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This means that the learning experience results in a tangible product that others can apply to their life, outside of entertainment.  | This means that the learning experience results in a tangible product that others can apply to their life, outside of entertainment.  | ||
Qualities of experience:  | |||
*Yields an economically significant product, no less.   | |||
*Product must be marketable  | |||
*Product must contribute to global [[Financial Independence]] and shift to purpose  | |||
Latest revision as of 01:36, 2 July 2024
Qualified individuals who contribute to DMS by approving ongoing, high-quality, rapid learning experiences to high standards of completion and participant satisfaction. The benchmark is 'mindblowing experience in learning and capability creation'.
This means that the learning experience results in a tangible product that others can apply to their life, outside of entertainment.
Qualities of experience:
- Yields an economically significant product, no less.
 - Product must be marketable
 - Product must contribute to global Financial Independence and shift to purpose