Let them Journey with Sam into theWild, Wild World of Intellectual Property toexperience thrilling scientific research, wacky inventions, stock explosions, gigantic wealth and legal duels. Assist them show their corporate executive skills by building the largest portfolio of assets – cash, patents and research corporations. Show the world they are the Best Corporate Executive.
Let themPlaya round ofFLUKETM -the wealth building game of accidental inventions.Share the fun with your neighbors.
Is your child theNEXTSteve Jobs of Apple? Steve Jobs was the NERD of NERDS. He dominated Corporate America - the fast paced wild, wild world of Intellectual Property. Prepare Your Child. Let them
Play a round ofFLUKETM - the wealth building game of accidental inventions
Develop their inner nerd tendencies without them even knowing you are.
In the past, Nerds were the lone eccentric quirky inventors specializing in STEM -Science, Technology, Engineering, and Mathematics, who tooled away in their research dungeons for 20 -30 years working on a project. They discovered intellectual property where others never dared to look. No one wanted to been seen with a nerd, let alone desired to be a nerd until a steady stream of inventions generated quick astronomical wealth. In the 21st Century, Nerdiness is the new cool. Everyone should want to be a NERD. Learn how Nerds are dominating Corporate Americawith FLUKETM - the wealth building game of accidental inventions.
Imagine how powerfully successful person would become if they had this training from 5th grade. They would become the next Andrew Carnegie,Thomas Edison, Henry Ford, John Rockefeller or Nikola Tesla delivering new products and services to discover problems that need inventions to solve. While many people focus on the solution, the brilliance is in seeing the problem others may miss and securing a solution no one had considered in brainstorming.
“Games are... the most ancient and time honored vehicle for learning. They are the original educational technology,”
Chris Crawford, The Art of Computer Game Design, 1982
Flukesets the stage for this brainstorming and idea generation by showing why Corporate America desires creativity, ideas, inventions and innovation. Flukeis a board game that simulates Corporate America, the wild, wild world of intellectual property, where experience thrilling scientific research, wacky inventions, stock explosions, gigantic wealth and legal duels. Players maneuver through Risk and Rewards in and build the largest portfolio of cash, patents and research corporations.
Do you know children naturally synthesize, analyze and create while in play?
They need these higher order skills to succeed on standardized exams.While standardized exams separate questions by the core subjects of English, Math, and Social Studies, they hardly test just 1 subject, alone. Every question on a standardized exam synthesizes the 4 core subjects then requires analysis and creation to arrive at new information - the answer.
To answer a science question, children need to:
Comprehend the words
Use the words to lead them to a science theory
Implement the theory
Determine what information in question applies to theory
Complete mathematical calculation that generates the correct answer.
This science question requires teachers to infuse all 4 core subjects into every lesson before a student can master to think critically. This infusion or collaboration is notoccurring in most schools.
Your child can improve on these skills while playing FLUKETM. They will never know they are learning.
FLUKETM-the wealth building game of accidental inventions
Flukeis a game of games. It is an idea generation game, a business game, an investment game, an intellectual property game, a brainstorming game, an invention game, a stock game, an academic science game, and an academic math game all rolled up into one. Participants, either adult or children, can learn how Corporate America works from idea incubation to patent and commer
Flukeis utilized as a training tool for our Invention Adventure Summer Camp, K.I.S.S. Begins at Home Parent Immersion Workshops, Catalyst of the Invention Revolution Play Dates, middle school curriculum and soon a entrepreneurial high school curriculum. We desire to give each participant a copy of the game to play with their families at home to spread the Invention Revolution to every crevice of America.