Grandomastery (www.Grandomastery.com) is an Integrative Thinking Training Platform designed for educators and advanced English language learners. Unlike traditional learning methods, Grandomastery places a strong emphasis on creativity, spontaneity, and real-life experiences.
Challenges in Education:
The modern education system faces several challenges, including a focus on "correct" answers, outdated textbook topics, insufficient speaking exercises, and a lack of creativity in educational resources. Grandomastery is positioned to address these issues.
Innovative Solutions:
Grandomastery offers a range of solutions, including:
- A constantly evolving platform with 45 randomized activity types.
- Integrative thinking exercises for language learners and native speakers.
- Non-standard interview exercises for evaluating creativity.
- Human-curated materials for maximum relevance.
- An accredited CPD platform providing certificates.
Unique Features:
Founded by Alexander Popov, a TESOL-certified educator with 18 years of experience, Grandomastery distinguishes itself through human-curated content, a unique focus on a novel skill ("grandomastery"), and the ability to evaluate various types of AI.
**Trend Impact:**
Grandomastery aligns with the rise of "grandomastery" as a unique skill, fostering improvisation and resourcefulness in language learning. It adapts to the increasing demand for creativity skills in the labor market.
**Market Impact:**
Addressing the decline in human IQs and the need for higher-order thinking, Grandomastery offers a versatile solution for educators, learners, and AI systems seeking a more creative and engaging approach to education.
Join Grandomastery in revolutionizing education by embracing creativity, spontaneity, and the power of randomness. With its innovative platform and commitment to reshaping learning experiences, Grandomastery is at the forefront of the movement towards a more innovative and intellectually stimulating future in education.
#Grandomastery #InnovativeLearning #EducationRevolution #CreativityInEducation #IntegrativeThinking #LanguageLearning #EdTech #CPDAccredited #HumanCuratedContent #HigherOrderThinking #FutureOfEducation #AIinEducation #CreativeSkills #SpontaneityInLearning #GrandomasteryPlatform #LanguageSkills #TrendInEducation #LearningRevolution #Edutainment #TeacherResources #CreativeTeaching #NovelSkill #EducationalInnovation #AIIntegration #LearningExperience #AlexanderPopov #CPDCertificates #RandomizedLearning #CriticalThinking #ResourcefulnessInEducation
Grandomastery is a platform that aims to address various problems with modern courseware by providing randomized creative thinking exercises. It generates unique tasks using over 36 activity types and thousands of possible elements to avoid repetition. The platform is intended to improve skills like improvisation, abstract thinking, and creativity. It also aims to be accessible across devices without internet. Future plans include optimization, expansion to other languages, and monetization through various premium services and products.
Keynote presentation given at the Data Fellows 2023 workshop in Berlin on 22-23 June. Presentation gives examples of good communication to explain data management concepts and how to use games and other forms of interactivity in training events
Benefits of Using Gamification in eLearningSilvia Galessi
Gamification is able to support all learning stages of its employees or students, encourages and stimulates general involvement and redemption. Gamification is a strategic tool
to increase the engagement, learning skills and interaction of their students or employees during training projects.
With the seemingly countless numbers of digital tools targeted to educators, it can be overwhelming to figure out which tool(s) to use. We will narrow our focus to a handful of simple but effective web 2.0 tools that teachers and students can use to take lessons and projects to the next level. This session will cover tech tools from beginner to advanced and focus on new tools and new ways to use classic tools.
Introducing our comprehensive Product Requirement Document – the blueprint for a successful product launch! With detailed insights on all aspects of your product, our document ensures that your vision is translated into a reality that resonates with your audience.
Our document comprises a well-structured framework that encompasses all aspects of product development. From outlining the product's features and functionality to mapping out its target market, our PRD serves as a comprehensive guide to ensure that all stakeholders are aligned with your product vision.
With a detailed overview of the product's purpose, goals, and intended outcomes, our PRD provides a clear direction for the development team to ensure that the product meets all requirements. Our document also includes specifications for the user interface, design, and technical aspects of the product, ensuring a seamless user experience.
In summary, our PRD is the key to unlocking your product's full potential. With a comprehensive, well-structured, and detailed framework, our document sets your product up for success, ensuring that it resonates with your audience and exceeds their expectations. Let us help you launch your product with confidence and achieve your business objectives.
Gamification in education - 10 compelling case studies - Manu Melwin Joymanumelwin
A student’s ability to be successful academically mainly depends on how that specific student retains the information he or she receives from an educator. In return, the student’s ability to retain information principally relies on the mode of learning that suits the person.
Accelerate Your Elearning Production and Increase EffectivenessDoceboElearning
This document provides tips for accelerating elearning production and increasing effectiveness. It recommends planning projects for efficiency by clarifying objectives, audience and process. Content should be designed for effectiveness, possibly using simulations, one-page resources, and reflective questioning. Integrated tools from a single cloud environment can streamline authoring, editing, and maintenance. A free resource on building a business case for learning technology is also offered. Working with stakeholders from the start and choosing cohesive tools can help projects be completed on time and meet objectives.
