Global Futurist Innovation Saving the Planet
We're offering guidance, hope and relevant education for the worlds youth and educators as we face climate challenges.
Based on extensive academic research we have identified cultural and economic flaws in our current way of life.
The best way to solve these systemic issues is to innovate education. 100 years ago everything was different, so why are classrooms still so similar. Our favourite word is 'glocal'. It describes how local actions can influence global systems.
HUMANITY NEEDS:
BETTER CLIMATE EDUCATION >The next generation must be capable and
resilient. To be such they must obtain
relevant knowledge and skills.
TO SUPPORT SCHOOLS AND TEACHERS>Especially with climate education. Most teachers do not feel equipped to talk this
massively important topic. Furthermore, As
schools continue to protest due to unfair
work/life balances and pay, we aim to support
some of societies most valuable key workers.
CLIMATE OPTIMISM>Research has proven that the current doom
and gloom narrative inhibits progress by evoking apathy. Having a critical, positive and feasible depiction of the future we start progressing towards that objective. Imagination and dreaming is a powerful tool that we champion in our storytelling.
TO TEACH LIFE SKILLS TO CHILDREN>As the youth parliament espoused: current curriculum lacks key life skills such as diet,teamworking, financial management and others.
BUILD A LOVE FOR LEARNING & EACH OTHER>To make learning fun, easy, collaborative and relevant to build a lifelong love for knowledge, the
planet and each other.
Climate Change Education Problems:
1. Evokes apathy
2. Emphasis on problems
3. Inefficient
4. 75% of teachers feel inadequately trained
Utopia as a Method
Utopianism as a mean for social change: "expression of the desire to make history, and not to
accept the present as given" (Colleman, 2000). Most importantly, this approach evokes hope
and optimism which improve wellbeing and productivity.
We use storytelling& gamification
Gamification helps stimulate the hippocampus, the part of the brain responsible to recalling
and remembering information. Through stimulating the hippocampus new information is more
likely to turn into a long-term memory.
Stories are more easily processed and remembered by students than facts.
Interactions with the product creates an emotional connection between content and students,
this feeds into attention and therefore they are more receptive to learning.
We support schools
We compliment new climate education through lessons or homework. We are particularly
excited to work with the new eco-curriculum in the UK and Africa.
We support teachers and save money
Saving money on training and support whilst being more accessible.
Our MVP that we have launched into the real world. We hosted a 30 minute session with an eco-club in a school near London.
It was a resounding success. We told them about all the positive climate projects ongoing worldwide. We told them that each and every skillset can contribute. We told them to work
together. We told them that direction is more important than effort. We left them with some inspiring quotes and ideas from wider academia and ourselves.
They all left with smiles on their faces and the teachers loved is so much they were super enthusiastic to help us out by assigning the group some homework we suggested and quickly sent
out a survey to all the schools teachers.
Based on feedback from both teachers and students, workshops are their favourite form of engagement. We are meeting with the Avon School Sustainability Network very soon to hopefully
schedule more valuable sessions.
Charlie has experience hosting innovation and sustainability workshops with university students and the skills translated well into the school classroom environment. We used the workshop
to gather insights from the students directly about how they like to be taught.
Schools*
Goals: Improve education
system, reduce workload, motivate students
Frustrations: Lack of material &
student engagement
Motivation:Personal and
professional growth
Preferred
channels : Institutional email
Guardians*
Goals: High-quality,
informative and critical
education
Frustrations: School's disorganization
and lack of climate change
content.
Motivations: Parental responsibility
Preferred Channels:
School's workshops
and open days
Pupils*
Goals: Self-improvement, personal growth, learning
Frustrations: School's disorganization,repetitive and obsolete curriculum, boring classes
Motivations: Being equipped and well informed for the future;engaging in fun,entertaining activities
Preferred Channels: Classroom presentations& open days
*We're initially focusing on primary schools & students
Offering 'Unlimited' Learning; Textbooks are finite based on the number of pages etc. E-learning
allows its users to access all knowledge available on the internet.
Less learning costs; its cheaper than buying hundreds of books and stationary. It removes
congestion and the need for uniform or private tuition.
