Difference between revisions of "User:Uryence/sandbox"

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* [[UniWiki:Editing_Guide|how-to-edit]]
 
* [[UniWiki:Editing_Guide|how-to-edit]]
  
Personal goals:
+
Personal goals on the wiki:
  
* 'Scouting' needs serious work for tone, and has too personal and idiosyncratic a taxonomy of scout activities (might need to bother Yto and other friendly scouts for their tips)
+
* 'Gate camps' needs to be rationalized and updated
 
* ditto the 'fitting a ship worked example' page.
 
* ditto the 'fitting a ship worked example' page.
 
* The free-standing projectile ammo page needs TLC
 
* The free-standing projectile ammo page needs TLC
 
* Topology is good but should introduce general concepts (pipe, chokepoint, pocket, and nods to wormholes and filaments; jump distance vs gate distance; significance of in-system warp distances), and focuses on highsec (EVE's least interesting and weirdest kind of space)
 
* Topology is good but should introduce general concepts (pipe, chokepoint, pocket, and nods to wormholes and filaments; jump distance vs gate distance; significance of in-system warp distances), and focuses on highsec (EVE's least interesting and weirdest kind of space)
* pages on daily log-in rewards and the "skilling spree" mechanic
+
* [[Forming fleets in EVE University]] badly needs to be brought up to date with current practice.
 
* [[User:Uryence/Kvasir|Kvasir]]
 
* [[User:Uryence/Kvasir|Kvasir]]
  
 +
Personal goals for the teaching dept:
 +
 +
* Class library revitalised
 +
* Class taxonomy revised
 +
* Retool Careers class
 +
* Spool up reactions class
  
 
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{| style="float:right; clear:right; margin-left:1em; margin-bottom:1em; border:1px solid #202020; padding:1px; border-collapse:collapse; text-align:center; font-size:11px; width: 15em;"
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|-
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| style="background-color:#000000; padding:0px;" | [[Image:teachinglogo.png|100px|link=]]
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|-
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! style="background:#000000; font-size:15px;" | '''Learning & teaching'''
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|-
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! style="background:#101010; font-size:12px;" | For students
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|-
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| style="background:#202020; font-size:11px;" | [[Classes]]
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|-
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| style="background:#202020; font-size:11px;" | [[Attending classes]]
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|-
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!style="background:#101010; font-size:12px;" | For teachers
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|-
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| style="background:#202020; font-size:11px;" | [[Teaching Classes at EVE University]]
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|-
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| style="background:#202020; font-size:11px;" | [[Good teaching guide]]
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|-
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| style="background:#202020; font-size:11px;" | [[Teaching Department]]
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|}<includeonly>[[Category:Teaching Resources]]</includeonly><noinclude>
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<!--{{documentation}}-->
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</noinclude>
  
== Becoming a teacher ==
+
-----------
 
 
While most of our teachers are current members of EVE University, this is not a requirement: we often have guest lecturers holding classes, workshops, and talks. Some of them even put an alt character into the University to continue their teaching on a semi-regular basis.
 
 
 
=== Why teach? ===
 
 
 
* Give back to the community, share your knowledge with the next generation of capsuleers, foster your playstyle, and provide content for yourself and others.
 
* Learn by teaching your chosen topic. Advance your own understanding of the subject matter and hone your real-life presentation and public-speaking skills.
 
* If you're a member of EVE University, teaching can earn you credit towards the [[Medals|Educator Medal]], the [[Cross_Campus_Initiative|Cross Campus Initiative]], and [[Titles|Progression Titles]] like Sophomore and Graduate.
 
 
 
=== What is expected? ===
 
 
 
'''You do ''not'' have to be an expert of every area of EVE Online to teach classes.''' Nor do you have to know every last in your particular specialism. If you have a good working knowledge of a specific topic, that might be the right topic to teach. You should be comfortable with most aspects of your chosen topic, be able to present them in a concise and understandable manner and be able to answer student questions.
 
 
 
{{CollapseBox|Example knowledge for "Introduction to Exploration"|
 
* Know the procedures: how does one go about "doing exploration"?
 
