3-SECONDSMATHS CARD (PLAY & ANSWER QUICK )
- Nigeria
- For-profit, including B-Corp or similar models
helps solve ABC-Intelligence
ALERT- Helps to build smart quick reactionary responses to unseen questions (help children prepare their minds to answer any numerical questions (such as plus-minus-division-multiplication or logarithmic questions ))
BRAIN: helps the brain by easing tension as they play the cards in a fun way. it gives them a welcoming feeling of creative play as they ask and answer each other mathematical questions ( questioning)
COGNITIVE: helps a child/player to recognize and be able to subsequently respond to questions by the mere fact that they have seen it before or heard the answer beforwe (from another/previous player/ answerer). If I, playerA ask you 2y+ 7= 5, what is y=? and player B answers quickly (y=-1) within 3 secs. That answer will suddenly stick on others head (player C, D,& E) who should be able to answer (-1) suddenly if asked by a random next player provided that the player has such a question handy to ask. This is cognitive intelligence
INTELLIGENCE Building : This is to sharpen the minds of players as they engage with 3-secondsmathscard.
Discourages Gambling: This card (3-SMC) has come to replace WHOT cards, which is gambling related
3 Seconds Maths card , by TESSPASS ACADEMY is a playing card game that is made for home, school children, parents and kids and the general public to play in a fun way.
It is a card game that ask mathematical questions to be answered within 3 seconds quickly. Hence the “Play and Answer Quick” injunction is used.
The game is made to build mental math which can be can be played by 2 to 4 players (boys, girls, boys and girls, parent and children competitively).
It has potentials to instill a sense of question and answer recognition as the game is shuffled and played regularly; also to challenge a child’s/ player’s mental reasoning on the spot.
Penalty: For those (players) who fail or miss the correct answer there is a penalty which is effective only when the player (victim) is found failing twice or guilty of failing to answer correctly (fail twice).
When a player failed an answer once and this recur in a single game round then the game might be halted, allowing smart players to continue and or count remaining cards for possible elimination of the highest card holder after the count (e.g card A: 3x 11 =33, versus card B: 49/7 =7- The 33 card holder has the highest card value hence, will be eliminated, so the concept is built in a way that you have to use or tender or ask with the WHITE Card quick so as to let go of difficult or high value or big digit (33) questions/cards). Using the white card quick serve two purposes: 1) throw your opponent off balance with difficult white questions to be unable to respond within 3 seconds 2) to help yourself reduce big value cards in your hand
The target population are Both Primary and Secondary school children, who are not taught in a technically and creatively sound way in this jet age.
The Intervention is the solution which helps cover this gap, inventively.
My solution serves Mental Alertness, in Mental Mathematics, which helps to elicit quick responses when asked mathematical questions.
For instance, asking a young girl to answer 2 x 2 x 3 (=?) quickly is to help her alertness, instead she looks on. Or say 3 x 11+ 5 = ? These examples were observed from my field (school marketing survey) among three different schools in Nigeria. Not that she cannot take her time but she does not necessarily need too much time to respond to such a challenge. Its like a life saving situation needing quick decision.
Not that she is a moron but it only shows that "Teachers" only teach to wrap up or finish quick the curricular topic -by-topic, but then why will a young girl look lost when a card is asked because there are not used to quick reasoning especially on life matters.
This concept is built for Children to quickly respond to issues mathematically to build brain development in handling real life challenges not text book course works challenges.
Tesspass Academy is the best team for this product/ project delivery because we made the concept and invented the IDEA so we can execute it better in our own terms, as we call all the shots, while engaging our partners.
Tesspass Academy is partnering with over 100 schools in Nigeria, where we deploy the cards via school principals or proprietors to School children at an affordable rate, and then organize quiz competition every 3 months mathematical 3-smc , where patronizing schools, are allowed to select their best respondent for the competition. Before the competition interested individual schools will organize in-house competition within their own students. And the concepts have been explained to customers in detail.
