We are a small team based in Moscow, Russia.
Our ICO presentation and whitepaper are currently in work, however we present our project for your first consideration.
We will add the information soon.
Problem
In modern schools students are heavy loaded with a huge amount of information, but they are not taught how to memorize it, and, more importantly, how to recall and use the obtained information.
As a result, the percentage of memorizing information is about 20-25% of the "studied" material, the exams turn into stress, real knowledge and ability to use them make up about 9% of what was included in the educational program, and in a year or two even this small part is forgotten for about 98%.
The result is that the effectiveness of traditional education is less than 1%.
Solution
First of all we inculcate and develop the skills of memorizing and remembering any information - text, faces, numbers, dates, sounds, images, etc.; skills of fast and effective reading; use methods of mental arithmetic and other special techniques, and only then we start directly instruction in individual subjects (mathematics, languages, STEM, etc.).
As a result, students are ready to work with huge amount of information - they quickly perceive information of any type, easily process it, memorize it for a long time and can use it when necessary.
Project Brief
Open Space School is an international multilingual educational platform, realized as a space game quest, where each player first learns to perceive, structure, memorize and remember information and only after that he or she starts learning.
Thanks to the mastered skills of fast reading and memorization, using our special teaching methods, we transform any educational program, designed up to a year of training, into a 3-4 month course.
This provides access to quality education, regardless of place of living, and creates a springboard for all segments of the world's population who have access to the Internet.
Gaming implementation makes learning more interesting and effective than traditional education.
Economics of tokens
We use tokens:
1. To pay access to the platform.
2. As an internal currency in the game - reward for completed missions, to purchase inventory, transfer tokens to other participants for certain actions, for example, for help in studying the material.
3. As a remuneration for attracting new players.
4. As the coverage of debt for obligations to investors.
5. Ensuring the uninterruptedly work of the blockchain.
6. Exchange for other crypto-currencies or fiat money.
Blockchain Technology
The blockchain technology is used for the most effective, cheap and personalized educational services, traditionally provided by the state, including:
1. Digital identification of the user's identity (following the example of OneName, BitID).
2. Decentralized smart contracts for training, on a peer-to-peer basis between investors and students - individual students or groups of students.
3. A transparent reporting mechanism provided by smart contracts, for example, to verify the achievements of students.
How it works
1. The user is registered and identified on the platform using his or her crypto-currency address
2. After registration the user receives a partner link to invite new players and can already earn tokens - for everyone who pays for training at this link the user gets 10% on the first level, 5% on the second, 2.5% on the third and 1% on the fourth level from the amount of payment within the four-level partner program.
Users can use Tokens:
- to pay for their education within the platform,
- as a game currency,
- to exchange into fiat money.
3. The user passes the first level of the game for free and decides for him or herself whether he or she needs this form of education.
At this level we define the user's starting points for 7 key memorization skills.
4. If the user decides to start training, he or she can pay for the training him or herself, apply to the stock or to the bank of educational contracts.
5. Contracts on the stock are formed upon the proposals of investors as sponsors.
Any investor can become a sponsor by placing part of his or her tokens on the stock of educational contracts.
His or her personal educational quota is formed with the quantity of tokens deposited to the stock.
It can be a targeted quota (for example, for students with a particular place of residence, with a certain language, for graduates or students of a particular school or form, personal or group etc.), or “on demand”, i.e. the sponsor does not define who will use his or her educational quota.
The information about the sponsor is published only at his request - in the field "Additional information" the sponsor can tell about himself, about why he does it, whom he or she sees among his or her wards, what he or she expects from them, etc.
6. By accepting the educational sponsorship the user agrees that his data (country, language, pseudonym, achievements) will be available to the sponsor. At the same time, a smart contract is concluded, which contains the student's commitment to the sponsor to reach a certain level.
7. The sponsor can track the achievements of each of their wards and make decisions upon the extension or termination of sponsoring each of them. These data are displayed in the personal account of the investor.
A smart contract can also be used for the automatic extension or termination of a particular user's funding, depending on his achievements.
8. In the bank of educational contracts any user can receive an educational loan, with the condition of achieving the planned smart contract indicators and loan repayment.
In this case the tokens earned by the user during the game can not be used somehow until the loan is repaid.
9. In our project knowledge is given on a central basis.
But the assessment is decentralized, we use a peer-to-peer assessment. No teachers, no critics.
The assessment is done in a form of inspiring comments on the completed missions.
This is done in the following way: after the user completes the mission, the system automatically sends a report to five random players who are at the same level.
At the same time, the user also receives five reports from other students which he have to assess.
Each such transaction is fixed in the blockchain.
Criticism in the comments is not welcome, any user can complain about a negative review and the student who left such a comment may be fined or even expelled (under the terms of a smart contract) after due verification and confirmation.
The purpose of the comments is to emphasize successful thoughts, images, options for solving of another player and inspire him or her to new missions.
Successful reviews can be encouraged by tokens - the student him or herself chooses the size of the reward.
10. After completing the mission and verifying the results by the other users, the student receives a reward in the form of tokens.
The user can spend the received token to continue education, to open bonus levels or missions, can transfer to other participants as a reward for positive feedback or keep it to payback the loan.
Tokens without any actions by the user for a long time (except the loan case) are moved by the system to the bank of educational contracts for new loans.
11. The economy of the game is calculated taking into account the payment of bonuses for the completed missions, rewards for attracting other players.
After all payouts the income from the tuition fee is not less than 50% of its nominal value. Thus, the profitability of the project and the growth of investors' incomes are formed.
The cost of training is fixed on the level of $10 in gaming tokens for each level except the first.
Accordingly, the profitability is calculated based on $ 5 from each participant for the level (taking into account the payouts of all bonuses).
12. A student may use sponsorship or an education loan for the entire amount or for a part of the cost of the course.
For example if he or she buy some tokens for a sum of 30% of the course cost he or she can apply for help in an amount equal to 70% of the cost with the appropriate registration in a smart contract.
The Whitepaper will come soon!