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BUTTON KNOWLEDGE Natasa Mihajlovic Tashizza Center Belgrade, Serbia
BUTTON KNOWLEDGE  <ul><li>is an educational Massively Multiplayer Online Role-Playing Game (MMORPG)  </li></ul><ul><li>is ...
BUTTON KNOWLEDGE  <ul><li>The game is designed for 12-16 year old pupils </li></ul><ul><li>During the adventure user is le...
Reasons for BUTTON KNOWLEDGE  <ul><li>Methods of teaching nowadays are not compatible with possibilities of today's adoles...
Reasons for BUTTON KNOWLEDGE <ul><li>Pupils have developed fast reacting and ability for consuming knowledge while not fee...
BUTTON KNOWLEDGE  bonus games <ul><li>KNOWLEDGE BUTTON is an adventure that a young person develops and in an epic fantasy...
KNOWLEDGE BUTTON  CAMPUS <ul><li>There are young people from very wealthy families who simply do not have any motivation t...
KNOWLEDGE BUTTON  OBJECTIVES <ul><li>Availability of all, free use. </li></ul><ul><li>A higher level of education and cult...
BUTTON KNOWLEDGE DEVELOPING <ul><li>Phase I ……..first 5 years </li></ul><ul><li>Creating the game, story, engine, design, ...
BUTTON KNOWLEDGE CONCLUSION <ul><li>Button Knowledge is a method that starts from the current environment where the studen...
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StartUpOpen 2011 - Projekat34

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Presentation submitted for StartUpOpen 2011 competition, a part of BlogOpen conference

