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Empowerment - Growth - Mobility Mount Everest > eLearning Innovation > Gamification Make Mount Everest Your Stepping StoneProfessor Erwin E. Sniedzins September 12 – 16, 2016

Mt everest elice e learing innovation & gamification sept15

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Page 1: Mt  everest  elice e learing innovation & gamification sept15

Empowerment - Growth - Mobility

Mount Everest > eLearning Innovation > Gamification

“Make Mount Everest Your Stepping Stone”

Professor Erwin E. Sniedzins

September 12 – 16, 2016

Page 2: Mt  everest  elice e learing innovation & gamification sept15

From the unknown to knowing Arises a vision and than a passion To find the cause & than a cure How, when and is it possible? To find the courage to begin The steps needed to move from here And 3 years later to be standing there

Sarah in Australia:The Climb for Hope - 1991 Mount Everest Expedition

Mount Everest – 8848 m or 29,028 feet

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What is “The Climb for Hope” ? – 1991 Mount Everest Expedition

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When you climb 1 mountain you will find all the other ones are not as high

If the mountain is to BIG break it down into smaller stones!

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National ‘Everfitness’ Board Game Celebrities

10,112 schools

1.8 Millions students

$1.3 Million raised

Numerous celebrities

National media

Rett Syndrome cause found

Mrs. Raisa Gorbachev, Soviet Leader’s wife

Sir Peter Ustinov

Mrs. Mila Mulroney, Prime Minister’s wife

Sir Edmund Hillary

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When you start a journey it will

open up other opportunities!

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Mt. Kilimanjaro = Parental development Mt. Everest = Educational development

Parental + Educational Foundational Challenges

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KNOWLEDGE for Empowerment Growth through transformation of

“information into Knowledge” (iiK)

There are four main steps to learning:1. Data – seeing patterns,

hearing, guessing 2. Information- know vs don’t

know3. Knowledge4. Creativity

*EntrepreneurshipEducators - Teachers

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What is DATA ?

BIG into smallsmall Into BIG

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3.4 Exabyte(16) of data is generated every day

This is the amount of data in a stack of CDs from Earth to the Moon and back - every day!

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Cognition and eLearning Gamification

A human brain can store ~ Petabyte(15)

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Instructivism vs. Constructivism?

Remember what I told you What do you know?

A teacher from 1916 can still teach instructivism today!

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Turning Information into Knowledge = iiK15,400 hours personal investment (K-12)

13.9 Million grade from K to 12 student = Kenya Future Productivity

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SYNTALITY™ Rongbuk Monastery Monks using Cadence

How do people learn?

Syntality = “An holistic approach to Accelerated Learning by actively doing!” (Active vs Passive (Rote) learning

Classroom training 300% faster with 80% or better retention

Canadian National Research Council Developed an AI engine for accelerated

eLearning gamification of any content in Real-Time

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1 Billion students and 300 Million DO NOT finish high school!

1 Billion people studying English and it takes at least 300 hours to learn 1 level? Canadian Language Benchmark has 12 levels!

3.9 Billion Service/Industry workers and ~0.5 Billion unemployed?

People will average 10.8 different jobs in their lifetime!

Imagine if each person had their own personalized Artificial Intelligent Engine that enables them to handle this onslaught of information; whether in school, office or life: 32% better, 3 times faster with 80% retention over traditional learning methods!

Gamification taps into people's natural desires for Competition, Achievement, Status, Community Collaboration, and many more.

WHY THE NEED FOR GAMIFICATION?

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Artificial Intelligence (AI) Gamification Generator

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Features: Users can simply import, in various formats (i.e. word document, RTF, html, etc) textual content they want or need to learn and the Gamification Knowledge Generator™ application tools will automatically create interactive subject based learning or skills training lessons, tests and subsequently, scores and marks all in real-time. From 1 page of content over 1000 different exercises will be generated.

Newspaper

Favorite Topics

Oil and Gas Content School Curriculum/ Company Training

Internet download

Text Books

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GROWTH and MOBILITY FOR FUTURE PRODUCTIVITY

19,000 hours + 93,000 hours = 102,000 hourspersonal investment + productivity = earnings for a lifestyle

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1. -Save 2. -Make

• What can you do?

AN EMPLOYER WILL ONLY HIRE YOU FOR 2 REASONS!

5 to 10 x ROI

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1. – Product = 400 Million people 2. – Service = 3.9 Billion people

• What do YOU want to do?

about 93,000 working hourspersonal investment + productivity = earnings for a lifestyle

THERE ARE ONLY 2 WAYS THAT YOU CAN MAKE MONEY!

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MOBILITY for 45 Million

240 Million Companies

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.

WHAT ARE THE 6 THINGS YOU NEED TO DO TO BE SUCCESSFUL?

1. – Play a musical instrument

4. – Become an expert in a – STEM subject – Invest in yourself: You have 1000 minutes per day and will

spend 19,000 hours to get a degree – use 10% to achieve your

goals - daily – Write your goals: they must be realistic, measurable, specific

5. – Develop a network of supporters

6. – Associate with people that have a bigger list & dreams and remember their names.

– Create a list of 100+ things you want to do before you die

– it must be written down on paper

2. – Learn a Second Language (Chineses) 3. – Learn how to draw

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Prof. Erwin E. Sniedzins, PresidentMount Knowledge Inc

2300 Yonge St. Suite 1600 Toronto, ON M4P 1E4

Websites: www.mountknowledge.ca www.erwinsniedzins.ca

www.enwaste.info Email: [email protected]

LinkedIn: /erwinsniedzins Twitter:/sniedzins

Facebook:/erwin.sniedzinsSkype: sniedzins88

“Make Mt. Everest Your Stepping Stone” excerpts