Digital Tools for their English Levels 2017 Teachers Workshopedna goff
The document discusses a final project for a digital design class that focuses on using digital tools to teach English levels. The main problem identified is that university students do not have experience with digital tools in their English classes as there are no computer labs and many students do not own devices. The purpose of the project is to help students improve their English skills and learn how to use digital tools. It proposes workshops and training to teach students how to use tools like Google apps, GoConqr for mind maps, E-Mazed for presentations, Animoto for videos, and Kahoot for quizzes. A survey will also be used to collect feedback from students.
Grandomastery is a platform that aims to address various problems with modern courseware by providing randomized creative thinking exercises. It generates unique tasks using over 36 activity types and thousands of possible elements to avoid repetition. The platform is intended to improve skills like improvisation, abstract thinking, and creativity. It also aims to be accessible across devices without internet. Future plans include optimization, expansion to other languages, and monetization through various premium services and products.
Keynote presentation given at the Data Fellows 2023 workshop in Berlin on 22-23 June. Presentation gives examples of good communication to explain data management concepts and how to use games and other forms of interactivity in training events
Benefits of Using Gamification in eLearningSilvia Galessi
Gamification is able to support all learning stages of its employees or students, encourages and stimulates general involvement and redemption. Gamification is a strategic tool
to increase the engagement, learning skills and interaction of their students or employees during training projects.
With the seemingly countless numbers of digital tools targeted to educators, it can be overwhelming to figure out which tool(s) to use. We will narrow our focus to a handful of simple but effective web 2.0 tools that teachers and students can use to take lessons and projects to the next level. This session will cover tech tools from beginner to advanced and focus on new tools and new ways to use classic tools.
Introducing our comprehensive Product Requirement Document – the blueprint for a successful product launch! With detailed insights on all aspects of your product, our document ensures that your vision is translated into a reality that resonates with your audience.
Our document comprises a well-structured framework that encompasses all aspects of product development. From outlining the product's features and functionality to mapping out its target market, our PRD serves as a comprehensive guide to ensure that all stakeholders are aligned with your product vision.
With a detailed overview of the product's purpose, goals, and intended outcomes, our PRD provides a clear direction for the development team to ensure that the product meets all requirements. Our document also includes specifications for the user interface, design, and technical aspects of the product, ensuring a seamless user experience.
In summary, our PRD is the key to unlocking your product's full potential. With a comprehensive, well-structured, and detailed framework, our document sets your product up for success, ensuring that it resonates with your audience and exceeds their expectations. Let us help you launch your product with confidence and achieve your business objectives.
Gamification in education - 10 compelling case studies - Manu Melwin Joymanumelwin
A student’s ability to be successful academically mainly depends on how that specific student retains the information he or she receives from an educator. In return, the student’s ability to retain information principally relies on the mode of learning that suits the person.
Accelerate Your Elearning Production and Increase EffectivenessDoceboElearning
This document provides tips for accelerating elearning production and increasing effectiveness. It recommends planning projects for efficiency by clarifying objectives, audience and process. Content should be designed for effectiveness, possibly using simulations, one-page resources, and reflective questioning. Integrated tools from a single cloud environment can streamline authoring, editing, and maintenance. A free resource on building a business case for learning technology is also offered. Working with stakeholders from the start and choosing cohesive tools can help projects be completed on time and meet objectives.
Digital Tools for their English Levels 2017 Teachers Workshopedna goff
The document discusses a final project for a digital design class that focuses on using digital tools to teach English levels. The main problem identified is that university students do not have experience with digital tools in their English classes as there are no computer labs and many students do not own devices. The purpose of the project is to help students improve their English skills and learn how to use digital tools. It proposes workshops and training to teach students how to use tools like Google apps, GoConqr for mind maps, E-Mazed for presentations, Animoto for videos, and Kahoot for quizzes. A survey will also be used to collect feedback from students.
This document outlines a plan for developing an educational game to help children learn foreign languages. The game will be created by 15 people over 4 months with a budget of $200,000. It aims to teach English, French, German, Italian, and Spanish to children ages 3-7 through fun and engaging exercises. The game will have attractive graphics and interface to keep kids interested while expanding their vocabularies. Business goals include selling the game in kindergartens and earning a $50,000 profit in the first months. The document also details resources, timelines, risks, and how Microsoft Project will be used to plan the project.
The document discusses some common reasons why learning technology products fail. It notes that failure to work with users experience designers, learning designers, and understand users' abilities can lead to poor design. It also emphasizes the importance of involving learning designers throughout the process, as they understand effective learning strategies. Finally, it stresses the need to understand the business model of learning technology and that customers typically involve both end users and decision makers.
This document outlines plans for training staff at St Andrews University in digital communications. It discusses:
1) The "Digital visa" training program developed at St Andrews, which includes core and optional sessions to provide digital skills. Completing the visa qualifies staff to work on digital projects.
2) Details of specific Digital visa training sessions, such as writing for the web, social media strategy, and using Google Data Studio.
