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.
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 with "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.
Why was this project done?
2019 European Parliament survey result: "Science Literacy" is far below the standards. https://data.europa.eu/doi/10.2861/806854
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"These results show that the citizens of the European Union are far below the standards of science literacy.
According to neuroscience, the human mind is superior to the quantum computer. But the part of our mind that we use is close to zero. Traditional learning methods allow individuals to be onl
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.