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.
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.
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.
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.