logic chain (input – activity – output – outcome) at both its generic and specific levels (see below, Figure 5).

Figure 1. Operational framework of XLP

Like any operating system, XLP provides authentication and access control, scheduling and process management, and file and device management (Figure 2). In the concrete, XLP requires participants to execute tasks by using a set of common digital tools that differ in function and granularity. Once the XLP universe is called into being by granting a digital identity to the participants, they arrange and monitor their activities through a web-based project management and collaboration tool. File and device management is regulated using digital tools for capturing random notes, file sharing, and digital open source publishing. These tools should be standardized, and all XLP participants must learn to use these common tool sets in one unifying workflow.

WHAT IT INVOLVES

roles and tasks

There are two main roles for participating in XLP: the role of challenge designer and that of challenge taker (also referred to as ‘mission executors’). The work for the challenge takers coincides with the intervention proper as they form their teams, carry out the tasks they have been set, and report on their accomplishments. The challenge designers, on the other hand, take up responsibilities before, during, and after the event. There is no implied hierarchy between challenge takers and challenge designers. For instance, challenge takers can include executive MBA students who take up challenges that were set to them by high school students. Regularly the challenge designer team also includes temporary ‘hackers-in-residence’ who enrich the team with their expertise, be it artistic, cultural, physical, spiritual, technical, or other.

Before the intervention the challenge designers set up the workflow (that is, a set of behavioral protocols and sequenced activities), often using GIT to expedite data sharing. In effect, they design a micro-society that is built around the social forces of architecture, law, the market, and norms. In order to support the learning process, new software technologies are introduced and integrated in the XLP architecture. The challenge designers develop the tasks (or ‘challenges’) for the teams against the backdrop of a coherent story line which draws on real situations, addresses genuine needs, and is told with an authentic voice. During the intervention the challenge designers constantly collect feedback in the form of operational data. To the extent that the feedback is analyzed and acted upon in real time, the challenge designers can modify aspects of the workflow during the intervention. Otherwise, the challenge designers refine the workflow afterwards in view of future interventions. Throughout the process the challenge designers communicate with each other through a web-based project management and collaboration tool (e.g. Teambition).

the 4 stages

As they alternately bring the challenge takers inside and outside their comfort zone, the four stages embody the global ecorithm of an XLP event. Each of the stages constitutes an essential step in the psychological journey of the challenge takers. In the first stage participants start off in a winning mood and experience early success to boost motivation and increase self-confidence. In stage 2, nicknamed “fail early, fail safe”, expectations are set so high that team members experience some frustration and realize that they will need to step up their learning and break across boundaries. Stage 3 emphasizes convergence as each team discovers that they completed just part of the tasks and that it takes collaboration across teams to finish the job adequately. Stage 4 is about demonstration: everybody presents their stories, deliverables and outcomes based on the XLP experience and extending into a personal enterprise plan. In the case of an 80 hours’ orientation event, each of these four stages would correspond to one day of the experience.

the 4 forces

The XLP workflow is defined as a set of formal protocols or ecorithms along the axes of four forces that enable, encourage, and constrain participants’ behavior during the event. These forces are architecture, law, the market, and norms. Each force is represented by its own social transaction in XLP – respectively, the offering of new technology, suing, trading, and applying for patents. The force of architecture refers to the pre-given elements of the environment in the widest possible sense, including the spatial-material environment, the technological environment (including natural and artificial ‘languages’), and the organizational environment (e.g. interaction mechanisms). The force of law regulates how participants may deal with any infringements they observe. In XLP this force takes the shape of a court with procedures for arbitration and sanctioning violation of the rules of the game. A currency is introduced to make the force of the market more tangible, with specifications of the practices of buying and selling goods and services in the marketplace. Finally, the force of norms refers to explicit and implicit ways of instilling of what is good and bad in a particular XLP through the media or other communications. These four forces do not operate in separation; rather, it is the dynamic interaction between the forces that can be said to define the given culture of a particular XLP.

Figure 5. Logic chain for the market force in XLP

The four social transactions, representing the 4 forces, are articulated as ecorithms. Figure 5 represents the ecorithm for the market force in XLP as a logic chain. The ‘activity’ of trading on the market is made possible because of various market-related ‘inputs’: the provision and availability of currency, the definition and installment of trading mechanisms, the distributed knowledge and skills required for trading, etcetera. The activity of trading results in certain ‘outputs’, above all the digital recording and collection of all transactions in Git. The anticipated ‘outcomes’ include that teams can demonstrate they have created added value as a result of their trading. On the part of the challenge designers, the optimization of market protocols would be considered a desired outcome of the event. In addition, the figure also illustrates how the market force is interdependent on the three other forces in both inputs and outcomes. In this way it is possible to develop a coherent and formal logic chain vocabulary across all four forces, resulting in a further refinement of the XLP workflow.

Typical XLP Activities

So far XLP has been tested in undergraduate as well as graduate education, at universities, vocational schools and high schools, in different formats such as the 4-day (80 hour) Orientation Program, the 8-week Lab Exploration Program, and the 16-Week Global Manufacturing Strategy Program. Participants have included students, scholars, and ‘hackers’ from Asia, Europe, and North-America. As an innovative methodology for designing learning activities it can be universally applied, both in- and outside educational settings, with participants of all backgrounds.

Honors and Awards

Refers to websites, pictures, videos that talks about XLP.

References

An incomplete guidebook on XLP is available on Gitbook [1].