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STEMgame

IQ rises. Talent develops. Gender discrimination is coming to an end. Gamification, fun acceleration

STEMgame is a gamified Science and Technology literacy alphabet. What we hear and see is associated with science, technology, engineering and mathematics and experienced through play in a holistic way. The mind's capacity to process information increases. The gender gap ends. Gamification increases achievements by an average of 20 times.

Shortlisted
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Overview

HundrED shortlisted this innovation

HundrED has shortlisted this innovation to one of its innovation collections. The information on this page has been checked by HundrED.

Web presence

2013

Established

500M

Children

1

Countries
Target group
Students basic
Updated
October 2024
Countries that have started integrated experiential learning are Finland, Singapore, South Korea, Japan ........ It ranks first in technology & IQ. With Gamified Experiential Learning (STEMgame), the transition from traditional education to integrated experiential learning will accelerate. In today's information age, information doubles in 1-2 days. Qualified manpower will be created

About the innovation

Why did you create this innovation?

I am a teacher who is interested in science and mind games. I have practiced traditional chess games to more than five thousand students. Pictures, names, content (the only game that is very difficult to play) are not suitable for children's pedagogy and science.
The STEMgame playset has unlimited games of different difficulty. Science and life fundamentals are experienced in an integrated way.

What does your innovation look like in practice?

Children between the ages of 4 and 12 are directed to play and compete with augmented-sized physical playsets on the digital platform. Guide play sisters and brothers are specialists in "Play Therapy". In schools, this work is carried out by the relevant teachers. During game applications, science (STEM) and life beginning information are normalized in the minds of students in an integrated way. Students' mental capacities begin to increase. Their abilities are revealed and developed.
Competitions reinforce the habits of "Integrated Experiential Learning". Habits determine our future.
The use of physical playsets of increased size in gaming applications and competitions creates continuity of movement.
It continues as a Phase 2 Mobile Game set.
Qualified manpower is created for a sustainable future.
Rare people have a Holistic Experience Learning career.

How has it been spreading?

STEM startup information is integrated with real-life starting information. The resulting visuals were gamified. With a decentralized starting position, you have created unlimited games of different difficulty. Even children between the ages of 2 and 4 can benefit from these games.

2019 European Parliament poll result: "Science Literacy" is well below standards. Why?https://data.europa.eu/doi/10.2861/806854

Artificial intelligence: Hi, I'm Bing. Thank you for your question. 😊
"These results show that the citizens of the European Union are far below the standards of science literacy.
According to neuroscience, the human mind works like a quantum computer. However, the part we use is close to zero. Traditional education limits the mind's capacity to process informationn.

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

According to neuroscience, theory should be 10%, experience should be 70% and communication should be 20% in Gamified Integrated Experiential Learning. I developed the STEMgame game app in physical environment. So far, I have not been able to commercialize my products and services digitally because I have not been able to find financing.

Implementation steps

Gamified Integrated Experiential Learning
1- What is traditional learning? 2- What are the integrat 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- Examining and purchasing physical playsets of increased size. 2- Setting time intervals for game applications. 3- Making the decision to participate in game applications individually or as a group. 4- Play to identify your sister or older brother and communicate online. 5- Preparing for online game practice appointments. 6- Signing up for the playmate list. 7- To follow the announcements of the competition.
gameSTEM game application observation results.
1- Within 10-15 weeks, IQ increases as scalable, abilities become more pronounced. 2- Digitalization, Artificial Intelligence,.. It increases the speed of information and reduces its cost. Its contribution to learning does not exceed 10 percent." Reason? 3- Female students quickly adapt to gameSTEM game applications. Attendance is increasing. Reason? 4-Students with attention deficit, hyperactivity and learning disabilities quickly adapt to gameSTEM game applications and become normal. Reason?
What problems does this project solve?
- 2019 European Parliament poll result: "Science Literacy" is well below 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 2005 IQ 94 / 2023 - IQ 86. Standard IQ 100
Source: World Population Review.
- Pollution on social media is unsustainable.
Gaming web site
Part 1;
With augmented-size, physical playsets;
- Online, game practice and contest
Guidance

Part 2;
With online game sets,
- Individual, doubles, team competitions
- In-game purchases
- 1st level free, 2nd, 3rd, 4th, 5th level paid
- Advanced robot player: $1 per week
- Paid contests,
(80% of the participation fee for the winners)
- Game rooms with spectators. In-game advertising.

Spread of the innovation

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