Better Student Engagement; students interact better with moving images and sound rather than
walls of text. Furthermore, AR and VR tech has leveraged mobile applications.
Benefits Teachers; Online learning makes it easier to track student progress and assess their work.
It is easier for teachers to share class material and provide one-to-one feedback via messages or
video call.
Remote access + 24/7
More flexible scheduling.
The global education apps market is expected to exhibit a CAGR of 24.30% during 2022-2027.
(Education Apps Market Size | Industry Trends Report 2022-2027 (imarcgroup.com)
Mobile apps in education are predicted serious growth in the coming decade. (The Express
Wire, 2022; The Express Wire, 2022)
YOROKEE KAPIMBUA MA, MSc
Founder and Executive Director of SKORI
Chevening Scholar
Founding Member of the African Union Network of Think Tanks for Peace and Strategy Group. Over 18 years of work experience in government, United Nations, NGOs, Research and Evidence Informed Policy Making Expert on the Southern Africa Region. Founder of the Centre for Policy Research AFRICA Independent Think Tank.
CHARLES DAVEY MA
Leader of Tomorrow at the 52nd St Gallen Symposium
Bristol SU Sustainability Champion
UN Women UK delegate (CSW67)
Final year MA Anthropology and
Innovation at the University of Bristol
Chair of Tranzparency (Windo, UoB)
Giovanna MA (Ethics)
"I'm super passionate about protecting children. I bring my passion
to the team by ensuring we follow the latest academic insights in
pedagogy and safeguarding"
Owen MEng (Technology)
"I've always been a tech-nerd. I love how accessing computer
understanding can aid humanity. I love the moral fibre of Skori and
I'm excited to bring my skills to this wonderful project."
Jingwen MSci (Marketing)
"I am mainly conducting market research on projects, analysing
and further positioning them in the market. And also responsible for
user analysis, analyse customer market segments, such as type
proportion, and distinguish the value and needs of different
customers etc"
Seb MSci(Education)
I am responsible for ensuring the content we teach is factually
accurate and digestible. Throughout out my degree I have focused
my learning on earths' systems and hope to share the knowledge to
help with the climate crisis"
Sam(Education) Uganda
It is imperative that we teach the youth about the future. They is a
clear absence in thorough understanding and a skills gap. I am
dedicated to ensure the success of climate education. I am glad to
be able to help as part of Skori
- Help communities understand and incorporate climate risk in infrastructure design and planning, including through improved data collection and analysis, integration with existing systems, and aligning financial incentives such as insurance.
- Botswana
- Prototype: A venture or organization building and testing its product, service, or business model, but which is not yet serving anyone
Our MVP that we have launched into the real world. We hosted a 30minute session with an eco-club in a school near London.
It was a resounding success. We told them about all the positive climate projects ongoing worldwide. We told them that each and every skillset can contribute. We told them to work
together. We told them that direction is more important than effort. We left them with some inspiring quotes and ideas from wider academia and ourselves.
They all left with smiles on their faces and the teachers loved is so much they were super enthusiastic to help us out by assigning the group some homework we suggested and quickly sent
out a survey to all the schools teachers.
Based on feedback from both teachers and students, workshops are their favourite form of engagement. We are meeting with the Avon School Sustainability Network very soon to hopefully
schedule more valuable sessions.
Charlie has experience hosting innovation and sustainability workshops with university students and the skills translated well into the school classroom environment. We used the workshop
to gather insights from the students directly about how they like to be taught.
The initial download of Skori reached over 200 million impressions.
We provide high quality climate education that supports schools,
teachers and students at a time where they need it more than ever. Our approach successfully tackles the challenging topic of climate change.
Workshops - are free, only cost time.
E-learning - we will need external support in creating the
website but can supply the content ourselves.
Game - the design and concept already written, we need
more developers and budget to develop the game
- Business Model (e.g. product-market fit, strategy & development)
- Financial (e.g. accounting practices, pitching to investors)
- Product / Service Distribution (e.g. delivery, logistics, expanding client base)
- Technology (e.g. software or hardware, web development/design)
This is the only Global Futurist Innovation that teaches planetary living skills through a video game. Rather than being a technological waste of time, Skori provides a unique service which is climate education and optimism through critical storytelling. Eventually through a video game and e learning library.
