Move78 exists to teach young people to define problems worth solving, as machines get better at solving them.
The world we see
AI is reshaping work faster than governments can write policy or schools can rewrite curriculum. The World Economic Forum projects that by 2030 the global economy will create about 170 million new jobs and displace about 92 million, and that 59 of every 100 workers will need retraining or new skills.
170M
new jobs expected by 2030
92M
jobs expected to be displaced
59 / 100
workers who will need retraining or new skills
Education is still built for a slower world. It rewards the student who answers the question the teacher already knows. Diligence, honesty and hard work, the virtues many of us were raised on, still matter, but they are no longer enough on their own to prepare the next generation.
We do not believe the gap closes by teaching students to out-solve machines. It closes when students learn to find, frame and define the problems no one has named yet.
Why Move78
In March 2016, Lee Sedol lost the first three games of his match against AlphaGo. In Game 4 he played move 78, a move the program did not expect, and won. Earlier, in Game 2, it was the machine that had surprised the world with move 37, a move few human players would have chosen.
Move78 is named for the human reply: a creative move, made after deep thought, that nobody saw coming. That is the capacity we want every student to build.
The program
78 chapters, two milestones
Middle and high school students begin online in the United States. Two milestones mark the way: chapter 37 and chapter 78.
Milestone one · Chapter 37
Learn to see the problem
By chapter 37 a student can:
Turn a vague frustration into a clear, written problem statement.
Name their own strengths and interests, and what they want to do with them.
Keep a personal portfolio of problems they have defined, with feedback on each.
Milestone two · Chapter 78
Ask the question no one asked
By chapter 78 a student can:
Define an original problem with evidence: who is affected, why it matters, what has been tried.
Back it with a thesis report and a proposed solution.
Build a website, an app and a business plan, then present the full path to an audience beyond the classroom.
Source: World Economic Forum, Future of Jobs Report 2025.