Civic Games OAF5

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Fun and Meaningful Personalized Learning

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Transcript of Civic Games OAF5

  • 1. Fun and Meaningful Personalized Learning

2. FOUNDING TEAM 3. REGARDING ENGAGEMENT, LEARNING TECHNOLOGYCANNOT COMPETE WITH ENTERTAINMENT MEDIA & TECHNOLOGYE D U C AT I O N ENGAGEMENT TECHNOLOGYTECHNOLOGY 4. THE EDUCATIONAL MARKETPLACE DEMANDSTWO NEW OFFERINGS:(1) AN ENGINE THAT CAN POWER GAME-BASED, PERSONALIZED LEARNING EXPERIENCES, AND(2) SPECIFIC OFFERINGS THAT USE THIS ENGINETO TEACH NOT ONLY STANDARDS, BUT ALSOREAL WORLD PROBLEM SOLVING AND CIVIC LEADERSHIP 5. WHAT DO WE DO?We build fun,meaningful games,and the technologyand curriculum toincorporate theminto a largerlearning program. 6. THE ASSESSMENT ENGINE AND ANALYTICS PLATFORM An assessmentengine that allowsgames to measurestudent learning An analyticsdashboard soinstructors can usethese games toimprove classroomlearning 7. ONLINE/MOBILE MINI-GAMES Story-based adventures that orient learners to real world problems Drill and practice activities to improve knowledge and skill mastery Mobile optimized for anytime, anywhere learning 8. OUR COMPETITIVE ADVANTAGEKey Competition ResponseEd GamesEd Games iCivics Instructor interface CivilizationStandards Alignment Atlantis RevisitedBridging short and long-form play Lure of the Labyrinth BrainPopAdaptive EnginesAdaptive Engines DreamboxEngaging student activities Knewton Focus on real-world problems and SkillsTutorrelevance MagnaHigh (Prodigi)Big 3+Big 3+ Pearson Speed of development McGraw-Hill Focus on emerging opportunities Houghton MifflinRelationship-based marketing Scholastic 9. GO TO MARKET STRATEGY:1) Target teachers, administrators and parents with targetedcampaigns and via distribution partners2) Release games as stand alone learning products in appstores; create media buzz and produce virality with socialgame play3) Build sticky relationships with schools based on multitudeof product offerings and compatibility with existing ITinfrastructure4) Build enduring credibility and list of titles through RFPs,grants and custom development for larger institutionalclients 10. Source 1: Paid Tiers of LMS REVENUE MODEL Free tier: diagnostic testing, basic analytics Tier 1 ($10-20/mo): access to advanced features, learning content Tier 2 (~$100/mo): access to browser games for studentsSource 2: Monetization of Games In app purchases: Avatar upgrades, level unlocks, multi-player Paid apps: special school additions Ad based revenueSource 3: Supplementary Resources and Services Lessons, unit plans, assessments ($5-$50 each) Professional Training ($10-$300 each) Customized development services ($2,000-$250,000)Source 4: Affiliate Relationships/Partnerships Third party resources, plug-ins; referrals to partners (% commission) 11. SEEKING BRIDGE FINANCING: $50KSUMMER 2013 WILL RAISE $750K SEED ROUNDSUMMARY USE OVER 12-18 MONTHS GoalsProduct Engineering Development of multi-player and socialand Design: 60% capabilities$450,000 Concept development in 3D environmentSales and Marketing: Enhancement of adaptive learning13% algorithms and recommendation engine$100,000 Expansion into new K-12 content areasGeneral and Expansion of user customization featuresAdministrative: 27% Development of strategic distribution$200,000partnerships