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Your mental capacity rises, your talents emerge and develop. Qualified manpower, sustainable future.

Traditional learning is a learning method based on a teacher-centered, disjointed and memorization-based approach, only provides individuals with information, but does not ensure their learning. Holistic and experiential learning (STEM) method increases individuals’ mental capacities (IQ), reveals and develops their abilities. Gamification increases achievements by an average of 20 times.


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All information on this page is provided by the innovator and has not been checked by HundrED.

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Target group
Students basic
October 2023
Countries that have initiated holistic experiential learning, Finland, Japan, Singapore........, rank first in the IQ ranking. With Gamified Holistic Experiential Learning (gameSTEM), the transformation from traditional learning to holistic experiential learning will accelerate. Digitalization and artificial intelligence are doubling information in 1-2 days. Qualified manpower will be formed.

About the innovation

Why did you create this innovation?

I am a Science teacher who is interested in science and mind games. I practiced traditional chess games for five thousand students. In traditional chess, the visuals, the names, the content (the only game that's so hard to play) are unscientific.
In the gameSTEM playset, the visuals, names, content, real life, integrated and science-based. Science and real life are becoming normal in the mind.

How does your innovation work in practice?

''Digitalization, Artificial Intelligence,... increases the speed of information and reduces its cost. Its contribution to learning (mental acquisition) does not exceed 10%." Neuroscience.
Play sisters and older brothers make students (individual or group) aged 4-12 years old practice online games. During the game applications, science (STEM) and real life are normalized in the minds of the students as integrated. The mental capacity of the students begins to increase. Their talents emerge and develop.
Physical and online competitions and "Integrated Experiential Learning" habits are formed. Habits decide our future. Qualified manpower is formed for a sustainable future.

How has it been spreading?

STEM start-up information has been integrated with real-life start-up information. The resulting visuals were gamified. Decentralized you created unlimited games of different difficulty, with a starting position. Even children aged 4 can benefit from these games.

If I want to try it, what should I do?

According to neuroscience, in Gamified Holistic Experiential Learning, theory should be 10%, experience should be 70%, and communication should be 20%. I developed the GameSTEM game application in a physical environment. When I find investment, my products and services will be commercialized online. To practice in phase 2 of the initiative, there will be mobile gaming.

Implementation steps

Gamified "Clarity of Mind" experience.
1- What is traditional learning? 2- What are the holistic experiential learning outcomes? 3- What are the benefits of gamification? 4- What are the game sisters and older brothers for? 5- Why are physical playsets of increased size? 6- How do our habits decide our future? 7- Artificial intelligence, digitalization doubles knowledge in 1-2 days. How? 8-What is the use of the emergence and development of high IQ and talents? 9- Why is qualified manpower important for a sustainable future?
Start improving your IQ and abilities.
1- Reviewing and purchasing physical playsets. 2- Setting time intervals for game applications. 3- Making the decision to participate in game applications individually or as a group. 4- Identifying the game sister or older brother and communicating online. 5- Preparing for online game practice appointments. 6- Signing up for the playmate list. 7- Following the competition announcements.
gameSTEM game application observation results.
1- Digitalization, Artificial Intelligence,.. increases the speed of information and reduces its cost. Its contribution to learning does not exceed 10%." Reason? 2- Female students adapt quickly to gameSTEM game applications. Attendance is growing. Reason? 3-Students with attention deficit, hyperactivity and learning difficulties quickly adapt and normalize to gameSTEM game applications. Reason?
What problems does this project solve?
- 2019 European Parliament poll result: "Science Literacy" is far below the standard. https://data.europa.eu/doi/10.2861/806854 - World Sustainability 2023 Report; There were no positive developments. - UNDP Global Report 2023: "Gender Equality has not been fully achieved in any country." - Turkey 2009 IQ 94 / 2023 - IQ 86. Standard IQ 100 Source: World Population Review Love and regards.

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