Multiple companies such as book publishers, Micro finance banks and Guinness are in support and have contributed both in kind and cash for its sustenance so far.
We have approached multiple schools within different communities at Akingbile Moniya, Ibadan, Oyo state where over 500 copies have been sold, schools like Dotmot (100copies-images and videos will be shown), Amao (to be visited by Monday-5th March '24) Awaal (30 copies), Rich Seed (10 copies) and multiple schools in Lagos are demanding for the product. Figures in brackets indicates card purchase per 20 minutes of engagement and there is a high demand of supply within minutes
We are working with CAMIE DIGITAL who has secured partnership contract right to develop the app, whereby 3-SMC can be downloaded on phones and tabs by Camie Digital.
So far we have delivered well as demands are also very high.
- Use inclusive design to ensure engagement and better outcomes for learners with disabilities and neurodivergent learners, while benefiting all learners.
- 1. No Poverty
- 3. Good Health and Well-Being
- 4. Quality Education
- 5. Gender Equality
- 8. Decent Work and Economic Growth
- 9. Industry, Innovation, and Infrastructure
- 10. Reduced Inequalities
- 11. Sustainable Cities and Communities
- 12. Responsible Consumption and Production
- 17. Partnerships for the Goals
- Growth
BUILT-Completely/ On-going Sales/ Attracted Investors & Sponsors.
Built: THE CARD IS COMPLETE-45 DECKS IN A PACK, READY TO PLAY AND BEING CARRIED AROUND FOR DISTRIBUTION. SOLD MULTIPLE COPIES IN MULTIPLE PLACES (DESIGNED WITH BLUE RED GREEN YELLOW AND WHITE CARDS-WITH DIFFERENT QUESTIONS)
SALES/CUSTOMERS: UI-UNIVERSITY OF IBADAN BOOKSHOOP, BOOKSELLERS, SCHOOLS (OVER A HUNDRED) AND PARENTS (INDIVIDUAL SALES)
INVESTORS: WE HAVE BEEN ABLE TO BROKER INVESTORS INTEREST SUCH AS OPTIONS BOOK PUBLISHERS, SBI, MICROFINANCE BANKS, INDIVIDUAL GRANT,
APP: THE APP IS ALREADY BUILT BY CAMIE DIGITAL BUT ABOUT TO BE LAUNCHED (CONTRACT FORM SIGNED AVAILABLE ON REQUEST)
Applying will enhance my scalability and visibility, Also It will help me build international networking relationship with other educative communities.
It will also help create awareness internationally. For instance the forthcoming Mathfest conference(https://maa.org/meetings/maa-m...) taking place at the JW Marriott Indianapolis from August 7th - 10th, 2024. has asked me to present my work during the Exhibition for possible POSTER presentation and sales (see excerpt of email below in quote)
Although this will require a sum of $1800 (yet to be negotiated), I feel opportunities like this from SOLVE can help me in presentation as this (Mathfest) to enhance general awareness,most especially to the US Academicians and or potential customers.
Hence, I believe my application if considered and when selected shall help me integrate with Innovators, where I can learn and contribute after gaining mentorship from experts in educative apps, by also teaching the United States Citizens how it works.
After creating awareness, I believe stipends allocated to successful applicant can also be used to further the growth of the Project Internationally. which means it(assistance in form of training) can help position me to employ and engage more people as team members professionally to advance the BOARD . Especially people who are already willing to work across Nigeria, in distributing and organizing inter and intrastate competition. Successful funding and application can automatically at a large scale help the integration of the product into the society. Thank you.
Quote: "
Associate Secretary
From:assocsecretary@maa.org
To:peter uwukhor
Thu, Dec 7, 2023 at 1:02 PM
Dear Peter,
Please
do not list me as an organizer. I am the associate secretary for the
MAA so I cannot be a co-organizer for a session like this.