* Know the mechanical parts: the process of scanning down signatures and the hacking minigame
 
* Know the "meta": which ships are favoured and the basics of common fittings.
 
* Know tips and tricks: piloting tricks, safety rules, best practices, etiquette, etc.
 
* Have a brief story or two to share! Provide some context for the students by sharing stories of complete failure or lucrative success.}}
 
 
 
In general, EVE University hopes that its teachers will:
 
 
 
* have a working knowledge of the subject area(s) they wish to teach, and the ability to communicate that knowledge
 
* comply with the standards outlined in this article.
 
* act appropriately as a member/guest of the University and set a positive example to students: [[EVE University Rules|EVE University’s general rules and guidelines]] must be kept.
 
* continue growing as educators, be it through self-observation, constructive feedback from students, or mentoring by the Teaching Staff.
 
 
 
Actually running classes requires:
 
 
 
* timely and correct scheduling (see below).
 
* class-relevant content (slides, instructions for a practicals/workshops).
 
* access to our public [[Mumble]] and (open) [[Discord]].
 
** Contact the [[Teaching_Department#Current_Staff|Teaching Department]] for Discord rights and any help you might need to make your class happen.
 
 
 
=== Support from the Teaching Department ===
 
 
 
* A library of ready-to-teach [[Classes|CORE Classes]].
 
* Assistance in creating your own non-CORE classes or practicals. Just contact a [[Teaching_Department#Current_Staff|Teaching Officer]] via Discord and they will be happy to assist you.
 
* In-game resources for practicals (ships, BPCs, et cetera): we see no reason for you to also pay ISK on top of your teaching efforts. Just get in contact with us and we'll try to figure something out!
 
** Please note that non-Core classes '''must''' be checked and approved by an Teaching Officer at least '''one week in advance''' of the class.
 
* Mentoring from our [[Teaching_Department#Current_Staff|Teaching Officers]] (optional).
 
* Teaching assistance during your class, e.g. posting links, providing an in-game target to shoot/scan down, etc. Just approach any member of the [[Teaching_Department#Current_Staff|Teaching Department]] if this sounds useful.
 
** Please note that the presence of a Teaching Officer is '''mandatory for any guest lectures'''.
 
* Constructive class feedback, gathered by students filling out the [http://www.eveuni.org/classfeedback Class Feedback Form] at the end of your class.
 
 
 
==Choosing a topic==
 
 
 
===CORE classes===
 
 
 
In order to make teaching as accessible as possible and to provide students with the proper basic knowledge to find their way in New Eden, the [[Teaching_Department|Teaching Department]] offers a [[Classes|library of ready-to-teach "CORE" classes]]. Most new teachers are advised to start their teaching career with one of these: they are easy to pick up and teach if you have a working knowledge of the topic area.
 
 
 
===Other classes===
 
 
 
By their very nature, CORE classes do not cover all areas of interest and expertise in EVE Online. We encourage experienced and/or specialized teachers to develop and hold their own classes. To ensure some quality control, though, bear in mind the following points:
 
 
 
* We ask that you submit your class slides and/or practical instructions to the [[Teaching_Department#Current_Staff|Teaching Department]] at least one week ahead of your class.
 
* Make sure you're willing and able to react to constructive feedback, and adjust your preparation accordingly.
 
* Equally, don't let the ''perfect'' be the enemy of the ''good''. A decent class that gets held is better than a perfect class that never happens.
 
* Please use our slide template in our corporate branding, which we can provide.
 
 
 
== Presentation options ==
 
 
 
Different options (or a combination) can be used for different types of classes:
 
 
 
* Classic slide decks are a good way to present bundled up static information in a visual way.
 
* Screen-sharing your EVE in-game view offers a great way to demonstrate things in real-time, and our Discord classroom is set up for this already.
 
* Organising in-game practicals gives students hands-on experience and works well for some topics. (If you require ships/materials for these the Teaching Department is more than happy to help you out and foot the bill!)
 
 
 
To hold classes, we most commonly use:
 
 
 
* [[Mumble|Mumble]] for voice communication.
 
* [[Discord|Discord]] for screen-sharing, slide presentations and typed questions.
 