It sits at the intersection of culture and technology. AN EFFECTIVE CULTURAL SOLUTION TO CLIMATE CHANGE
. Skori's unique value proposition and desired impact lies on its scalability.
Sustainability Market: Here are the drivers
- Climate crisis.
- Ten Step plan for 'Green Industrial Revolution'.
- Projected to be worth $12trillion in 2030.
E-Learning Market:
- Offering 'Unlimited' Learning; Textbooks are finite based on the number of pages etc. E-learning
allows its users to access all knowledge available on the internet. - Less learning costs; its cheaper than buying hundreds of books and stationary. It removes
congestion and the need for uniform or private tuition. - Better Student Engagement; students interact better with moving images and sound rather than
walls of text. Furthermore, AR and VR tech has leveraged mobile applications. - Benefits Teachers; Online learning makes it easier to track student progress and assess their work.
It is easier for teachers to share class material and provide one-to-one feedback via messages or video call. - Remote access + 24/7
- More flexible scheduling.
- The global education apps market is expected to exhibit a CAGR of 24.30% during 2022-2027.
(Education Apps Market Size | Industry Trends Report 2022-2027 (imarcgroup.com) - Mobile apps in education are predicted serious growth in the coming decade. (The Express
Wire, 2022; The Express Wire, 2022)
Mobile Gaming Market:
- The gaming market is one of the biggest global markets. The mobile gaming market is expected to be worth $29.1
billion in 2022 (Capcom, 2020) - The gaming industry has grown massively in recent decades and the mobile gaming industry is the fastest growing
and holds the majority of the market share. - Mobile gaming is predicted to account for 59% of global gaming revenue in 2021. (Clement, 2021; Wijman 2020).
- By 2023, mobile gaming will remain the fastest-growing segment in the gaming market. (Wijman, 2020).
Gamified e-learning app focused on
sustainability and climate change
- Creates an emotional connection between content and students, this feeds into attention and
therefore they are more receptive to learning. - Gamification helps stimulate the hippocampus, the part of the brain responsible to recalling and
remembering information. Through stimulating the hippocampus new information is more likely to turn into a long-term memory. - Stories are more easily processed and remembered by students than facts, therefore incorporating
stories into our game is essential. - Measurable Outcomes
- Practical Application + Real-Life Simulation + First-Hand Experiences
System Thinking ->Planet, People and Profit
- We will teach students how the natural world works, all the systems at play so that they better understand and
better build an emotional connection to their home planet. We will champion custodianship values and teach systems value, without a planet or people - there's no profit!
Indigenous voices ->
- The legacy of colonialism not only presents social and cultural damage in the forms of lost knowledge,
displacement, grief and intergenerational trauma; but also economic damage as the adoption of unsustainable exploitation and extraction has depleted the planets resources. We are working to counter these damages with education. We decolonise our education and empower indigenous voices.
Actionable Solutions ->
- We know the solutions: renewable energy, collective action, infrastructure reforms, eat less meat etc - so we teach
these. The solutions are not a secret. We hope the next generation of CEOs thus act rationally with resources.
Community Creation ->
- Two minds are better than one, we are living embodiments of collaboration. Our cells are different but work
together. Our organs work together. Our economy and lives are dependent on collaboration with other humans and non-humans. We teach users how to create communities and work in teams - Fund tech and entrepreneurship innovation districts in the global south to create wealth and put an end to the muddy village of poverty, inequality and unemployment through wealth creation.