3) The benefits of the Digital visa training, including improved web content quality and consistency, and stronger relationships across the university.
4) Best practices for developing an effective training program, including determining objectives, creating lesson plans, engaging activities, evaluation, and ongoing management.
This document provides guidance for teachers on empowering students as digital learners based on ISTE standards. It encourages teachers to have students do more organizing of content, generate examples, and solve problems while teachers do less direct instruction. Students should articulate learning goals, build networks to support learning, and demonstrate their learning in various ways. The document provides examples of tools and strategies teachers can use to help students develop as empowered learners, digital citizens, knowledge constructors, innovative designers, computational thinkers, creative communicators, and global collaborators.
The document discusses various topics related to technology including motivation for technological development, future directions in screen and cloud computing technologies, and opportunities for student involvement in projects such as Google Summer of Code. It provides information on participating in Google Summer of Code, which pairs student developers with open source mentors for a 3 month coding project. Details are given on technical roles at Google and potential student project ideas involving honeypot networks, Android development, and Windows Phone development.
The document provides information about the orientation session for the Google Developer Student Club (GDSC) of LBCE for the 2022-23 year. It introduces the faculty advisor and student lead, describes what GDSC is and its benefits for students. It then outlines the different domains that GDSC focuses on like data science, Android development, web development, etc. and describes the roles and responsibilities of various core team positions like operations, event management, social media management, and others. It ends by describing how students can become a member of GDSC LBCE.
KJ GDSC is the Google Developer Students Club at Kristu Jayanti College that aims to provide students an environment for collaborative learning about technology. The club is structured into various teams focused on areas like AI/ML, app development, backend development, data structures and algorithms, web development, design and graphics, and media. Students can join priority teams and have the option to change teams later with approval. The club will offer seminars, projects, coding competitions, workshops, study jams, and networking events to enhance skills. Certificates will be provided based on participation and contributions over 3 months. KJ GDSC serves as a platform to bridge education and industry by providing practical experience and insights from experts.
🚀 GDSC Orientation Program 2023-24
Are you ready to ignite your passion for technology and innovation? 🌟
Join us at the prestigious Sipna College of Engineering and Technology for a thrilling journey into the world of tech, learning, and skill development! 🚀
🏫 Venue: Seminar Hall
📅 Date: Friday, August 25th, 2023
🕒 Time: 3 PM Onwards
🌐 Event Highlights 🌐
✨ Tech Exploration: Discover the latest trends and advancements in the tech industry.
🧑🏫 Expert Insights: Interact with industry experts and gain invaluable knowledge.
🤝 Networking: Build connections with like-minded tech enthusiasts and professionals.
👨💻 Hands-On Workshops: Get your hands on cutting-edge technologies through interactive workshops.
💼 Career Opportunities: Learn about exciting career prospects in the tech world.
📈 Skill Development: Enhance your skills and stay ahead in the competitive tech landscape.
🎉 Why Attend? 🎉
The GDSC Orientation Program 2023-24 is your gateway to a future filled with endless possibilities. Whether you're a seasoned techie or just beginning your tech journey, this event promises to enrich your knowledge and broaden your horizons.
Don't miss out on this incredible opportunity to shape your future in the tech industry. Mark your calendar for August 25th, 2023, at 3 PM, and join us at the Seminar Hall of Sipna College of Engineering and Technology.
👉 RSVP Today! Your tech adventure begins here! 🚀
The Google Developer Student Clubs program overview document summarizes the program as follows:
Google Developer Student Clubs are university-based communities for students interested in Google developer technologies where students can learn technologies in a peer-to-peer environment. There are now over 1,900 clubs across 113 countries that train thousands of student developers on Google technologies and empower them to solve real-world problems in their local communities. The goal of the clubs is to help students grow as developers and impact their communities through technology.
Dimas Hawari is the Core Team Partnership & Event GDSC UMSU (2023-2024). This document provides an agenda and introduction for an information session on joining GDSC UMSU. The agenda includes introductions of core team members, a presentation on what GDSC is and Google solutions challenges, and a speaker session on the Google developer ecosystem. Prospective members are encouraged to connect with current members and share their thoughts in the comments.
The document provides information on several study, presentation, and interactive apps for students. It summarizes each app's key features and benefits. Quizlet, Khan Academy and Kahoot are highlighted as top study apps that allow flashcards, video lessons, and game-based learning respectively. Canva, Nearpod and Adobe Express are presented as useful presentation apps that enable creative projects and interactive slides. Google Classroom, BrainPop and Mission US are identified as leading interactive apps for classroom collaboration, educational videos and games, and history learning through simulation.
Collaborative product development in F/OSS projectsAmanda Lam
Successful F/OSS projects rely on effective collaborative product development processes. In this presentation we will briefly discuss about the key success factors of software projects - namely product management, programme and project management, User Experience (e.g. usability research, interaction and visual design), stakeholder management and launch management etc., and how they can relate to F/OSS projects as well.
In this presentation, we will also talk about the cultural differences and challenges across virtual teams, factors affecting knowledge sharing, gender-bias in F/OSS communities and other human behavioural challenges that make F/OSS projects particular more difficult to manage than other non-F/OSS projects.
