Business plan for Social Impact Education Program for Developing countries starting with a pilot in Kenya Africa -- 2
Budget: $250 – $750 USD
+ accelerated pedagogical strategies and methodologies; leveraging, at scale, device, artificial intelligence, and, machine learning; not excluding: mixed reality (artificial reality; virtual reality; hybrid, ++)
+ corporate / industry sponsorship regarding particular value added resources
+ mixed-model; multi-factorial need resolved; for instance: education; healthcare provision; trade skill training; fusion for-profit/501c6 (hybridizes ability to receive donation/+ ability to operate as a revenue center), Franchise format; which incentives Private sector participation in the provision of these public goods - effectively, a public private partnership, 3P project; arbitraging need pools against resources available; to yield a sustainable margin/differential
+ Edutainment programs; that is: education curriculums set to gaming scenarios; encouraging a sense of "addiction" for student to enjoy; immerse; experience, the embedding of critical cognitive mechanisms ; visa vie, in situ gaming; whereby, the player/players, solve problems in real time to sense and feel the, as is my preference, "pencil and paper/chalkboard" style of haptically tying hand, and, mind together towards the identification; articulation; ideation; and, actions required to achieve a resolved dilemma.
+ corporate / industry sponsorship regarding particular value added resources
+ mixed-model; multi-factorial need resolved; for instance: education; healthcare provision; trade skill training; fusion for-profit/501c6 (hybridizes ability to receive donation/+ ability to operate as a revenue center), Franchise format; which incentives Private sector participation in the provision of these public goods - effectively, a public private partnership, 3P project; arbitraging need pools against resources available; to yield a sustainable margin/differential
+ Edutainment programs; that is: education curriculums set to gaming scenarios; encouraging a sense of "addiction" for student to enjoy; immerse; experience, the embedding of critical cognitive mechanisms ; visa vie, in situ gaming; whereby, the player/players, solve problems in real time to sense and feel the, as is my preference, "pencil and paper/chalkboard" style of haptically tying hand, and, mind together towards the identification; articulation; ideation; and, actions required to achieve a resolved dilemma.
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