Updating our mind's operating system for SUSTAINABLE Artificial Intelligence, Digitalization and Innovation.
- EU survey (2019); Science literacy is way below the standards.
- Global surveys; On social media, information pollution is unsustainable.
- Global surveys (2023); There has been no improvement in gender equality.
- Oxford dictionary poll (2024); Brain decay.
- Nobel laureate Prof. Dr. Acemoğlu, "The artificial intelligence industry can turn into a big bubble." (2025)
I am a science teacher who is interested in science and mind games.
The Mind Operating System, which dates back to the industrial age, is based on information through discrete information repetition. Information is formed by the sensory organs of the eyes and ears. The part of our mind that is activated does not exceed 10%. The "unhealthy mind" has started MENTAL DECAY with screen addiction caused by unscientific technology. (Oxford dictionary poll-2024)
If science, technology, engineering, mathematics (STEM), blockchain, QUANTUM and daily life initial information are EXPERIENCED with the game (Science Literacy Alphabet-mindSTEMgame), 90% of our mind, which works like a quantum computer, is activated. Especially girls and women's interest in "Basic Sciences" is developing very rapidly. The mental development of children with ADHD is normalized.
The game increases mental gains by an average of 20 times. Physical playsets of increased size stimulate the memory of tissues and organs.
In augmented physical game sets, STEM, Blockchain, Quantum, Daily Life starting information were visualized and gamified in an integrated manner. 20 prototypes of the playsets were created. In my private classrooms, I launched gaming apps and contests with paying customers in 2013. Since the awareness of Science, Technology, Integrated Experiential Learning, Gamification was very low, the customer cost was also high. Images of these works are available on my "Eskişehir Intelligence Games" Facebook page. I decided to digitize my products and services in 2020. I could not overcome the problems associated with the mass production of physical playsets of increased size.
Traditional chess;
- Images, names, and colors are unscientific. It dates from the 15th century.
- Not suitable for children's pedagogy.
- Game content; It is the only game that is centralized and has a very high degree of difficulty. Utilization 1%.
mindSTEMgame;
- Visuals, names normalize in minds as Science, Daily Life, Blockchain, Quantum INTEGRATED.
- Game Content; Decentralized startup, different difficulty, unlimited gameplay. Games are formed for the mental development of 3-4 year old children. Utilization 99%.
Customers who purchase the augmented-sized physical game set from the e-commerce site are provided with online game application and competition guidance free of charge. Physical competition organizations can be made by using physical game sets, as well as international competition organizations can be made without physically coming together with online correspondence software.
Physical playsets can be normal, medium and large sizes. Normal-sized playsets are approximately 1m2 in size and are used on the floor and hanging on the wall. 4m2 floor is used for medium size and 16m2 floor is used for large size. There is a huge audience potential in competitions with medium and large-sized game sets. Continuity in advertising and sponsorship revenues forms the infrastructure of league-style competition organizations. Competitions accelerate the spread of the game. Sustainability costs are decreasing.
In the digital version of the "mindSTEMgame" game set, mental gains are reduced to less than 10%.
However, in competitions with digital game sets, in-game purchases (for team matches, different levels of rental robot players, award-winning paid competitions) generate serious income. It is possible to use digital game sets to spread mental development.
I started playing chess at a very young age. I worked as a chess teacher and coach. Due to my high playing power, I played in the Turkish Chess Leagues and served as a team captain.
Traditional chess;
- Images, names, and colors are unscientific. It dates from the 15th century.
- Not suitable for children's pedagogy.
- Game content; It is the only game that is centralized and has a very high degree of difficulty. Utilization 1%.
mindSTEMgame;
- Images, names; Science and Technology, Daily Life, Blockchain, Quantum are normalized in minds as INTEGRATED.
- Game Content; Decentralized startup, different difficulty, unlimited gameplay. Games are formed for the mental development of 3-4 year old children. Utilization 99%.
Option 1;
To make 10 hours of game applications with prototypes of the mindSTEMgame game set of increased size.
Option 2;
Collaborating as my teammate to start mass production of augmented-sized playsets.