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Empowerment - Growth - Mobility
Mount Everest > eLearning Innovation > Gamification
“Make Mount Everest Your Stepping Stone”
Professor Erwin E. Sniedzins
September 12 – 16, 2016
 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
What is “The Climb for Hope” ?
– 1991 Mount Everest Expedition
 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!
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
 When you start a journey it will
open up other opportunities!
 Mt. Kilimanjaro = Parental development
 Mt. Everest = Educational development
 Parental + Educational Foundational Challenges
1. Music :
2. Language:
3. Art:
4. Expert :
5. Support:
6. Names:
6 - Foundational Steps for Empowerment
Parents lay the foundations for success!
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 know
3. Knowledge
4. Creativity
*Entrepreneurship
Educators - Teachers
WHAT’S AN ENTREPRENEUR?
What is DATA ?
BIG into small
small Into BIG
~100 years ago
Teachers instructed students with
books, chapters, pages
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!
Cognition and eLearning Gamification
A human brain can store ~ Petabyte(15)
Instructivism vs. Constructivism?
Remember what I told you What do you know?
A teacher from 1916 can still teach instructivism today!
Turning Information into Knowledge = iiK
15,400 hours personal investment (K-12)
13.9 Million grade 6 to grade 12 students = Kenya Future Productivity growth
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
 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,
Altruism, Community Collaboration, and many more.
WHY THE NEED FOR GAMIFICATION?
Artificial Intelligence (AI) Gamification Generator
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
GROWTH and MOBILITY FOR FUTURE PRODUCTIVITY
19,000 hours + 93,000 hours = 102,000 hours
personal investment + productivity = earnings for a lifestyle
1. -Save
2. -Make
• What can you do?
AN EMPLOYER WILL ONLY HIRE YOU FOR 2REASONS!
5 to 10 x ROI
1. – Product = 400 Million people
2. – Service = 3.9 Billion people
• What do YOU want to do?
about 93,000 working hours
personal investment + productivity = earnings for a lifestyle
THERE ARE ONLY 2WAYS THAT YOU CAN MAKE MONEY!
MOBILITY for 45 Million
240 Million Companies
.
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
Prof. Erwin E. Sniedzins, President
Mount Knowledge Inc
2300 Yonge St. Suite 1600
Toronto, ON M4P 1E4
Websites: www.mountknowledge.ca
www.erwinsniedzins.ca
www.enwaste.info
Email: esniedzins@gmail.com
LinkedIn: /erwinsniedzins
Twitter:/sniedzins
Facebook:/erwin.sniedzins
Skype: sniedzins88
“Make Mt. Everest Your Stepping Stone” excerpts

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Mt. Everest-eLearning & Gamification Innovation-Keynote

