1. Published by Helen Baxter, Mohawk Media, NZ under a Creative Commons, Attribution-Noncommercial-Share Alike (BY-NC-SA) License. You can share, remix and republish this work for non commercial use, as long as you give attribution and publish using the same CC license.
2. Time
2.1. New Ideas - write them down, process later
2.2. Batch process similar tasks
2.3. Book transition times for mental switching
2.4. Finish early?
2.4.1. Then play!
2.4.1.1. Book playtime into the schedule
2.4.1.2. Kinect games
2.4.1.3. Creative & technical experimentation
2.4.1.4. Kinect Hacks
2.5. Larks v Owls
2.5.1. Most creatives are owls
2.5.1.1. Quiet
2.5.1.2. No interruptions
2.5.1.3. Controllable light levels
2.5.1.4. Less distractions
2.5.2. Most managers are larks
2.5.2.1. Maker schedule v managers schedule
2.6. E-learning lets you choose the best time and place
2.7. Albany High School - Self study Wednesdays
2.8. Space / Time Continuum in the Classroom
2.8.1. Re-think the use of Physical Space, Delivery Methods & Time
2.8.2. Centres for Academic Excellence
2.8.3. Design Schools 2.0
2.8.4. Schools of Ambition
2.9. TEDucation
2.9.1. TED Talks
2.9.1.1. Technology, Entertainment & Design
2.9.1.2. Ideas Worth Spreading
2.9.1.3. Eva Vertes - Aged 19
2.9.1.3.1. TED Under 30
2.9.1.3.2. Alzheimers Breakthough Aged 14
2.9.1.3.3. Princeton - Cancer Stem Cells Research
2.9.1.4. Sir Ken Robinson
2.9.2. Grokkit.com
2.9.3. Online Text Books
2.9.3.1. Cafescribe
2.9.4. Open Source Science
2.9.4.1. MyExperiment.org
2.9.5. Teachertube
2.9.5.1. Pay Attention
2.9.5.2. "I don't have ADHD - I'm just not listening
2.10. Tele-students
2.10.1. Online Learning Resources
2.10.2. MIT Online Courses
2.10.3. Open Source Science - MyExperiment.org
2.10.4. Online textbooks
2.10.4.1. Cafescribe
2.10.5. Collaborative Tools
2.10.5.1. Wikis
2.10.5.1.1. Ed Research Wikis
2.10.5.1.2. Free Thinking LOOP
2.10.5.2. Shared Docs
2.10.5.2.1. Open Peer Review
2.10.5.3. Online Meetings
2.10.5.3.1. Audio / Text
2.10.5.4. Project Management
2.10.5.5. Re-use Material - Iterative
2.10.5.5.1. Podcasts
2.10.5.5.2. Blogs + Comments
2.10.6. "Don't expect me to go into school every day"
2.10.7. Study with the same tools as the workplace.
3. Digital Natives
3.1. No Wi-Fi
3.2. Ed Talks, Te Papa - 5 year old animatrix
3.3. Renaissance 2.0
3.3.1. "New Leonardos"
