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Pedagogy

Level 1 Curriculum

The participants will watch and interact with the organizing team's learning journey artefacts which seamless connect the user journey from marketing (AAR) to application to on boarding through to (RR) where participants market on the organizing teams behalf (skill building) and in exchange the organizing team helps market on the participants behalf.

'marketing' notions should be replaced with customer development / customer co-creation as marketing is a dirty word to our audience
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What β€” 'the what' has 2 sub levels mirroring a consumption and production cycle.

L2S1 (consumption) - watch and interact with organizing team's learning journey artefacts and creation process. (behind the scenes footage) L2S2 (production) - the participants began developing their own curricular plan and begin researching the content they want to start consuming in the next phase of their journey

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How β€” Consumption become production, production becomes consumption.

L2S3 The is the first inversion of the participant learning journey where they bring outside experts in through studios to give them feedback on their artefacts up to this point in time.

L2S4 This the second inversion where participants move into Labs where they begin their own marketing activities based upon integrating the feedback from studio into their artefacts. The inversion happens when they move to salon which is the first moment where their early adopters customers/participants get to interact with their artefacts to begin the marketing funnel where their customers begin co-creating in order to become future users who want to model their own learning journey after that of our participants artefacts and their creation process.

We are using Laurence's Glass Bead Game as an example to highlight the value add that we are creating for Metamodernists to find their niche and reduce their delta in between aspirations and really making it happen, landing their own endeavors and earning money with that.

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