This presentation was presented in the Hong Kong Open Source Conference held on Oct 19, 2013.
Video: http://www.youtube.com/watch?v=qW5UlYmYcaI
This document provides an A-Z overview of key concepts for e-learning. It discusses topics such as adult learning principles, blended learning, curriculum design, course engagement, formative and summative assessments, authoring tools, mobile learning, and considerations for different generations of learners. The overall document aims to outline best practices and important elements for effective e-learning development and implementation.
This document provides an overview of digital skills training for educators. It discusses the differences between traditional and digital learning, highlighting benefits of digital learning like personalized learning, interactivity, access to updated materials and a global platform for student work. It emphasizes the need for teachers to develop digital skills to connect with students, enhance teaching, and develop personal brands online. The document then provides examples of digital tools teachers can use in the classroom, including for collaboration, communication, organization, and content creation. It stresses the importance of data security and privacy when using technology.
Main presentation slides Developer Student Clubs GEC BilaspurDomendra Sahu
The document provides information about an information session for the Google Developer Student Club (GDSC) at GECBSP. It outlines the ground rules for the session, introduces the GDSC program, and details the vision and roles of the GDSC lead and faculty advisor. It also lists the club's core team, technical clubs, targets, benefits of joining, and contact information.
This document outlines resources from Microsoft to help educators with next level learning, including links to videos, blogs, and online tools. It promotes the use of OneNote for digital note-taking and collaboration, Office 365 for productivity and file sharing, and Sway for digital storytelling. Examples are given of how these apps can be used to flip lessons, assess students, and unlock creativity. Device recommendations are also provided.
The Classroom of the Future at Brightspace IgniteD2L Barry
Presentation at Minnesota Brightspace Ignite on April 24, 2015, by Sheri Hutchinson, Normandale Community College and Karen LaPlant, Hennepin Technical College
This document outlines a plan for developing an educational game to help children learn foreign languages. The game will be created by 15 people over 4 months with a budget of $200,000. It aims to teach English, French, German, Italian, and Spanish to children ages 3-7 through fun and engaging exercises. The game will have attractive graphics and interface to keep kids interested while expanding their vocabularies. Business goals include selling the game in kindergartens and earning a $50,000 profit in the first months. The document also details resources, timelines, risks, and how Microsoft Project will be used to plan the project.
The document discusses some common reasons why learning technology products fail. It notes that failure to work with users experience designers, learning designers, and understand users' abilities can lead to poor design. It also emphasizes the importance of involving learning designers throughout the process, as they understand effective learning strategies. Finally, it stresses the need to understand the business model of learning technology and that customers typically involve both end users and decision makers.
This document outlines plans for training staff at St Andrews University in digital communications. It discusses:
1) The "Digital visa" training program developed at St Andrews, which includes core and optional sessions to provide digital skills. Completing the visa qualifies staff to work on digital projects.
2) Details of specific Digital visa training sessions, such as writing for the web, social media strategy, and using Google Data Studio.
3) The benefits of the Digital visa training, including improved web content quality and consistency, and stronger relationships across the university.
4) Best practices for developing an effective training program, including determining objectives, creating lesson plans, engaging activities, evaluation, and ongoing management.
This document provides guidance for teachers on empowering students as digital learners based on ISTE standards. It encourages teachers to have students do more organizing of content, generate examples, and solve problems while teachers do less direct instruction. Students should articulate learning goals, build networks to support learning, and demonstrate their learning in various ways. The document provides examples of tools and strategies teachers can use to help students develop as empowered learners, digital citizens, knowledge constructors, innovative designers, computational thinkers, creative communicators, and global collaborators.
The document discusses various topics related to technology including motivation for technological development, future directions in screen and cloud computing technologies, and opportunities for student involvement in projects such as Google Summer of Code. It provides information on participating in Google Summer of Code, which pairs student developers with open source mentors for a 3 month coding project. Details are given on technical roles at Google and potential student project ideas involving honeypot networks, Android development, and Windows Phone development.
The document provides information about the orientation session for the Google Developer Student Club (GDSC) of LBCE for the 2022-23 year. It introduces the faculty advisor and student lead, describes what GDSC is and its benefits for students. It then outlines the different domains that GDSC focuses on like data science, Android development, web development, etc. and describes the roles and responsibilities of various core team positions like operations, event management, social media management, and others. It ends by describing how students can become a member of GDSC LBCE.
KJ GDSC is the Google Developer Students Club at Kristu Jayanti College that aims to provide students an environment for collaborative learning about technology. The club is structured into various teams focused on areas like AI/ML, app development, backend development, data structures and algorithms, web development, design and graphics, and media. Students can join priority teams and have the option to change teams later with approval. The club will offer seminars, projects, coding competitions, workshops, study jams, and networking events to enhance skills. Certificates will be provided based on participation and contributions over 3 months. KJ GDSC serves as a platform to bridge education and industry by providing practical experience and insights from experts.
