How do you attain Grandomastery?

Our Integrative Thinking Training Platform has been specially designed for educators whose students want to engage in non-traditional learning through creation, competition, and sharing of ideas. Advanced language learners can also benefit from the program because they will get to practice novel and thought-provoking topics. Grandomastery would make a great tool not just for English learners, but also for ESL teachers and anyone seeking to become a comedian, a commentator, a comedy trainer, etc.

Contrary to the majority of intellectual quizzes, we at Grandomastery reward daring creativity and individual opinions - regardless of how contradictory they may be. It is our joy to read about your life experiences and to listen to your original findings. To honor the creativity and commitment of our participants, we are recording their smart solutions and interesting insights.
Our experience in education includes working with intermediate and advanced students, visiting master classes, and participating in discussion groups with colleagues. Our observations have shown that focusing primarily on prepared tasks does not inspire much enthusiasm, whereas spontaneous diversion to unexpected topics can captivate even the best-behaved participants.
The HR specialists who are involved in hiring processes themselves do not sufficiently engage with the interview elements that test creativity of candidates through non-standard or off-topic questions. Our goal is therefore to inspire hiring managers by adding thousands of questions and allowing candidates to demonstrate their flexibility. We have found that the participants who have no trouble answering our questions tend to be analytical thinkers with high emotional intelligence levels. We purposely randomly select the questions. Language is constantly changing, and new ideas are introduced on a daily basis ensuring there are always new tasks to complete. Each and every year, Grandomastery's collection of resources grows with original and pertinent material.

Are all our tasks random? Yes, in order to avoid burnout, boredom, and banality. In each of the tasks, the content is randomized, which means the responses are impromptu and unrehearsed.
In Old French, "randir" means "to gallop" and "randon" means "great speed". As we do not pre-plan or anticipate our activities, our activities are random. Grandominsters and grandomasters are two parties involved in the game: the hosts and creative core. Grandoministers (facilitators, educators, entertainers) and grandmasters do not know what tasks they will receive. As a result of randomness, we are able to jump through different activities without being bound by rigid structure and order, promoting spontaneity and quick reaction. In many of life's scattershot activities, mastery is a skill necessary to run through challenges creatively and constructively.

The purpose of our creative and educational support is to meet your needs. Many traditional education providers and the authors of course materials do not emphasize autonomy or free thinking, while traditionalism and conservatism are still highly emphasized. In Grandomastery, learners are more active than passive objects, and the facilitators aren't used to transmit new concepts - rather, the "grandomasters" themselves come up with the ideas that will inspire and entertain countless others.

HOW DID WE GET INSPIRED?

The textbooks. They are inefficient in many ways. We have found from our extensive experience as educators that textbooks are largely outdated and oversimplified, and that they provide a superficial and misleading representation of society. In countries where citizens are expected to conform strictly to social norms and biased viewpoints, government departments of education define the parameters of content. Such cases tend to discourage critical thinking, and instead impose a "safe", restrictive paradigm.
Creativity today is expected to meet minimal standards. There is little consideration given to the quality of results in the current approach to creative processes or activities.
Quality doesn't matter when it comes to results. As a result, narratives are often discarded and forgotten at schools and colleges, and even in some informal boardgames, thereby diminishing the importance of creativity. Consider the consequences of completing a physical "DIY" project only to dismantle or discard it without showing or using it. A celebrity's untalented work is highly valued and made famous, but the works of a master rarely receive such recognition. People are discouraged from developing their skillset because they feel their creations will be insignificant. We appreciate and value the narratives you create via our project.
Research colleagues. Slow-Motion Multitasking, coined by Tim Harford, involves having multiple projects on the go and switching from one to the next based on mood or circumstance. Multitasking boosts creativity when it is done in "slow-motion," which allows you to switch between subjects more quickly. As Hartford suggests, you cross train your mind when you practice multitasking, which is similar to physical cross-training. Another expert in creative thinking, Duncan Wardle, asserts that getting out of the river of thinking is essential for becoming creative. To achieve this, it is necessary to diversify tasks. The ability to generate and adapt to random and spontaneous information, according to Balder Onarheim, a PhD researcher and the founder of the Copenhagen Institute of NeuroCreativity, is critical. We are accustomed to operating on the basis of cross-domain knowledge in the age of information, a feat that often calls for constant switching between different types of information or resources.
Does there have to be a "right" answer for our tasks?
An incorrect answer is not possible. Richard Sher, creator of the show “Says You!”, said: “Knowing the answers isn’t important. Likeing the answers is.” It is important to take notice of witty, shrewd replies that have become absurd. Today's tasks appear to place a great deal of emphasis on single "correct" solutions that require participants to apply logic and analytical skills to deduce the answer. Students and participants rarely consider alternate answers when assessing their performance.

