lgn - education market overview

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Page 1: LGN - Education Market Overview
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Jennifer GroffVP of Learning &

Program Development

[email protected]

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Foster improved design, production, and distribution of new games informed by research in the learning sciences across a complete range of subject areas from electrostatics to Shakespeare.

Identify existing and develop new best practice strategies and activities, including teacher training resources, for the use of any games that support informal and formal instruction.

Explore emerging business development opportunities to address growing student and teacher demand for commercial and open tools that support individual and collaborative learning in the 21st Century.

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Through the informal activity of play, we

scaffold the concepts and ideas that we will engage with formally in school…

and in life.

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They should engage players with reasoning and processes relevant to their studies.

They should engage players’ imaginations with places, events, themes and ideas that matter.

How do we think about learning games?

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Freedom to Experiment

Freedom to Fail

Freedom of Identity

Freedom of Effort

The Four Freedoms

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Integrated Social Learning Environment

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Game ApplicationTeacher Training (Professional Development)Teacher Support MaterialsTeacher Community ManagementStudent Assessment and EvaluationStudent IncentivesTechnical Support

Learning Games: Learning Systems

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What’s the business model?

• Value proposition• Key offerings• Targeted users• Targeted paying customers (if different than users)• Channel(s) used for reaching users/customers• Cost structure• Capital investment required• Revenue streams• Key assumptions �• Key risks and uncertainties�

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Public PrivateIndependent

ParochialProprietary

Individual Student

CharterMagnet

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What’s the business model?

• Value proposition• Key offerings• Targeted users• Targeted paying customers (if different than users)• Channel(s) used for reaching users/customers• Cost structure• Capital investment required• Revenue streams• Key assumptions �• Key risks and uncertainties�

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Revenue Models1. Freemium -- content, service, or merchandizing2. Advertising supported3. Leads generation4. Micro- or disaggregated-payment based5. Institutional sales -- SAS (software as service model)6. Institutional sales -- bundled content publishing7. In-app sales (for mobile) 8. Policy/legislative mandates driven 9. Public support (individual or institutional donations)10. Institutional supported (e.g OCW models)

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• Developing a set of criteria for high-quality digital media and learning products

• Scouting talent and launching emerging innovators

• Intensive week-long workshops on learning-rich, user-centered product design, prototyping, and marketing

• Identifying and mentoring the most promising innovators for our Start-Up Accelerator

• Connecting innovators with the seed capital and strategic partners they need to go to market

• Evaluating the learning associated with products

Design Boost

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Create a good product--with the help of educators.

Get evidence.

Learn the culture in-which it will enter.

Study the market, do your homework, and make a strategy.

Be ready to hit a wall and revise that strategy.

Successful Learning Innovations

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Jennifer Groffjen@

learninggamesnetwork.org