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.
''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.
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.
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.