3.3.1.1. Scientists & Artists
3.3.2. Creativity + Science + Technology = Renaissance 2.0
3.3.3. WANTED: Creative Thinkers & Innovators
3.3.4. Hackers, remixers, mashup artists
3.3.4.1. Using open data
3.3.4.2. Mix and Mash
3.3.5. Tinkering & inventing
3.3.6. 3D printing revolution
3.3.6.1. Ponoko.com
3.3.6.2. Shapeways
3.4. Two-way exchange across generations
3.4.1. Best person for Job
3.4.1.1. Age independent
3.4.2. Let Generation Y & Z teach Us
3.4.3. Tech Angels, Tech Crew & Tech Execs
3.4.3.1. Wellington Girls College
3.4.3.2. Mentoring Angels
3.4.4. Digital Opportunities Projects, NZ
3.4.5. Our first contracter was one of the first Tech Angels
3.4.5.1. Met her as a VJ
3.4.5.2. Creative / Technical balance
3.5. Augmented studying
3.5.1. The Einstein Approach
3.5.2. know where the knowledge is
3.5.3. Saves your processor & harddrive space
3.5.4. Step 1: Learn How YOU learn
3.6. Open Source Attitude
3.6.1. learn
3.6.2. develop
3.6.3. share
3.6.4. connect
3.6.5. innovate
3.6.6. Remix
3.6.6.1. CC Licensing
3.6.6.2. Creative Commons Kiwi
3.7. Embrace new Spaces & Places for Education
3.8. Recommend they Read Sci-Fi
3.9. Encourage X Disciplinary X Pollination = Invention
3.10. How do you teach an Inventor?
3.11. Campus of Future?
3.11.1. Like Googleplex
3.11.2. Work + Play = Lifelong Learning
3.12. Skills
3.12.1. Multimedia production/publishing
3.12.2. Selling
3.12.2.1. Ideas, self
3.12.2.2. Presentation
3.12.3. Branding & ID
3.12.4. Scientific Method
3.12.5. Critical thinking
3.12.6. Time Management
3.13. Use the tools they are using in their daily lives
3.13.1. Banning phones is like asking them to sit with their hands over their ears
3.13.2. Smartphones
3.13.3. Social Media
3.13.4. Enagage through their networks
3.13.5. Don't take their PCs away - because they're not studying hard enough at Geography.
3.13.6. "Email is for Old People"
3.14. Gaming is training our future surgeons, telepresence ops, pilots
3.14.1. Coolest job on the planet?
3.14.1.1. Driving the Mars Pathfinder robot
3.15. MAKE, Instructable, DIY Everything
3.15.1. Claytronic & Catoms - Programmable Matter
3.15.2. Robots & Nano-technology
3.15.3. Coming soon...the Fab Lab Revolution
3.15.3.1. Ponoko.com
3.15.3.2. Shapeways.com
4. Attitude
4.1. Innovation
4.1.1. Inspiration
4.1.1.1. Read widely
4.1.2. Initiative
4.1.2.1. Doers AND thinkers
4.1.3. Inventive
4.1.3.1. New approaches
4.1.4. Ideas
4.1.4.1. Lots of them
4.1.5. Integration
4.1.5.1. Context is key
4.1.6. Involvement
4.1.6.1. Willingly collaborate
4.1.7. Impact
4.1.7.1. Stand out
4.2. Constraints
4.2.1. Number one key to innovation is scarcity
4.2.1.1. Look for ways to save
4.2.1.2. Time, Money, People, Skills
4.2.1.3. Want to get creative? Drop a 0 off the budget.
4.2.1.3.1. Not hard in NZ
4.2.2. Lazily productive
4.3. Recognise, praise, encourage
4.3.1. Losada line - 2.9013 positive interactions needed to counteract one negative
4.3.2. 6 to 1 for success
4.3.3. How you do it is important
4.3.4. Danish company - Order of the elephant
4.4. Approach
4.4.1. Hacking
4.4.1.1. Do the best you can with the resources you have
4.4.1.2. The g33k show: Half hour of Animated TV weekly using mobile phone tools, Google Earth, Google Sketchup, Elastic bands and Hacker mentality