- Drive the realisation of the UN Sustainable Development Goals through the integration of top down and bottom up approaches to development
- 1. No Poverty
- 2. Zero Hunger
- 4. Quality Education
- 6. Clean Water and Sanitation
- 7. Affordable and Clean Energy
- 9. Industry, Innovation, and Infrastructure
- 11. Sustainable Cities and Communities
- 13. Climate Action
- 14. Life Below Water
- 15. Life on Land
- By 2030, reduce at least by half the proportion of men, women and children of all ages living in poverty in all its dimensions according to national definition
- Proportion of population living below the national poverty line, by sex and age
2.By 2030, ensure sustainable food production systems and implement resilient agricultural practices that increase productivity and production, that help maintain ecosystems, that strengthen capacity for adaptation to climate change, extreme weather, drought, flooding and other disasters and that progressively improve land and soil quality
- Proportion of agricultural area under productive and sustainable agriculture
3.Achieve higher levels of economic productivity through diversification, technological upgrading and innovation, including through a focus on high-value added and labour-intensive sectors
- Annual growth rate of real GDP per employed person
4. By 2030, upgrade infrastructure and retrofit industries to make them sustainable, with increased resource-use efficiency and greater adoption of clean and environmentally sound technologies and industrial processes, with all countries taking action in accordance with their respective capabilities
- CO2 emission per unit of value added
Enhance scientific research, upgrade the technological capabilities of industrial sectors in all countries, in particular developing countries, including, by 2030, encouraging innovation and substantially increasing the number of research and development workers per 1 million people and public and private research and development spending
- Researchers (in full-time equivalent) per million inhabitants
Support domestic technology development, research and innovation in developing countries, including by ensuring a conducive policy environment for, inter alia, industrial diversification and value addition to commodities
- Proportion of medium and high-tech industry value added in total value added
7. By 2030, expand infrastructure and upgrade technology for supplying modern and sustainable energy services for all in developing countries, in particular least developed countries, small island developing States, and land-locked developing countries, in accordance with their respective programmes of support
- Installed renewable energy-generating capacity in developing countries (in watts per capita)
8.Support least developed countries, including through financial and technical assistance, in building sustainable and resilient buildings utilizing local materials
- Proportion of local governments that adopt and implement local disaster risk reduction strategies in line with national disaster risk reduction strategies
‘How can today’s video games help the environment? Games help create agents of change and influence positive behaviour.
There were an estimated 2.7 billion gamers across the world in 2020 and that number is predicted to rise to over 3 billion in 2023.
As of 2020, the average daily total of play for Australian's of all ages who play video games is 81 minutes. Games can be a compass, guiding players towards developing a positive attitude and mindset. The media
we consume shapes our thoughts. We idolise environmental custodianship like Hollywood romanticises Americans. Storytelling can reach players on a more personal level,transporting them into worlds that would normally be beyond
their reach.
Our model is simple to follow, measure and impactful:
- Workshops : Sessions where we remind students there is a lot to be optimistic about. We reframe the required societal changes as exciting opportunities for growth. We will also use these sessions to gather insights for our e-learning library.
- E-learning library: A digital catalogue of stories,
poems, animations, games and videos that teach a solution orientated approach to climate change and life skills. We hope to support teachers and staff in their climate change education whilst being as entertaining as Netflix. - Mobile Game: A flagship product that cements
SKORI as a household name. We want to amplify indigenous voices, promote environmental custodianship and reform a connection with nature. We will have a gripping plot that involves exploring the world and hopefully incorporate AR like Pokemon Go.
Skori is an effective driver of impact investment and Environment Social Governance obligations for the private sector to create wealth as a conduit for inclusive growth and development.
For governments the solution challenges legislators to be accountable and ensure environmental protection laws are complied with. This solution is a restoration between science and democracy for equitable human development.
NGOs have a key partner in the form of Skori to ensure effective implementation of UN Sustainable Development Goals, advocate for Economic Regional Integration and effective implementation of Climate Change Adaptation strategies.
For academia Skori is a reliable partner for evidence informed policies to ensure that environmental policies, legislation and infrastructure (both physical and mindset) are aligned to ensure effective and best practices that result in the realization of the above UN targets.
Skori built their reputation first by hosting workshops in 2023 before quickly developing an e-learning platform which they recently adapted
into this game.
On completion of the game individuals earn an accredited climate certificate
Skori is an APP that is downloadable in any handset or device which has access to the internet.
