Summary of “Possibly Elon Musk’s Biggest Idea Yet”

Today, XPRIZE announced the five finalists advancing in the Global Learning XPRIZE and awarded each finalist a $1M milestone prize.
XPRIZE awarded each finalist for the open source, cutting-edge learning software they have developed for the competition.
“Universal access to education is a major priority for XPRIZE, and we are proud to celebrate the change-making teams making impressive strides to ensure every single child has the opportunity to take learning into her own hands,” said Marcus Shingles, CEO of XPRIZE Foundation.
Chimple is developing a learning platform aimed at enabling children to learn reading, writing and mathematics on a tablet through more than 60 explorative games and 70 different stories.
Kitkit School is developing a learning program with a game-based core and flexible learning architecture aimed at helping children independently learn, irrespective of their knowledge, skill, and environment.
Onebillion is merging numeracy content with new literacy material to offer directed learning and creative activities alongside continuous monitoring to respond to different children’s needs.
“Our five finalists are developing the most promising software solutions to enable children to teach themselves basic reading, writing and arithmetic, as determined by our panel of expert judges,” said Matt Keller, senior director of the Global Learning XPRIZE. “As we move to the final field testing phase, we are one step closer to scaling transformative technology solutions that foster child-driven learning and provide a world-class education for all.”
To field-test the five finalists’ solutions, the Global Learning XPRIZE partnered with UNESCO, the World Food Programme, and the Government of Tanzania.

The orginal article.

Summary of “Possibly Elon Musk’s Biggest Idea Yet”

Today, XPRIZE announced the five finalists advancing in the Global Learning XPRIZE and awarded each finalist a $1M milestone prize.
XPRIZE awarded each finalist for the open source, cutting-edge learning software they have developed for the competition.
“Universal access to education is a major priority for XPRIZE, and we are proud to celebrate the change-making teams making impressive strides to ensure every single child has the opportunity to take learning into her own hands,” said Marcus Shingles, CEO of XPRIZE Foundation.
Chimple is developing a learning platform aimed at enabling children to learn reading, writing and mathematics on a tablet through more than 60 explorative games and 70 different stories.
Kitkit School is developing a learning program with a game-based core and flexible learning architecture aimed at helping children independently learn, irrespective of their knowledge, skill, and environment.
Onebillion is merging numeracy content with new literacy material to offer directed learning and creative activities alongside continuous monitoring to respond to different children’s needs.
“Our five finalists are developing the most promising software solutions to enable children to teach themselves basic reading, writing and arithmetic, as determined by our panel of expert judges,” said Matt Keller, senior director of the Global Learning XPRIZE. “As we move to the final field testing phase, we are one step closer to scaling transformative technology solutions that foster child-driven learning and provide a world-class education for all.”
To field-test the five finalists’ solutions, the Global Learning XPRIZE partnered with UNESCO, the World Food Programme, and the Government of Tanzania.

The orginal article.

Summary of “Possibly Elon Musk’s Biggest Idea Yet”

Today, XPRIZE announced the five finalists advancing in the Global Learning XPRIZE and awarded each finalist a $1M milestone prize.
XPRIZE awarded each finalist for the open source, cutting-edge learning software they have developed for the competition.
“Universal access to education is a major priority for XPRIZE, and we are proud to celebrate the change-making teams making impressive strides to ensure every single child has the opportunity to take learning into her own hands,” said Marcus Shingles, CEO of XPRIZE Foundation.
Chimple is developing a learning platform aimed at enabling children to learn reading, writing and mathematics on a tablet through more than 60 explorative games and 70 different stories.
Kitkit School is developing a learning program with a game-based core and flexible learning architecture aimed at helping children independently learn, irrespective of their knowledge, skill, and environment.
Onebillion is merging numeracy content with new literacy material to offer directed learning and creative activities alongside continuous monitoring to respond to different children’s needs.
“Our five finalists are developing the most promising software solutions to enable children to teach themselves basic reading, writing and arithmetic, as determined by our panel of expert judges,” said Matt Keller, senior director of the Global Learning XPRIZE. “As we move to the final field testing phase, we are one step closer to scaling transformative technology solutions that foster child-driven learning and provide a world-class education for all.”
To field-test the five finalists’ solutions, the Global Learning XPRIZE partnered with UNESCO, the World Food Programme, and the Government of Tanzania.