* [[EVE_University_Chat_Channels#Public_channels|Class (EVE Uni)]] ingame channel for in-game links and sometimes also questions
 
 
 
Additional options include, but are not limited to:
 
 
 
* Twitch streams
 
* YouTube videos
 
 
 
Choose the right way to present for you and your topic.  It is common and natural to evolve your approach as you gain experience with the subject and better understand how students perceive the content.
 
 
 
== Scheduling your class ==
 
 
 
* Try to schedule your class at least one week in advance, to give people a chance to hear about your class and make time in their schedule to attend.  If you are expecting support for ships/modules or other manufactured items this is a minimum requirement and not optional.
 
* Check the UNI in-game calendar for available dates/times. Do ''not'' schedule a class at the same time as any other class or event.  A Teaching Officer can check the calendar on behalf of guest lecturers from outside the University.
 
* Try to leave a buffer of 15–30 minutes in between different classes to give students a break and avoid any overlap in case one class runs into overtime.
 
 
 
===Forum announcement===
 
 
 
* Post an advert as a new topic in the [http://forum.eveuniversity.org/viewforum.php?f=72 Scheduled Classes Forum], using the standard format described below.
 
* If you do lack access to this forum, please ask the [[Teaching_Department|Teaching Department]] to do this for you.
 
 
 
{{CollapseBox|Forum Template|<pre>[img]link to suitable image to illustrate class[/img]
 
 
 
Short description of what this class is. Maybe who it's intended for, how it improves your game, etc. Feel free to copy from historical class announcements for the same class!
 
 
 
[color=#00FFFF]When:[/color] Thursday 12th January, 20:00 EVE Time
 
[color=#00FFFF]Where:[/color] Mumble and Class (EVE Uni)
 
[color=#00FFFF]Duration:[/color] 1 hour
 
 
 
[color=#00FFFF]Topics Covered:[/color]
 
[list][*]list points
 
[*]some more list points
 
[*]even more list points
 
[*]add more list points with the [ * ] prefix
 
[*]Q&A[/list]
 
 
 
[color=#00FFFF]Student requirements:[/color]
 
[list][*]Public Mumble registration and access - make sure you have Mumble sorted out and operational well before the class begins. Use this guide for set-up: [url]http://eveuni.org/publicmumble[/url]
 
[*]Access to the Class (EVE Uni) in-game chat channel
 
[*]If students need specific ships, or need to be in a specific place, here would be where you say that.[/list]
 
 
 
Additional information: This class is primarily lecture, delivered in public Mumble and the Class (EVE Uni) channel, followed by Q&A. There is no practical component.</pre>}}
 
 
 
=== In-game calendar ===
 
Create a class announcement on the in-game EVE Uni calendar (provided you hold the [[Sophomore]] title; if not, ask a Teaching Officer).
 
 
 
Make sure to:
 
* include "[CORE]", "[Class]", "[Practical]" or "[Q&A]" as a title prefix, followed by the name/topic of the class.
 
* set availability to "Alliance" (preferred); the default is "Private", which only you can see. Do '''not''' tick the box labelled ''Important''.
 
* set a realistic duration, leaving time for questions. We generally prefer classes to last around 60 minutes, but 45–90 minutes is perfectly acceptable.
 
* ensure that your class is not colliding with other classes. It's generally a good idea to leave at least 15-30 minutes in between classes so students can take a break and to avoid any overlaps.
 
* include a short outline of the class and a forum link in the description.
 
 
 
===Pings===
 
 
 
You must ping everyone in the "#ping-class" Discord channel shortly before you start, and you can ping with advance notice beforehand.
 
# (optional) "@everyone x hour preparing for Intro to XYZ"
 
# (mandatory) "@everyone Intro to XYZ starting now/in 5 minutes"
 
Feel free to expand on those pings by providing the forum link or additional context to the class, but keep it reasonably brief.
 
 
 
EVE University members can also put an announcement in the "Alliance" chat channel in-game.
 
 
 
== Holding your class ==
 
 
 
===Beforehand ===
 
 
 
* Prepare your hardware (microphone etc.)
 
