The idea is to prepare students' minds for an information age education. In theory, any small critical cultural change adopted in the present has the potential to butterfly effect into dramatic large-scale changes in future societies. Research investigating the effects of chess on brain development and education, indicates that mainstreaming chess is an ideal cultural adaptation for information ag
e. Popular chess competition can demonstrate that academic potential of students is far higher than today’s normal achievement indicates. The mission is to popularize chess in a good small progressive school district for 10-years. Very high participation rates have been achieved for short periods using small rewards indicating this mission is theoretically achievable with enough incentives. How to achieve the mission in a business enterprise when not even free public programs can get such sustained high response rates is what this project is set up to discover. Convince local students to replace some time spent on games, shopping, music, videos and sports with chess with cash and other prizes and social support. Positive chess feedback, generated in the target district, triggers cultural tipping points across America which creates the market demand that mainstreams chess as a major sport. The new standards set by these students stimulates educational systems to reform themselves enough to be able to provide every child with an information age education. In the future, it is a science literate generation, which chooses sustainable economics and politicians that enables the emergence of a sustainable civilization. This project’s starting point (initial system conditions) is an educated guess based on experience, which includes everything that can reasonably be expected to make significant contributions towards achieving the goals and mission. Offer local students a micro-job in the form of free weekend tournaments where they earn money, prizes and eat. The support programs for the home, class and community enable interested students to improve their chess and creates social support for their efforts. The project uses feedback loops linked to drivers to discover innovations, refinements and suggestions that improve academic impact of programs and reduce expenses. The best solution for completing the mission will emerge from this process although the organizations and programs that result maybe radically different from initial ones. The 10-year funding estimate is $100 million budget; 85% cash & prizes, 7% staff, 5% research and development, 1.5% real estate, 1% equipment, and .5% public relations includes a wide error margin due to uncertainties. The short-term project objectives find twenty sponsors, create the component organizations, and start the community tournament and revising plan details.