🚀 GDSC Orientation Program 2023-24
Are you ready to ignite your passion for technology and innovation? 🌟
Join us at the prestigious Sipna College of Engineering and Technology for a thrilling journey into the world of tech, learning, and skill development! 🚀
🏫 Venue: Seminar Hall
📅 Date: Friday, August 25th, 2023
🕒 Time: 3 PM Onwards
🌐 Event Highlights 🌐
✨ Tech Exploration: Discover the latest trends and advancements in the tech industry.
🧑🏫 Expert Insights: Interact with industry experts and gain invaluable knowledge.
🤝 Networking: Build connections with like-minded tech enthusiasts and professionals.
👨💻 Hands-On Workshops: Get your hands on cutting-edge technologies through interactive workshops.
💼 Career Opportunities: Learn about exciting career prospects in the tech world.
📈 Skill Development: Enhance your skills and stay ahead in the competitive tech landscape.
🎉 Why Attend? 🎉
The GDSC Orientation Program 2023-24 is your gateway to a future filled with endless possibilities. Whether you're a seasoned techie or just beginning your tech journey, this event promises to enrich your knowledge and broaden your horizons.
Don't miss out on this incredible opportunity to shape your future in the tech industry. Mark your calendar for August 25th, 2023, at 3 PM, and join us at the Seminar Hall of Sipna College of Engineering and Technology.
👉 RSVP Today! Your tech adventure begins here! 🚀
The Google Developer Student Clubs program overview document summarizes the program as follows:
Google Developer Student Clubs are university-based communities for students interested in Google developer technologies where students can learn technologies in a peer-to-peer environment. There are now over 1,900 clubs across 113 countries that train thousands of student developers on Google technologies and empower them to solve real-world problems in their local communities. The goal of the clubs is to help students grow as developers and impact their communities through technology.
Dimas Hawari is the Core Team Partnership & Event GDSC UMSU (2023-2024). This document provides an agenda and introduction for an information session on joining GDSC UMSU. The agenda includes introductions of core team members, a presentation on what GDSC is and Google solutions challenges, and a speaker session on the Google developer ecosystem. Prospective members are encouraged to connect with current members and share their thoughts in the comments.
The document provides information on several study, presentation, and interactive apps for students. It summarizes each app's key features and benefits. Quizlet, Khan Academy and Kahoot are highlighted as top study apps that allow flashcards, video lessons, and game-based learning respectively. Canva, Nearpod and Adobe Express are presented as useful presentation apps that enable creative projects and interactive slides. Google Classroom, BrainPop and Mission US are identified as leading interactive apps for classroom collaboration, educational videos and games, and history learning through simulation.
Collaborative product development in F/OSS projectsAmanda Lam
Successful F/OSS projects rely on effective collaborative product development processes. In this presentation we will briefly discuss about the key success factors of software projects - namely product management, programme and project management, User Experience (e.g. usability research, interaction and visual design), stakeholder management and launch management etc., and how they can relate to F/OSS projects as well.
In this presentation, we will also talk about the cultural differences and challenges across virtual teams, factors affecting knowledge sharing, gender-bias in F/OSS communities and other human behavioural challenges that make F/OSS projects particular more difficult to manage than other non-F/OSS projects.
This presentation was presented in the Hong Kong Open Source Conference held on Oct 19, 2013.
Video: http://www.youtube.com/watch?v=qW5UlYmYcaI
This document provides an A-Z overview of key concepts for e-learning. It discusses topics such as adult learning principles, blended learning, curriculum design, course engagement, formative and summative assessments, authoring tools, mobile learning, and considerations for different generations of learners. The overall document aims to outline best practices and important elements for effective e-learning development and implementation.
This document provides an overview of digital skills training for educators. It discusses the differences between traditional and digital learning, highlighting benefits of digital learning like personalized learning, interactivity, access to updated materials and a global platform for student work. It emphasizes the need for teachers to develop digital skills to connect with students, enhance teaching, and develop personal brands online. The document then provides examples of digital tools teachers can use in the classroom, including for collaboration, communication, organization, and content creation. It stresses the importance of data security and privacy when using technology.
Main presentation slides Developer Student Clubs GEC BilaspurDomendra Sahu
The document provides information about an information session for the Google Developer Student Club (GDSC) at GECBSP. It outlines the ground rules for the session, introduces the GDSC program, and details the vision and roles of the GDSC lead and faculty advisor. It also lists the club's core team, technical clubs, targets, benefits of joining, and contact information.
This document outlines resources from Microsoft to help educators with next level learning, including links to videos, blogs, and online tools. It promotes the use of OneNote for digital note-taking and collaboration, Office 365 for productivity and file sharing, and Sway for digital storytelling. Examples are given of how these apps can be used to flip lessons, assess students, and unlock creativity. Device recommendations are also provided.