* Prepare your software ([[Discord]], [[Mumble]] etc.)
 
* Prepare your lesson content:
 
** Prepare the slide deck and speaker notes if desired.
 
** Prepare an agenda to be followed, even if you're not using slides to stay on track.
 
* If your class includes a practical, check what you need:
 
** Prepare the ships/materials needed, or check they have been delivered as expected.
 
** Prepare the environment. For instance, many practicals benefit from having established bookmarks to streamline activities.
 
* Prepare yourself: have water on hand, and double check that any notes you need are present.
 
 
 
=== During class ===
 
 
 
{{main|Teaching classes}}
 
 
 
* Be early and start on time
 
* Follow a clear structured agenda; don't jump all over the topic
 
* Take your time (and drink of water). People tend to talk faster when they are excited/nervous, so slow yourself down and breathe.
 
* Leave room for questions after "chapters" of your class and at the end.
 
* Be assertive. Do not shy away from banking certain questions for later or referring to additional classes/materials so you can stick to your lesson plan.  Make frequent references to the EVE University Wiki as needed and drop links in the [[Discord]] channel #class-questions. For guest lecturers, a Teaching Officer can assist you in this.
 
* Do not be afraid to NOT know something. Get back to students on questions that you don’t know or see if someone else in the class knows the right answer. Remember the goal is to learn, not to impress.
 
 
 
=== Discord streaming ===
 
 
 
 
 
<div style="float:right">
 
{{Color box|color=#144f1d|border=#2f8f2f|width=60%|<center>'''Word of caution'''</center>
 
Please make sure to not stream any of your personal data on accident. It's probably a good idea to use a clean browser, desktop background, et cetera, to protect your own privacy and the class's decency.}}
 
</div>
 
 
 
  
To present your slides (or in-game view) we use the [[Discord|EVE University Discord]] channel #class-presentations.  This requires either one of the Discord roles “Teacher” or "Guest Lecturer (OOC)". A member of the Teaching Staff can assist with these permissions.
+
A '''pipe''' is a linear chain of systems each containing only two gates. The navigation of targets and hunters within a pipe is predictable, and pipes can be used to trap a fleet.
  
Once you have the required permissions follow these steps (click to enlarge):
+
A '''chokepoint''' is a single system through which players must pass to make a desirable move between one area and another. Many of the links between different sorts of space (e.g. high security space to low security space, or low security space to nullsec) are chokepoints. From the perspective of high-sec [[Suicide ganking|suicide gankers]], there are also chokepoints on common trade routes within high-security space. [https://evemaps.dotlan.net/map/The_Citadel/Uedama Uedama] is one notorious chokepoint on high-security trade routes.
<gallery mode=packed heights=300px>
 
File:Discord presentation 1.JPG
 
File:Discord presentation 2.JPG
 
</gallery>
 
  
=== Evaluation  ===
+
A '''pocket''' is a cluster of systems which can only be entered from one direction, usually through one chokepoint or pipe. It is possible to seal off a pocket for gate-to-gate travel using a [[Gate camps|gate camp]]. EVE University's [[Null-Sec Campus]] is based in a pocket within Syndicate, with [https://evemaps.dotlan.net/map/Syndicate/PC9-AY PC9-AY] as its only entrance.
  
Ask your students to fill out the [http://www.eveuni.org/classfeedback Class Feedback Form] at the end of the lesson. The form is also conveniently pinned on the [[Discord]] channel #class-questions.
+
An '''island''' is an area of one type of space wholly surrounded by another type of space. The region of [https://evemaps.dotlan.net/map/Solitude Solitude] contains several high-security islands surrounded by low-security and null-security space; these are harder to get to than the core of high-security empire space, but for that very reason they can be conveniently quiet. [https://evemaps.dotlan.net/map/Genesis/Ahbazon Ahbazon] is a notable single-system low-security island in high-security space, presenting a tempting and extremely dangerous short-cut for high-security trade.
  