The orginal article.

Summary of “In the knowledge economy, we need a Netflix of education”

Such a solution would adapt to the user’s needs and learn how to make ongoing customized recommendations and suggestions through a truly interactive and impactful learning experience.
In many ways the entertainment model is a good framework for knowledge management and learning development applications.
The solution for the learning and development industry would be a platform that can make education more accessible and relevant – something that allows us to absorb and spread knowledge seamlessly.
Just as Netflix delivers entertainment we want at our fingertips, the knowledge and learning we need should be delivered where and when we need it.
Using artificial intelligence and machine learning, solutions can now aggregate, curate and personalize learning processes and content.
New AI-driven platforms will deliver the content your knowledge workers need at the right time and place.
Curation: Using AI and machine learning will be key to curate relevant and contextual content to your team at the right time and at the point of need.
In the end, let’s use AI and machine learning to help advance our employees’ learning and career paths – and not to replace them.

The orginal article.

Summary of “Life Is a Video Game-Here Are the Cheat Codes”

HOW TO WIN AT LIFE. The goal of Life is simple: it is to Level Up as much as possible.
Each Level in life presents a particular challenge that you must overcome.
Level 5 just means making sure your life mattered when you’re dead. Good luck with that champ.
This steady barrage of unexpected problems gives the player a sense that she lacks control over her own Life, when in fact, the purpose of Life is not to control what happens to you, but rather control and choose higher level reactions to what happens to you.
A player, once they’ve found a Solution to a Level, must employ that Solution enough times to make it a Habit, thus mastering that level and allowing them to move on to the next Level.
Solutions move us towards the next Level, Distractions keep us on the same Level.
Since gaining Levels in Life requires solving problems, distracting ourselves from our problems guarantees that we will become stuck on the same Level.
Below are the five cheat codes to help you navigate your way through Life and reach the end fully satisfied and Leveled-Up. Entering these cheat codes is easy: just press Tab at the View Screen to access your Mind’s Eye.

The orginal article.

Summary of “The formula for winning at life is actually incredibly simple”

The goal of life is simple: it is to level up as much as possible.
Each level in life presents a particular challenge that you must overcome.
Level 5 just means making sure your life mattered when you’re dead. Good luck with that champ.
This steady barrage of unexpected problems gives the player a sense that she lacks control over her own life, when in fact, the purpose of life is not to control what happens to you, but rather control and choose higher level reactions to what happens to you.
A player, once they’ve found a solution to a level, must employ that solution enough times to make it a habit, thus mastering that level and allowing them to move on to the next level.
Solutions move us towards the next level, distractions keep us on the same level.
Since gaining levels in life requires solving problems, distracting ourselves from our problems guarantees that we will become stuck on the same level.
The formula for winning at the game of life is therefore actually incredibly simple: Correctly identify your solutions and distractions.

The orginal article.

Summary of “How You Define the Problem Determines Whether You Solve It”

How could so many people have missed the solution to the problem for so long? And how in the world did the first person come up with that solution at all?
Most people who come up with creative solutions to problems rely on a relatively straightforward method: finding a solution inside the collective memory of the people working on the problem.
The key to this method is to get the right information out of memory to solve the problem.
When doing creative problem solving, the statement of the problem is the cue to memory.
In order to generate a variety of possible solutions to a problem the problem solver can change the description of the problem in ways that lead new information to be drawn from memory.
This way of describing a vacuum is that it generalizes the problem by removing some of the specific components typically used to solve it.
A radically new solution to a problem requires a new problem statement.
So how do you create the problem statement you need to find a solution to your business problem? Unfortunately, there is no ideal problem statement.

The orginal article.