Accessible to all corners of the globe with internet and available in many languages; 'Skori' offers the Earth an innovative grass
roots solution to the climate crisis. It empowers individuals & communities by sharing eco-literacy knowledge and sustainable
thinking. Not only has it been integrated into global classroom plans and homework tasks, but in some circumstances 'Skori' is one of the few
opportunities for the less fortunate to learn.
- A new business model or process that relies on technology to be successful
- Audiovisual Media
- Behavioral Technology
- Big Data
- Crowd Sourced Service / Social Networks
- Manufacturing Technology
- Software and Mobile Applications
- Virtual Reality / Augmented Reality
- Botswana
- For-profit, including B-Corp or similar models
We have recruited a global team representative in terms of race, gender, expertise, geography. We aspire to grow the team to a level where both women and men constitute half of the total stuff complement. This includes recognition and inclusion of marginalised populations such as people with disabilities, gays and lesbians, transgender and diversity of opinions.
Key Partners: University of Bristol, CPRA + African Union
Bala Books, School networks, Teachers and Students
Key Activities: Provide innovative,desirable climate education
Value Proposition:We provide high quality climate education that supports schools, teachers and students at a time where they need it more than ever. Our approach successfully tackles the challenging topic of climate change.
Customer Relationships: We host workshops, and remain in touch to co-create future steps.
Customer Segments:
- Teachers Help them teach, train
them and share their burden of work. - Parents :Teach their children about
the stressful topic of climate change. - School Students: Provide expert support and
reassurance. Boost their knowledge, understanding and wellbeing.
Key Resources: Writers, Tutors,Innovators, Coder,Youth, Networks(businesses and venture capitalists, and International development partners
Channels: social media,conferences,networks, website
Cost:
Workshops - are free, only cost time.
E-learning - we will need external support in creating the
wbsite but can supply the content oursevles.
Game - the design and concept already written, we need
more developers
Revenue Streams:
Workshops - per sessions
E-learning - subscription that schools and parents pay
Game - a one off purchase with microtransactions
COMPETITORS
Name: Plasticity Never Alone WWF Free Rivers
Price: Free on Steam £11.99 or £14.99 Free
Impact:
(Based on reviews
from game
curators and
customer reviews)
Plasticity
Mostly positive reviews.
Very positive review. Beautiful design that
empowers indigenous Alaskan voices.
Great storytelling.
I love the setting of this game. I love how much
real world culture is in the game. I love the
optional live action cut-scenes where a lot of the
lore is revealed. But...
As a game "Never Alone" is pretty annoying to
play. The physics are jank as hell
Champions litter picking and
puzzle solving, but it is very
short (30mins) and the story
isn't well developed though did
feel emotional towards the
end.
Boring gameplay, frequent
crashes but great idea and
morals.
Very mixed reviews
Awesome conceptional use of
AR, good incorporation of
stories and solution orientation.
AR is not always the most
accessible format, it only has 5k
downloads on the play store.
User with the latesr iPhone
complained that their phone
couldn't handle the app. Too
hardware intensive.
USP: PLASTICITY NEVER ALONE WWF FREE RIVERS
Free and moral BEAUTIFUL! design and storytelling Edutaining
SKORI:
- Affordable for schools and parents Free upfront then can pay for DLCs to unlock chapter.Telltale price model.
- Beatifully design graphics and story that
is not hardware intensive. Designed by an expert team that is full of storytellers, artists, gamers and sustainability champions. - Edutaining, engaging with
plenty of content
- Individual consumers or stakeholders (B2C)
Workshops - per sessions
E-learning - subscription that schools and parents pay
Game - a one off purchase with microtransactions
Investments in high demand tech industries with sustainable value chains and high returns such as the energy sector, tourism, high labour intensive sectors such as seeds and fertiliser production, Data Science and Entrepreneurship particularly in Africa where the demand for tech services is rising because of the youth budge.
We have significantly invested sweat capital to successfully develop the pitch deck, MVP and 300 British Pounds for a workshop with students from Botswana, England, Uganda and USA.
Senior Policy Research and Development Strategist