Reflect: what went great? What will you improve upon next time? Does the material need tweaks or edits?
+
Since gate-to-gate travel is not the only kind of mobility in New Eden, players cannot ''wholly'' seal off a pocket or a pipe. [[Filaments]] and [[wormholes]] allow pilots to circumvent obstacles, randomness permitting, while [[jump drives]] mean that a pilot with a pre-prepared ally able to light a cyno can teleport into any low- or null-security known-space system which isn't cyno-jammed.
  
Now that you have made it to this point, well done, and '''thank you for your service'''!
+
=== Jumps versus gates ===
  
== Useful resources ==
+
[[Jump drive]] range is calculated based on the straight-line distance between systems, in light-years. The gate network does not neatly map onto straight-line distances. Some systems which are close in gate-to-gate terms, being only a few jumps apart to a ship travelling by gate, might be relatively distant in light years; equally, some systems which are physical "close" to each other in straight-line light-year measurements might be rather more distant in gate-to-gate travel. Furthermore, a ship with a jump drive cannot jump ''into'' high security space, but can jump ''out of'' it. New Eden's topography therefore appears different, sometimes strikingly different, to a jump- or bridge-capable ship.
* [[Teaching Department]]
 
* [[Classes]]
 
* [[Mumble]]
 
* [[Discord]]
 
* [https://forum.eveuniversity.org/viewforum.php?f=72 Scheduled Class Forums]
 

Latest revision as of 18:45, 21 January 2023

Handy links for self:

Personal goals on the wiki:

  • 'Gate camps' needs to be rationalized and updated
  • ditto the 'fitting a ship worked example' page.
  • The free-standing projectile ammo page needs TLC
  • Topology is good but should introduce general concepts (pipe, chokepoint, pocket, and nods to wormholes and filaments; jump distance vs gate distance; significance of in-system warp distances), and focuses on highsec (EVE's least interesting and weirdest kind of space)
  • Forming fleets in EVE University badly needs to be brought up to date with current practice.
  • Kvasir

Personal goals for the teaching dept:

  • Class library revitalised
  • Class taxonomy revised
  • Retool Careers class
  • Spool up reactions class

Teachinglogo.png
Learning & teaching
For students
Classes
Attending classes
For teachers
Teaching Classes at EVE University
Good teaching guide
Teaching Department



A pipe is a linear chain of systems each containing only two gates. The navigation of targets and hunters within a pipe is predictable, and pipes can be used to trap a fleet.

A chokepoint is a single system through which players must pass to make a desirable move between one area and another. Many of the links between different sorts of space (e.g. high security space to low security space, or low security space to nullsec) are chokepoints. From the perspective of high-sec suicide gankers, there are also chokepoints on common trade routes within high-security space. Uedama is one notorious chokepoint on high-security trade routes.

A pocket is a cluster of systems which can only be entered from one direction, usually through one chokepoint or pipe. It is possible to seal off a pocket for gate-to-gate travel using a gate camp. EVE University's Null-Sec Campus is based in a pocket within Syndicate, with PC9-AY as its only entrance.

An island is an area of one type of space wholly surrounded by another type of space. The region of Solitude contains several high-security islands surrounded by low-security and null-security space; these are harder to get to than the core of high-security empire space, but for that very reason they can be conveniently quiet. Ahbazon is a notable single-system low-security island in high-security space, presenting a tempting and extremely dangerous short-cut for high-security trade.

Since gate-to-gate travel is not the only kind of mobility in New Eden, players cannot wholly seal off a pocket or a pipe. Filaments and wormholes allow pilots to circumvent obstacles, randomness permitting, while jump drives mean that a pilot with a pre-prepared ally able to light a cyno can teleport into any low- or null-security known-space system which isn't cyno-jammed.

Jumps versus gates

Jump drive range is calculated based on the straight-line distance between systems, in light-years. The gate network does not neatly map onto straight-line distances. Some systems which are close in gate-to-gate terms, being only a few jumps apart to a ship travelling by gate, might be relatively distant in light years; equally, some systems which are physical "close" to each other in straight-line light-year measurements might be rather more distant in gate-to-gate travel. Furthermore, a ship with a jump drive cannot jump into high security space, but can jump out of it. New Eden's topography therefore appears different, sometimes strikingly different, to a jump- or bridge-capable ship.