The Classroom of the Future at Brightspace IgniteD2L Barry
Presentation at Minnesota Brightspace Ignite on April 24, 2015, by Sheri Hutchinson, Normandale Community College and Karen LaPlant, Hennepin Technical College
Explore the key differences between silicone sponge rubber and foam rubber in this comprehensive presentation. Learn about their unique properties, manufacturing processes, and applications across various industries. Discover how each material performs in terms of temperature resistance, chemical resistance, and cost-effectiveness. Gain insights from real-world case studies and make informed decisions for your projects.
2. PROBLEMS OF MODERN COURSEWARE
● Predominance of tasks, prioritizing "correct" and "rational" answers above all else;
● Overly cut and dried topics and visuals, absence of newly-emerging themes in
textbooks;
● Limited speaking exercises and discussion-related activities;
● Abundance of characterless stock photographs merely for filling up empty space and
adding a "modern" appearance;
● Difficulty faced by students in the elimination of the odd options in tasks, with a preference for
selecting humorous and unconventional choices, resulting from a strong desire to avoid
mundane "correct" answers.
3. ● Strict adherence to a course framework, resulting in educators’ negative reactions,
especially when students struggle with exercises that teachers have nearly memorized;
● Textbooks becoming the sole tools utilized by teachers, along with dull PowerPoint
slides containing visually jumbled materials and resulting in a loss of students’ interest
and motivation;
● Lack of creativity or attention grabbers in exercises with predesigned correct answers;
● The failure of a vast majority of online ESL resources to meet even minimum design
standards, often incorporating Word Art from Word 97, Comic Sans et c.
PROBLEMS OF MODERN COURSEWARE
4. ● Excessive formalism and instructiveness of textbooks and tests;
● The dominance of sterile and "safe" topics;
● Fatigue among teachers due to the rigidly defined structure of textbooks and
repetitiveness of just a dozen of themes year after year;
● Copyright violations, source link omission, and poor design of content created and
shared by teachers on major platforms;
● Communicative approach, causing a restriction on freedom of speech, prompting
experts to suggest replacing it with systematic language teaching. However, the latter is
currently almost absent.
PROBLEMS OF MODERN COURSEWARE
5. ● The current labor market has placed a greater emphasis on creativity skills, which can be
attributed in part to the modern PISA test that assesses creative thinking abilities;
● Most cognitive function improvement materials prioritize neurobics, neglecting exercises that
enhance creativity, abstract thinking, and higher-order thinking;
● Trainees exhibit low resistance to premature closure, i.e., they struggle to remain open
and to avoid jumping to conclusions hastily;
● Absence of sustainable cross-platform resources that can be equally practiced as a
board game, without Internet Access.
PROBLEMS IN CREATIVITY DEVELOPMENT
6. SOLUTION
● A regularly-updated platform with hundred
thousands of randomized tasks intended for
different levels and goals;
● Unique integrative thinking exercises, suited not
only for learners of English as a foreign language,
but also for native English speakers willing to
improve their improvisation skills and
spontaneous speech;
● Non-standard exercises designed as well to
evaluate creative abilities of candidates in an
interview. Such exercises are not only
stress-relieving, but they also allow participants to
demonstrate their integrative thinking skills.
Grandomastery
7. ● At present, Grandomastery has 36 activity types,
each consisting of multiple elements that can be
randomized to create unique combinations every
time the activity is initiated. With thousands of
entries for each element, the platform can
generate an infinite number of tasks altogether.
● The entries contain either 100% authentic
human-made materials or public domain
resources, such as “Random Images”;
● Grandomastery is an ever-growing platform
since user-submitted content is regularly reviewed
and added;
● New authentic activities appear every month.
SOLUTION
8. HOW IT WORKS
Random Mode
produces infinitely
generated activities in
random order,
depending on preset
occurrence ratio
(weights)
Cycle Mode initiates
a finite cycle,
generated from all
(currently) 45 types of
unique activities.
9. HOW IT WORKS
● Grandomastery emphasizes the principle of bisociation, which involves connecting different planes,
such as art, science, and humor;
● Bisociation occurs when seemingly incompatible planes overlap unexpectedly;
● The platform aims to remove constraints and encourage participants to consider various
phenomena that often include negative, neglected or avoided social constructs;
● Activities can be completed on the phone, desktop, smart TV, or projector. The responses could be
recorded using inbuilt audio recorder;
● While MVPs often have rudimentary or limited content, Grandomastery, as an MPP (Minimal
Perfect Product), provides materials that allow for uninterrupted task completion for thousands of
hours with versatile unpredictable fun content.
10. Spectrogram, available on every
activity page, is a game designed to
help participants take control of their
pauses and eliminate plague
words during monologue narration.
The game has five difficulty levels
that correspond to the allowed
pause duration, and if a pause is too
long, a "Game Over" dialogue
appears. This game has proved
highly beneficial for students who
want to practice IELTS and TOEFL
speaking tasks on their own.
HOW IT WORKS
11. USP & MARKET VALIDATION
● Unpredictable serendipitous results, conducive to ad-hoc discoveries;
● As a kind of vade-mecum, Grandomastery aims at providing a resource for those interested in
practising and teaching integrative, productive, and higher-order thinking;
● Students are no longer expected to assume the responsibilities of instructional designers from
the very first stage of language learning;
● It is inherent in learners to create their own unique verbal works of art and not just copy what
already exists;
● Users tend to perform unstandardized tasks in a funny, absurd, and eccentric manner —
turning grandomastery activities into an insightful learning experience.