We
do not accept physical copies of proposals. Rather you must use the MAA
proposal portal online. You should submit the proposal as a workshop or
a panel depending on what format you would like to use. The panel
should have three or four panelists so that might not be the right
format for you. It will be reviewed by the committee.
The
comment about a commercial presentation is that if the workshop review
committee decides that this is not enough of an academic presentation
they might refer it for commercial presentation. I’m this case you can
purchase a time for giving an in person commercial presentation at the
conference.
Best regards,
Nancy
Sent from my so-called smartphone.
- Financial (e.g. accounting practices, pitching to investors)
- Human Capital (e.g. sourcing talent, board development)
- Legal or Regulatory Matters
- Monitoring & Evaluation (e.g. collecting/using data, measuring impact)
- Product / Service Distribution (e.g. delivery, logistics, expanding client base)
- Public Relations (e.g. branding/marketing strategy, social and global media)
- Technology (e.g. software or hardware, web development/design)
1. FUN MATHS:
It solves mathematical problem in a fun way by asking and answering questions quickly using varied questions divided into multiple signs (+ , -, ./. x) on the go.
2. GWR: Guiness World Record application acceptance, but yet to be paid for processing.
I applied to inform them of launching 3-seconds mathscard and they reviewed the concept and accepted it.
3. Originality : The first requirement of an innovative idea is originality, which mean I am not Improving on an existing idea by adding my own flavor. No, I came up with TESSPASS ACADEMY as the Creator of 3-Secondsmathscard for Asking Mathematical Questioning to enhance Reasoning within 3 Seconds. It is a new and unique idea that introduces a new way of thinking to the market.This can be used as a template to reproduce prototypes for other subjects (Biology/Physics/Chemistry and Economics by Tesspass Academy).
4. Volunteering Marketer Traffic can also be a positive indicator of its uniqueness, as people apply to help distribute it worldwide via merchant rights purchase.
5. Customer & Children attraction: 3-SMC has a special way of attracting customers with a Microsoft (four colors) kind of design (Red Blue Green Yellow) and White for genera questions, plus customers, who happen to be both Parent and Children.
6. Sales Prove (Quick Sales)The rate of customer purchase can be determined by interest of Customers with a purchasing time per minute as demanded.
In the short term, there has been over 0ne million demands (1,000,000), as kids have been spreading the product concept from schools to their neighborhood (especially to yet-to-purchase kids/ schools).
Establishing a center for competition will make the concept grow and exist for long, where buyers don't just buy but are induced or engaged to sit, relax, purchase and be available to play the game competitively.
Results have been very overwhelming for me (See children clips-to be imported from whatsaap/ and Hilcrest, DOTMOT school children giving their remark on it) wherein at this point, there is a scary barraging demand to establish future templates and sophisticated questions for Competitons, necessitating a base for competition and competitive activities, which TESSPASS ACADEMY (We/Me/I) is about to launch and are yet to have, so in the Long term, Tesspass Academy will
i) multiply the concept,
ii) Increase more differing questions,
iii) Engage more workers, and
iv) partner with HIGHER BRANDS (EDUCARE or Supporters) to establish TESSPASS ACADEMY Competition Center where competition will take place between neighboring Schools (Customers) with parting gifts from sponsors (GUINNESS, PEAKMILK, CHIVITA).
WAEC-The west african Examination Council, has indicated Interest and have asked us to approach their head officie in Lagos (YABA) for potential partnership such as conducting NATIONWIDE (West Africa) CARD EXAM, where questions are randomly set in a closed pack for exam purpose intended to be answered by Exam takers who only have the right to open served CARDS (Pack of Questions)
Impact on Problem: consist of disrupting slow learning, dissuading gambling , increased the rate of mental quick reasoning as each player is on his toes, preparing to answer yet to be seen questions from his/ her opponents. Discourages boredom, and lastly encourages fun mathematics.