WHAT MAKES GRANDOMASTERY UNIQUE?

Various tasks. When grandmasters dwell on certain tasks rather than passing glances at others, they reach their full potential. Answers to some questions and tasks may take just a few seconds, while others may take several minutes to solve.
Concepts that are up-to-date, profound, and emerging. A key part of our work involves a constant and growing selection of ideas, phenomena, and paradoxes that are relevant to all of us. While some topics are relatively recent, others are viewed as controversial. There are some topics that are derived from historic events that remain relevant today. Both grandomasters and grandoministers may find plenty of new material in many topics, fulfilling the sacred “Learn something new every day” mantra.
Concentration on abstractions. Comparing two abstractions is one of the primary tasks of Grandomastery. We believe abstract nouns should be appreciated more for their unobjectivable nature. Popular culture doesn't offer abstractions in textbooks, board games, video games, TV shows, or other forms.
We have designed an activity that lets you generate two abstractions at random and to compare them by using bisociation, a method coined by Arthur Koestler, and synectics. By using metaphors to connect seemingly unrelated elements, the synectics approach to problem solving demonstrates the importance of a metaphorical approach to problem solving. Various scientific works on neuroplasticity describe the basic technique of combining unrelated concepts.
Multiple uses. In addition to use as a game, our project can be used as a tool for language learning (that can be translated into any language in no time), and as a creativity assessment template for job interviews. It can be broadcast live and used both online and offline, or a combination of both, with the goal of engaging online participants. Regardless of whether the user is familiar with the topics and themes included in the content, it is appropriate for anyone over the age of 12.
Keeping things simple. "CYCLE" and "RANDOM" are the only buttons. Facilitators don't need to prepare or study any materials before a session as they need to know no more than the participants. The "Random" button will likely generate content both parties will not be familiar with. Randomness and novelty are always present, and answers can be spontaneous.

GRANDOMASTERY.COM: HOW IT WORKS

It presents randomized tasks in 30 types of activities aimed both at students and teachers of English as a Second Language, seeking out offbeat and extravagant tasks that incorporate Integrative Thinking elements. Grandomastery.com provides two main randomization options - "CYCLE" and "RANDOM". This guide explains how to make the most out of grandomastery.com.

"RANDOM" is a method 1
"RANDOM" button is located atop on the right and generates a random activity per page from all 30 types in random order. Each task is assigned a “weight” - a coefficient which defines how often a particular activity type should be repeated. For example, “random questions” activity has a high rate of occurrence, since there are thousands of questions within this activity, while “random advert” activity has fewer variations, and, considering its specificity, is designed to be displayed as infrequently as possible. Usage of the “random” button is suitable during continuous practice when the aim is not to work on all possible activity types available, but on the most methodologically and didactically valuable in each individual case. With “RANDOM” script it is possible to click on the title of the activity - the button between “RANDOM” and “CYCLE” buttons in order to generate the same activity over again. For example, it is possible to generate only Random IELTS cue card activity by clicking on the button “Random IELTS cue card” button at the top of the webpage. If a particular activity is undesirable at a certain time of practice or overly repetitive, it is recommended to simply skip this activity and load another.

"CYCLE" is method 2
By selecting "CYCLE", you'll cycle through all 30 types of randomized activities, and within each activity, you'll be presented with randomly generated tasks. It's the perfect cycle for an extended period of time. A class of 30 activities may take approximately 90 minutes; one hour assumes that some activities will be emphasized and others will be shortened in discussion, as an educator (grandominister) or a student (grandomaster) deems most relevant. Upon completing a cycle, the "end of the cycle" page appears from which the cycle can be repeated with yet another order of activities introducing different tasks. A user clicking on anything but the "CYCLE" button may disrupt the "RANDOM" button activity. In addition, cookies must be enabled to properly run the "CYCLE" script.

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The information might be somewhat outdated since there are at least 31 activities on Grandomastery currently, which is pretty impressive. It's amazing how many things can change and how a project can be enriched so drastically in just a year. When there are only 15 minutes left in a class, my teenagers and adult students know that it's Grandomastery time. Just a quick suggestion - if their resource teachers read this, maybe they can include activities centered around particular topics, such as design, healthcare, and travel. ESP students could benefit from more activities designed for business English learners. All in all, grandomastery is a great idea!

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