4.4.2. Curious
4.4.3. Playful
4.4.4. Fun
4.4.5. Agile thinking
4.4.6. Adaptable to change
4.4.7. Prepared to Publish and iterate Fast
4.4.7.1. Nothing is perfect
4.4.7.2. It's good enough for rock & roll
4.4.8. Failure is part of the experimental process
4.4.8.1. Fail fast and move on
4.4.9. Creative
4.4.9.1. Appearance, style, approach
4.4.10. Professional
4.4.10.1. Time, comms, delivery
4.4.11. Personal perception
4.4.11.1. Where are the inventive girls?
4.5. First they called us crazy, then they called us stupid, now they call us pioneers
4.5.1. It takes about five years to become a pioneer
5. Teachers Toolkit
5.1. Email
5.1.1. GMail
5.2. Files
5.2.1. GDocs
5.2.2. DropBox
5.3. Knowledge
5.3.1. Diigo Groups
5.3.1.1. Digest of Internet information, groups & other stuff
5.3.2. Pearltrees
5.3.3. Mindmeister
5.4. Media Monitoring
5.4.1. Twitter
5.4.2. Google Alerts
5.5. Mindmaps
5.5.1. Mindmeister
5.5.2. The Brain
5.6. Money
5.6.1. Xero
5.7. News
5.7.1. Personalised News
5.7.2. Feedly
5.7.2.1. GReader + Firefox add on
5.7.2.2. Manage RSS feeds
5.7.2.2.1. Real Simple Syndication
5.7.3. Zotero
5.7.3.1. Collect, manage, cite, and share your research sources.
5.7.3.2. Firefox plug in
5.8. Planning
5.8.1. Plan Hq
5.9. Presentation
5.9.1. Prezi
5.9.2. Mindmeister
5.10. Social Media
5.10.1. Hootsuite
5.10.2. Twitter
5.11. Streaming
5.11.1. Livestream
5.11.2. Qik
5.11.3. Ustream TV
5.12. Talk
5.12.1. Google Chat
5.12.2. Skype
5.13. Tasks
5.13.1. Pocketmod
5.13.2. Basecamp
5.13.2.1. Free account
5.13.3. Team Work PM
5.13.3.1. Free plan - 2 projects
5.13.3.2. More sophisticated than Basecamp
5.14. Time
5.14.1. Rescuetime
5.14.2. Doodle
5.15. Videconferencing
5.15.1. Skype Beta
5.15.2. Dim Dim
5.15.3. Oovoo
5.15.4. Freebinar
5.16. Wikis
5.16.1. Gdocs
5.16.1.1. Act as a Wiki
5.16.2. WikiMatrix
5.17. Freeware list of Educational technologies
5.17.1. Academic Software
5.17.2. Business Tools
5.17.3. Computer Assisted Drawing
5.17.4. Desktop Publishing
5.17.5. Editor Programs
5.17.6. Games Software
5.17.7. Internet Software
5.17.8. Languages Tools
5.17.9. Linux-Mac-Unix
5.17.10. Math Tools
5.17.11. Music-Audio-Video
5.17.12. Productivity Tools
5.17.13. Programming, AI
5.17.14. Science Tools
5.17.15. Security Tools
5.17.16. Special Education & Accessibility
5.18. 62 Interesting Ways to use an iPad in the Classroom
5.19. 101 Online resources Transforming education
5.20. 50 Excellent Open courses for teaching with technology
5.21. 50 Open Source Applications for Science & Technology Education
5.22. Albany High School Open Source e-learning tools
5.23. Creative Commons Kiwi
6. Helen Baxter, Mohawk Media
6.1. Linked In: http://www.linkedin.com/in/helenbaxter
6.2. [email protected]
6.3. Mohawk Media
6.3.1. twitter.com/mohawkmedia
6.3.2. Creative Commons NZ
6.3.3. Digital NZ
6.3.4. the g33k show
6.3.5. twitter.com/theg33kshow
6.4. MsBehaviour
6.4.1. DJ / Creative ID
6.4.2. The MsBehaviour Files
6.4.3. twitter.com/msbehaviour
7. Space
7.1. Space
7.1.1. Study from University of Minnesota
7.1.2. Ceiling height can affect the way we think
7.1.3. High ceilings are best for abstract blue sky thinking, and lower ceilings help with detailed, analytical thinking.
7.1.4. Learn in different places for maximum retention
7.1.5. Rework
7.1.5.1. Minimise interuptions
7.1.5.2. Minimise noise
7.1.5.3. Collaboration Rooms
7.2. Designing Your Optimal Creative Environment
7.2.1. Light
7.2.2. Noise
7.2.3. Design (formal/informal)
7.2.4. Temperature
7.2.5. Peers (solo/team)
7.2.6. Authority Figures (present/absent)
7.2.7. Mobility
7.2.8. Intake (eating/drinking)
7.2.9. Time of Day
7.3. Stand Up
7.3.1. Study by Research Partnership Steelcase International and the Ludwig-Maximilian University in Munich
7.3.2. 300 students observed in different layouts: (fixed, mobile, standing, sitting).