Impact :
4: Quality Education: The most renowned impact has been dissuading gambling card gaming and encouraging quick 3-seconds maths learning using random play pattern.
3-SMC has been very useful for Learning and enhances Quick learning and Fun learning simultaneously. Assisting children/ students to fight boredom, and is being used during break time to play in classes. Among the most Important Sustainable Goals impacted are Goals (5, 8, 9 17 & 4)
5 Gender Inequality(Inclusive of both girls and boys playing the card-no gender bias)
8: Decent Work and Economic Growth (enhances sustains good work and create job opportunities for marketers)
9; Industry and Innovation (enhances and sustains creativity)
17 : partnership for the goals (seeks and attracts supporters and sponsors or partners)
Measurement : 3-SECMC-app produced by Camie Digital is to be used to drag traffic and track sales via Google Analytics.
But presently the use of You-tube video is also being used to track app viewers at at today we had 100 views/ Month (this month-February,'29), while also Schools purchasing the products have the logo attached and recorded to their wall/Office. So far 17 schools have been stamped, Using 3-SMC FEEDBACK form, while School principals have turned in most positive response and remarks on the purchased products.
Mobile App technology//3-SMC// app
The app is useful during this time and age. It is new, It is fun and good for learning. It is innovative.
the app is for parent schools and children who cannot access the Physical cards, the use of APP can be necessary for learning and practicing. The app is built to make it possible for players to compete with another player, via online data sharing and connection. And also it is possible to play against computer simply to test how fast one can answer math questions suddenly.
- A new technology
Because it attracts sales (over 600 copies sold in two months) and CAMIE DIGITAL approached me to produce the APP out of motivation to grow the business awareness and promote his brand (CAMIE)
Social Impact can be determined from user value experience which has been very rewarding for children play time and Impact measure consist of its availability for all age , gender and tribes.
- Audiovisual Media
- Manufacturing Technology
- Software and Mobile Applications
- Nigeria
- United States
15 People
5- School Principals (School MArketers)
1 - Inventor (CEO)
1- App Developer (Camie Digital)
8- Marketers (General)
Since 2022 (4 years)
We are open to different people with different background. Especially female teachers are engaged, both sexes are involved. The youth and young people generally are our focus.
Kids who are indigenous individual have been playing 3-Secondsmathscard without bias, or any form of tribal differences. It is a game for ALL,. irrespective of age category or state of Origin, thats why the medium of distribution is School.
Creative learning, by empowering my community with a newly conceptualized mathematical questioning game. I have successfully paired schools together for competition and the cards are gaining awareness in the market. People are desirous of it for we made it in a friendly way that both home and school children can use them to learn amongst friends as they play. The market value is also a key factor as some people are interested in the merchant rights to also help distribute them.
- Individual consumers or stakeholders (B2C)
Grants have come in from well wishers, lecturers, Professors and Book publishers (SBI donated 30,000 naira, OPTIONS Books donated 50,000 naira, Prof Peter Obutte and Reverend Father Emeka donated 30,000 naira each other names withheld).
Sales have evolved and customers have purchased a huge quantity of the product (s), see attached videos.
Launching: We are set to launch the work officially while romancing stakeholders, investors to support in kind and in cash. This will bring multiple awareness via whatsaap video sharing, and invited stakeholders
Sustained donations : TA has approached the Oyo state Government (Engineer Seyi Makinde for the Sum of 2 million naira) and also to authorize state purchase of the product so it can be used in schools in Ibadan, as a new product for learning.
Partnership: We are open to partnering Cowbel- a PROMASIDOR brand organizing competition for Nigerian maths quiz, aside standing alone, we hope to work together to integrate the MINISTRY of EDUCATION in the project for its yearly long term operation and purchase. Other partners are beverage companies (Chivita, Bournvita, Milk, MILO, and Energy Drinks)
We are also ready and always booking slots with
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