  • 1. Empowerment - Growth - Mobility Mount Everest > eLearning Innovation > Gamification “Make Mount Everest Your Stepping Stone” Professor Erwin E. Sniedzins September 12 – 16, 2016
  • 2.  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
  • 3. What is “The Climb for Hope” ? – 1991 Mount Everest Expedition
  • 4.
  • 5.  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!
  • 6. 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
  • 7.  When you start a journey it will open up other opportunities!
  • 8.  Mt. Kilimanjaro = Parental development  Mt. Everest = Educational development  Parental + Educational Foundational Challenges
  • 9. 1. Music : 2. Language: 3. Art: 4. Expert : 5. Support: 6. Names: 6 - Foundational Steps for Empowerment Parents lay the foundations for success!
  • 10. 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 know 3. Knowledge 4. Creativity *Entrepreneurship Educators - Teachers
  • 12. What is DATA ? BIG into small small Into BIG
  • 13. ~100 years ago Teachers instructed students with books, chapters, pages
  • 14. 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!
  • 15. Cognition and eLearning Gamification A human brain can store ~ Petabyte(15)
  • 16. Instructivism vs. Constructivism? Remember what I told you What do you know? A teacher from 1916 can still teach instructivism today!
  • 17. Turning Information into Knowledge = iiK 15,400 hours personal investment (K-12) 13.9 Million grade 6 to grade 12 students = Kenya Future Productivity growth
  • 18. 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
  • 19.  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, Altruism, Community Collaboration, and many more. WHY THE NEED FOR GAMIFICATION?
  • 20. Artificial Intelligence (AI) Gamification Generator
  • 21. 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
  • 22. GROWTH and MOBILITY FOR FUTURE PRODUCTIVITY 19,000 hours + 93,000 hours = 102,000 hours personal investment + productivity = earnings for a lifestyle
  • 23. 1. -Save 2. -Make • What can you do? AN EMPLOYER WILL ONLY HIRE YOU FOR 2REASONS! 5 to 10 x ROI
  • 24. 1. – Product = 400 Million people 2. – Service = 3.9 Billion people • What do YOU want to do? about 93,000 working hours personal investment + productivity = earnings for a lifestyle THERE ARE ONLY 2WAYS THAT YOU CAN MAKE MONEY!
  • 25. MOBILITY for 45 Million 240 Million Companies
  • 26. . 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
  • 27. Prof. Erwin E. Sniedzins, President Mount Knowledge Inc 2300 Yonge St. Suite 1600 Toronto, ON M4P 1E4 Websites: www.mountknowledge.ca www.erwinsniedzins.ca www.enwaste.info Email: esniedzins@gmail.com LinkedIn: /erwinsniedzins Twitter:/sniedzins Facebook:/erwin.sniedzins Skype: sniedzins88 “Make Mt. Everest Your Stepping Stone” excerpts

Editor's Notes

  1. Knowledge = empowerment; Growth = confidence; Mobility = transformation of knowledge – creativity
  2. Show example of a piece of stone I picked up at Mt. Everest.
  3. Everest 8848 m/29029 ft; Kilimanjaro 5895m/19341ft.
  4. Kenya Govt web site encourages entrepreneurship – Time mgmt., Pareto Rule, Sales
  5. Int’l Space Station ~330 Km (220 Mi) above earth at 27.7 Km (17.2 Mi) per hr and 15.7 trips per day.
  6. Exabyte=10(16) The human brain can store about a Petabyte =10(15) of data Zettrabyte=10(17) & in 2008 Americans consumed 3.6ZB of info
  7. Instructivism is direct instruction by a teacher employing objectives and lesson plans related to an overall curriculum guide in order to teach specific content, customarily using the lecture method. Knowledge is in possession of the teacher. There is explicit teaching of an agreed body of knowledge. Implications for planning and teaching The teacher organises learning objectives and content beforehand. Material and skills are predetermined and defined in advance of learning Material is delivered by the teacher, skills and material are learnt by the student Students are assessed by their ability to remember the material or practise the skill
  8. Instructivism is direct instruction by a teacher employing objectives and lesson plans related to an overall curriculum guide in order to teach specific content, customarily using the lecture method. Knowledge is in possession of the teacher. There is explicit teaching of an agreed body of knowledge. Implications for planning and teaching The teacher organises learning objectives and content beforehand. Material and skills are predetermined and defined in advance of learning Material is delivered by the teacher, skills and material are learnt by the student Students are assessed by their ability to remember the material or practise the skill
  9. 3.4 Billion web pages – YOU Can ONLY read 1 page at a time! 30 hr per week x 10 months = 1200 hr per yr x 16 yrs = ~ 19200 hrs for a BA; Retirement age ~60 yrs;
  10. Gamification is the techniques used to engage and motivate people to achieve their goals. Gamification taps into the basic desires and needs of the users impulses which revolve around people's natural desires for Competition, Achievement, Status, Altruism, Community Collaboration, and many more.
  11. 3.4 Billion web pages – YOU Can ONLY read 1 page at a time!
  12. 13.9 M 6 grade to 12 grade; 3.8 M age 20 to 24 for BA/MA
  13. 13.3 M workers-12 M informal (agriculture) 1.3 formal
  14. 45 Million 2014 Population; average life expectance is 64; 9.7 Million students; workforce 13.3 Workers (12 Million informal)