7.3.3. Both accuracy of thinking and idea innovation were higher than when sitting down
7.3.4. Five principles
7.3.4.1. • Plug and Play
7.3.4.2. • Fold and go
7.3.4.3. • Say and see
7.3.4.4. • Relate and reflect
7.3.4.5. • Inspire
7.3.5. Three types of learning spaces
7.3.5.1. Informal
7.3.5.2. Student lead
7.3.5.3. Teacher lead
7.4. Activities/requirements
7.4.1. Focused work
7.4.2. Collaboration
7.4.3. Learning
7.4.4. Socialising
7.5. The Classroom of the future
7.5.1. Open Architecture Challenge: Classroom
7.5.1.1. Make kids aware of learning environment
7.5.1.2. Integrated classrooms
7.5.1.2.1. Mixed ages
7.5.1.2.2. Learn when you are ready
7.5.1.2.3. Work as a team
7.5.1.2.4. Communities of coaching
7.5.1.2.5. Respect
7.5.1.2.6. Able to communicate x age
7.5.1.2.7. Integrated green technologies
7.5.1.3. Primary Classrooms
8. Mindmap address
8.1. http://www.mindmeister.com/73517382
9. Mohawk Media
9.1. KnowledgeBoard
9.1.1. Editor of International community - KM, Creativity, Innovation
9.1.2. Research, scenarios, whitepapers on the future of business
9.1.3. European KM Scenarios
9.1.3.1. Trends and visions in KM
9.1.4. Influenced how we have structured our knowledge/creative business
9.2. Network of studios
9.2.1. Cloud Based Collaboration tools
9.2.1.1. Converted after the Great Hard-drive Crash of 2004
9.2.2. Manage projects not people
9.2.3. Manage the work, not the team
9.2.3.1. Assign
9.2.3.2. Discuss
9.2.3.3. Deliver
9.3. Telescopic in size
9.3.1. Work with freelancers
9.3.1.1. Offer mentoring, training & business support
9.3.2. Build flexible, lean & agile teams
9.3.3. Outsource to local SMEs
9.3.3.1. No employees
9.3.4. Hire hotdesks in co-location premises if needed
9.4. Look for attitude, train for skills
9.4.1. Work with 'T Shaped People'
9.4.2. One deep area, wide ranging interests and willingness to collaborate
9.4.3. X-Generational
9.4.4. X-Media
9.4.5. X-Disciplinary
9.4.6. Creative / Technical brains needed for:
9.4.6.1. animation
9.4.6.2. motiongraphics
9.4.6.3. webdesign
9.4.6.4. music production
9.4.7. You can't silo/specialise
9.4.8. It's all about context
9.5. Results not time or task based
9.5.1. R.esults O.nly W.ork E.nvironments
9.5.2. No schedules
9.5.2.1. Clear deadlines
9.5.3. How when where done? Doesn't matter
9.5.3.1. PJs & Chardonnay?
9.5.3.2. No problem
9.5.3.3. As long as you deliver on time and at professional quality
9.5.4. Self direction
9.5.4.1. Productivity, engagement goes up
9.6. Dyadic/two person project teams
9.6.1. We are smarter than me
9.6.2. Problem solving easier
9.6.3. Collaboration needs Trust
9.7. Creative process needs structure
9.7.1. You can herd cats
9.7.2. With the right tools
9.8. Earning OR Learning
9.8.1. Devote at least 20% or more of our time each week to upskilling, reading, planning, playing
9.9. What's our motivation?
9.9.1. Daniel Pink
9.9.1.1. intrinsic rewards
9.9.1.2. Bonus schemes have negative effect on knowledge & creative workers
9.9.1.3. Same across all cultures
9.9.1.4. Manual - bonus
9.9.1.5. Cerebral - praise & profile
9.9.1.6. Give credit where it's due
9.9.2. profile
9.9.3. relationship/goodwill
9.9.4. income
9.10. Know that happiness leads to success
9.10.1. Built business around creative flow time
9.10.2. Passion projects
9.10.3. Positive emotions expand peripheral vision
9.10.4. Choose the right projects
9.10.5. Happy to turn work down if the fit is wrong
9.11. Fun is our prime directive
9.11.1. Built business around time to play
9.11.2. Kinecting with our crew
9.11.3. It's got to be fun, rewarding, interesting or challenging
9.11.4. "Fun is the secret to the Virgin's Success" Richard Branson
9.11.5. Leads to bottom line results