Learning capacity

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Absorptive capacity(Q4669907) or Learning capacity, is the ability of a firm to recognize the value of new information, assimilate it, and apply it to commercial ends. In MU context, learning capacity also applies to personal, even instrumental/mechanical learning behavior, which may or may not have any commercial values.


Capacity of Learning (as a grade) or CpL

CpL is a total score value for measuring human capacity in a similar way as the IQ specially created for MU. Instead of a "full of flaws" test such as IQ, CpL uses time to correct the accuracy of intelligence and by a progressive method. Before measuring what a human brain can be or do at the time of a test, it challenges the capacity of the individual to adapt and improve through several different and unique experiences to become better. Therefore, each individual that complete the experiences faster than others and with the same quality means that has a better capacity to learn, adapt and provide actual value in a job, challenge, research or even diplomatic discussion.


CpL corrects the current intelligence measuring systems because it has an extra variable which is essential to life.

' How do we calculate CpL?

  1. is calculated through a dynamic variable called experience () divided by time().
  2. Experience (or ) is a dynamic variable, meaning that it is a variable that changes constantly according to the real input of work. In other words, the amount of experience of learning will change over time, and the experience value will be labeled by MU process of learning. This means that our CpL grade can simply change without any personal action but by normal activity of all other participants
  3. Defining Experience is calculated through a groups of projects called Challenges:
    1. A Challenge can be a course like “learn foundations of JavaScript” , a simple service or any other activity that requires effective and measurable human behavior and time.
    2. It is temporary and has a defined beginning and an end.
    3. Challenges can’t be considerer if they are not finished, and realData can’t be used if the candidate simply delays giving a big lag in the time to complete.
    4. Xp Projects are always defined with a fix value of 100 and have a timeStamp aggregated.
    5. Project timeStamp is calculated through 2 means: by realData (by user direct experience) and dataAgregation (by a process of ML, grouping unsupervised data). realData is fundamental as a corrective of dataAgregation which is fundamental to have timeStamps when there is no history records yet on projects.
    6. timeStamp is defined by units expressed in days. For smaller projects a fraction of daytime should be applied.
    7. timeStamp is the maximum amount of time, real or predicted, to complete the Challenge and known as possible.
      1. Calculating Challenges (Ch) it is = 100 * Challenge timeStamp.
  4. time() is the sum of candidate realTime challenges (that are included in XP).
  5. Experience() is the sum of all Challenges
  6. grading chart CpL = 100 it means that the person has the top capacity to learn on the subjects applied. but we have certain fallbacks:
    1. A person can do better than the best time which will make the CpL pass 100, however, every time the time is improved it is also updated.
    2. Since there is two means of verify the best timeStamp of a challenge, the new timestamp is never strictly updated to the person that has a better record of that time, which makes that user to pass the scale of CpL>100
  7. Running Challenges requires a “clock engine" on PKC feeding the timeStamp


  1. Additionally, out of university borders, to other areas such as a common package of work to a company, this metric is still valid and will put on test for life the participants making sure that each adaptation can be improved and not limited to a simple exam or quiz test.