StartUpOpen 2011 - Projekat34

  1. 1. BUTTON KNOWLEDGE Natasa Mihajlovic Tashizza Center Belgrade, Serbia
  2. 2. BUTTON KNOWLEDGE <ul><li>is an educational Massively Multiplayer Online Role-Playing Game (MMORPG) </li></ul><ul><li>is an epic fantasy, adventure, online, available, free to everyone with the training and tests from scientific fields all-in-one </li></ul>
  3. 3. BUTTON KNOWLEDGE <ul><li>The game is designed for 12-16 year old pupils </li></ul><ul><li>During the adventure user is learning and solving problems that consider mathematics, chemistry, physics, biology, geography, history, music, arts, sports, Serbian language and literature, English language and literature, Russian language and literature, French language and literature, German language and literature, Italian language and literature </li></ul>
  4. 4. Reasons for BUTTON KNOWLEDGE <ul><li>Methods of teaching nowadays are not compatible with possibilities of today's adolescents. A technology has given them audio visual experience long time ago; and interactive communication with machine is a common use. Popular MMORPGames have started before oldest adolescent was born. </li></ul><ul><li>Today pupils are playing MMORPGames while they are learning rules of behavior that lead them on the next level. At exact same way can be organized a game that would lead a player through biology, geography, maths, chemistry etc. </li></ul><ul><li>Planet is afflicted by troubles and problems whose solutions need fast, effective and creative ideas. Perhaps some of the young people had ingenious solutions for problems but is unable to generate ideas without substantial knowledge about the problem. It is necessary to deliver knowledge to young people. </li></ul>
  5. 5. Reasons for BUTTON KNOWLEDGE <ul><li>Pupils have developed fast reacting and ability for consuming knowledge while not feeling they are learning but through audiovisual experience and events initiated by pupils themselves. With such developed senses they are not able to except knowledge neither by talking nor by reading. They need to experiment, they need their own influence on events from which they will learn. </li></ul><ul><li>It is necessary to build MMORPG where chapters would be organized material from each school grade, and levels at chapters would be organized as further knowledge. </li></ul><ul><li>Goal of a game is that player repeats on various ways same material, rules and events, on true geographic maps; solution of mathematic problems provide powers for adventure; various events based on physics laws and solving problems that needs knowledge of those laws; getting thorough chemical processes etc. </li></ul>
  6. 6. BUTTON KNOWLEDGE bonus games <ul><li>KNOWLEDGE BUTTON is an adventure that a young person develops and in an epic fantasy set the real world tasks. The challenges are real and the achievements of the objectives are from the real world so a young man from inside a virtual ''returns'' and get a strong motivation to achieve in a real life and have fun in the virtual. </li></ul><ul><li>The best players who showed the best knowledge of, for instance, chemistry can jump into bonus games , the special games in which player is going through the process of working in a pharmaceutical company or biochemical laboratories, facing certain issues and expressing new ideas. </li></ul>
  7. 7. KNOWLEDGE BUTTON CAMPUS <ul><li>There are young people from very wealthy families who simply do not have any motivation to work, explore, achieve, and learn. Also there are young people fighting for their own survival and do not have time to learn and explore. Both are potential future inventors, scientists in various fields. My idea is that they come together under one roof in the school, Campus, wearing the same uniforms and the only difference would be in knowledge and achievements. Tuition fees paid by the rich would pay a tuition fees for the poor. Benefit for rich is being in daily life with the poor who have the instinct to fight and achieve. This instinct can not be transmitted by teaching but only by spending everyday together it simply transferees to the instinct of the rich. </li></ul><ul><li>The campus would be built on undeveloped municipality in Serbia. It is clear that it would strongly contribute to the development of the municipality. </li></ul><ul><li>If the funds allow, all construction will be energy saving hauses in tehnology of Dr. Wolfgang Feist, Passiv Haus Institut ( www.passiv.de ) </li></ul><ul><li>I have merged in my vision MMORPG BUTTON KNOWLEGE and the same school for the dormant rich and abandoned poor. The team that works on the MMORPG would be a team of lecturers; students would immediately test the game and would give new ideas for improvement </li></ul>
  8. 8. KNOWLEDGE BUTTON OBJECTIVES <ul><li>Availability of all, free use. </li></ul><ul><li>A higher level of education and culture of each teenager on Earth. </li></ul><ul><li>Generation of statistics such as success and affinity of students in various categories such students of individual professor, school, municipality, city, state . </li></ul><ul><li>Availability and the generation of new ideas on any issue, conceptual designs on the request ,the issue of which research institutions can set for young people on a daily basis. </li></ul><ul><li>Database backed up by experts (facts and educational material). </li></ul><ul><li>The inclusion of rich dormant or poor abandoned young brains, they may be hidden genius. </li></ul>
  9. 9. BUTTON KNOWLEDGE DEVELOPING <ul><li>Phase I ……..first 5 years </li></ul><ul><li>Creating the game, story, engine, design, visual effects </li></ul><ul><li>Building the construction of boarding school, the entire campus </li></ul><ul><li>Fourth and Fifth year has to be a year of putting Game in use as well as an Boarding school, teaching and testing a Game with arriving students. </li></ul><ul><li>Phase II ….....next 5 years </li></ul><ul><li>Improving Game in accordance with the constant communication with users </li></ul><ul><li>Creating bonus games </li></ul><ul><li>Developing multi-lingual game BUTTON KNOWLEDGE </li></ul><ul><li>Putting in use the database, educational facts for all online users </li></ul><ul><li>Providing statistical data and survey stakeholders </li></ul><ul><li>Phase III ….....next 10 years </li></ul><ul><li>Improving multi-lingual product that was finished and put in production </li></ul><ul><li>Improving full project in accordance with the constant communication with customers. </li></ul>
  10. 10. BUTTON KNOWLEDGE CONCLUSION <ul><li>Button Knowledge is a method that starts from the current environment where the student is now by his own will (the MMORPG), then approaches the student from there and points out the real cause of knowledge and issues that motivate student to seek answers. </li></ul><ul><li>The project is continuously checking the effects by direct communication educators and students. A students affect the development of methods, educators are every day checking the effects of method in development. Here, the method does not stop in its form in time. Method is developing with a student and depends directly on the evolution of receptors of young people. </li></ul><ul><li>Within this project a young person jumps to in all scientific fields, to the work processes in various companies, a young person gains insight into the possibilities of his career before high school. When one at that age decides what to do and finds a checked path, success is guaranteed. The planet gets satisfied employees, which automatically triggers the overall development. Communication with potential employers, in this way, through the MMORPG online does not exist. </li></ul>

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