12. USP & MARKET VALIDATION
● Grandomastery's activities are presented without visual clutter;
● Grandomastery content has been developed by a human, not AI, thus it guarantees maximum
relevance, yet it could be enriched using AI if necessary, thus the project will never be fully
replaced with AI.;
● Relevant visuals are only used when absolutely necessary;
● Grandomastery activities include supporting structures for students to boosttheir cohesion.;
● The activities are designed to avoid unwanted repetitiveness in training;
● Grandomastery serves as a complementary educational and entertaining tool which may as
well be a “filling” exercise in the classroom, it may take as much or as little time as necessary
and it doesn’t interfere with traditional courseware.
13. ● Grandomastery, as an accredited CPD platform, grants certificates to our experts, trainees,
partners, educators, and active members;
● accredible.com service is used, allowing instructors to upload the Grandomastery certificates
they register with Grandomastery.com on linkedin and other social media sites with a single click;
● Grandomastery has shown that edutainment is not always about gamification, it is not always about
online awards, animated effects, and augmented reality;
● Simultaneous first-time viewing of an activity by the teacher and student reduces the disparity in
their perceptions of the displayed information;
● Grandomastery facilitates the teacher's understanding of the student's perspective.
USP & MARKET VALIDATION
15. Official Grandomastery application is currently available on Google Play as a web-based Android
application adapted to a broad spectrum of devices.
GRANDOMASTERY THE APP
16. Grandomastery has been
published on the Amazon
Appstore, joining the vibrant
ecosystem that spans over
236 countries and territories,
reaching over 200 million
devices globally. Our
decision to embrace the
Amazon Appstore is driven
by its widespread
accessibility and the
opportunity it provides to
connect with users on
various devices.
Grandomastery is now also part of the Amazon Appstore on Windows 11 through the Windows Subsystem for
Android™. This means users can seamlessly run our application on Windows 11 devices, expanding the reach and
accessibility of Grandomastery to a broader audience.
GRANDOMASTERY THE APP
17. Grandomastery has officially joined
the prestigious ranks of software and
apps featured on Download.com, the
renowned platform hosted by CNET.
This recognition is a testament to our
commitment to providing high-quality,
reliable, and innovative solutions to
users across Windows, Mac, iOS,
and Android platforms. For twenty-five
years, Download.com has been the
go-to destination for individuals
seeking free-to-try legal downloads.
Now, with Grandomastery in their
lineup, users can access our
cutting-edge solutions in various
categories, including security,
productivity, entertainment, social,
and games.
GRANDOMASTERY THE APP
18. The Grandomastery AI Chat Bot is programmed to provide prompts and suggestions for even the most
difficult Grandomastery tasks upon request.
FUTURE OPTIMIZATIONS
19. FUTURE OPTIMIZATIONS
Updating the design to Web 3.0 look
Updating the design to Web 3.0 look (one of
possible drafts)
Current Grandomastery Design
20. FUTURE OPTIMIZATIONS
● Localization and translation of Grandomastery content into several languages, including Dutch,
Spanish, Chinese, German, and others;
● Generating a hall of fame, ratings, and user-submitted content evaluation system;
● Finalizing and promoting board games based on Grandomastery Activities;
● Launching a pre-designed subscription-based premium version of Grandomastery.
21. A further objective for
future optimization
efforts is to enhance and
promote the ESL
Treasures society.
ESL Treasures is a
Grandomastery-based
society that allows
creators of lesser-known
ESL resources to submit
their projects, receive
awards and recognition,
and improve their
visibility in the field by
becoming ESL
Treasures winners.
FUTURE OPTIMIZATIONS
22. BUSINESS MODEL
● Grandomastery Premium version for trainers and trainees with even more tasks and
the ability to select certain groups of tasks for randomization;
● Official Grandomastery tutors may be subject to a membership fee;
● Sales of printed versions of Grandomastery resources, including Grandomastery board
games, emoji cubes/cards, abstraction cards et c.;
● Selling Grandomastery courses for trainees and trainers on EduX, Udemy and other
platforms;
● ESL Treasures members may be required to pay a membership fee for the organization
to feature monthly posts about them in their journal and social media;
● Marketing the Grandomastery Creativity assessment package to HR agencies.
23. BUSINESS MODEL
● Grandomastery Social Media will earn additional revenue through the publication of new
and innovative videos with the completion of Grandomastery tasks;
● Grandomastery has the potential to organize events in its own name that would bring
together all its enthusiasts. These events could include intellectual nights and parties,
which could also be live-streamed/televised;
● Grandomastery might eventually begin selling its merchandise featuring bizarre excerpts
from its collection;
● The Grandomastery journal will offer authors of various educational or creative projects the
opportunity to post articles aimed at promoting their ideas, products, or services for a fee.
