The document describes Black Diamond Academy, which aims to promote STEM education for boys and girls through creative and technological training. The academy's TIGER program involves phases focused on technology, inventing, spiritual development, health, and community engagement. Students will learn skills like CAD, programming, and 3D modeling to develop their own inventions. The academy emphasizes spiritual growth, fitness, and using rewards/points to encourage character development and community service. The goal is to cultivate self-sufficient, educated youth who give back to their families and businesses.
HMCS Max Bernays Pre-Deployment Brief (May 2024).pptx
Pre presentation - black diamond academy - rev 2
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 training
BDA will be dedicated to cultivate a proud, strong, self-sufficient, and educated culture by
bringing together family, community and business. BDA is the portal in bringing the tools
needed 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. Technology
3D 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 Program
Computers 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
5. Technology
Microsoft
• Microsoft Word
• Microsoft Excel
• Microsoft PowerPoint
• Microsoft Outlook
• Microsoft Visio Pro
• Kinect classroom activities
SDK (Apple)
• Programming and Designing Apps for the Apple Products
PatentWizard
• Use to develop, draft, and submit your Patent to the USPTO
Using Computers and the Internet
• General teaching on using the PCs and the Internet
7. Technology
Our 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 by
Microsoft’s School of the Future
• 1 Individual Excellence
• 2 Courage
• 3 Operating Skills
• 4 Organizational Skills
• 5 Strategic Skills
• 6 Results
12. Health and Fitness
Working 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.