25. BUSINESS MODEL
Premium Corporate
Starter
● access to all
activities in basic
mode with a
limited number of
variations;
● access to basic
tutorials;
● support.
● access to all
activities with a
complete range
of variations;
● access to all
tutorials and
printouts;
● priority support.
● access to all activities with
a complete range of
variations;
● tailor-made solutions;
● training sessions;
● access to video tutorials;
● customizable scripts on
demand;
● personalized support.
Free $29.9 $299
Proposed Plans
27. Grandomastery is an impressive way to take advantage of using your vital experience as an
adult to take advantage of what you are good at, or to try to improve on the parts you are not
especially good at, as a way of improving not only your language but your skills as a whole.
Tip for the users when they get stuck with an exercise: this kind of exercise is very similar to
those actors use for improvising: "Never be afraid of building connections and avoid trying to build
only those that may sound 'right' for the majority". "Right for everyone" doesn't exist and is very
uninteresting.
As long as they are saying things that make sense in a language, everything else is always
possible and beautiful. Plus, the best creations come from things that didn't make any sense at
first. These are exercises only for them. And things get much funnier the craziest we leave them to
be. The freer they let themselves be, the better connections they will build. Day after day, the
connections are built until words, sentences and paragraphs resonate in their everyday life. This
resonation is the real trigger.
I think Grandomastery is exactly that, a tool to build a resonation.
Cristina Navales, Scenes of Life Founder
USER TESTIMONIALS
28. I recently tried out the Grandomastery platform and was pleasantly surprised. At first glance, the
site's design is unremarkable compared to the visually stunning materials we're used to seeing.
However, the site's content is a true gem for those who are ready to engage in critical and
creative thinking.
The platform features only two buttons, RANDOM and CYCLE, but they provide users with
unexpected and extraordinary tasks that have no right or wrong answers. Instead, users are
encouraged to answer in a way that pleases them. I find this approach very inspiring and often
find myself returning to the platform to press the buttons and marvel at the creativity of the
tasks.
One of the obvious benefits of Grandomastery is that there's no need to prepare for the tasks
since they're all random. In fact, it's impossible to prepare for them.
Vera Ermolaeva, ESL Expert
USER TESTIMONIALS
29. I am an EFL teacher, teacher trainer and manager with over 17-years' experience in the industry. I started using Grandomastery
early this year in some of my higher level EFL classes and found it to be a fantastic learning tool. If you have a B2 – C1 level
class, then this website is ideal, especially if you are looking for an interactive, communicative and fun learning aid, that doesn’t
require much preparation. I often use it at the end of class as a filler and the students go crazy for it; it really helps to finish the
lesson on a high note. However, if you have time, I recommend going through the different games/activities of which there are
currently 37, as some of them lend themselves to specific grammar, functional language etc., and therefore you can use the tool
to practise and review the target language from your lessons.
I’ve found that not only do the activities engage my students, but they also give them the opportunity to produce language at
length on random topics and in doing so boosts their confidence and increases fluency. In addition, it helps students to be more
creative and improves their analytical thinking, which some students from more traditional learning environments can struggle
with. Some of the activities are great for IELTS part 2 speaking practice, allowing for delayed feedback at the end of the game.
Teachers can even use the website as a needs analysis tool, which is especially useful when getting to know the strengths and
weaknesses of a new class or student. In fact, for more confident teachers, it could even be used as an intro to a Dogme style
lesson. Grandomastery is a highly innovative and flexible learning tool that really does help students and teachers alike. I like it
so much that I have incorporated it into my classroom and online lessons on a daily basis and I strongly encourage other
teachers, be it new to teaching or old hands, to do the same.
Richard Smyth, EFL Teacher
USER TESTIMONIALS
30. Dear Alexander Popov,
This website is... more than awesome. I will share it with
my colleagues. I think with Grandomastery you have
made a lot of teachers' life a lot easier - and of course,
making a lot of games around pub tables possible. :D
P.S: You have developed this website (I mean, the
algorithm and the content and the idea) ALONE? Wow.
Shows an abundance of creativity and hard work.
Noémi Dolinka (Influencer, Language expert)
USER TESTIMONIALS
31. Grandomastery was
acknowledged by Microsoft, and
its founder, Alexander Popov, was
distinguished as an Innovative
Expert. This recognition was
bestowed through the Microsoft
Innovative Educator Expert
(MIEE) program, created to
commend forward-thinking
educators globally. The
responsibilities of an MIE Expert
encompass adopting 21st-century
teaching methods, undertaking
pedagogical improvements
through risk-taking, and
incorporating technology tools to
optimize student outcomes.
USER TESTIMONIALS
32. TEAM
Alexander Popov
A TESOL certified English educator and resource
specialist with a Master's degree in Language
Teaching Methods and eighteen years of
experience;
The founder and lead instructional designer of
Grandomastery, a CPD accredited
Design Thinking platform for Advanced and
Proficient learners of English.
A Global English Influencer, a member of
hundrED and International Professors Project.
wa.link/grandomastery
+595 992 385 509
hello@grandomastery.com