2. Founders
1- Name : Eslam Ahmed
E-mail : eslam_ahmed@msn.com
2- Name : Osama Gamal Eldeen
E-mail : osama.gamaleldeen@gmail.com
3- Name : Yusuf Muhammad Yusuf
E-man : Yusuf.m.Yusuf@ieee.org
4- Name : Talaat Magdy
E-mail : talaatmagdy32@yahoo.com
3. Founders
5- Name : Ahmed Shehata Ali
E-mail : ahmed.namar@yahoo.com
6- Name : Yousef Maher
E-mail :
7- Name : Sherif Ahmed
E-mail : eng_sherifahmed92@yahoo.com
4. The Problem
• Low students interactivity.
• Lack of understanding for their subjects.
• High prices of student related products.
5. The Solution
• Server client application for making
educational process interactive.
• Kids related kiosks in schools.
7. Technology Components
• The Educational game that will increase the
interactivity between the students and their
subjects.
• Connecting forums and mind teasing quizzes
after each chapter and for each subject.
• Videos and raw models examples.
8. Competitive Analysis Grid
• Our main competitive advantage is that we deploy
the system for free.
• Our main profit comes from booths at schools to sell
kids’ related products
• We will have an adaptive selling model according to
the school’s type and financial abilities
9. Value Proposition
• Enhanced information gathering and quizzes
and statistics.
• Increase success rate and hands on for
technology.
• Better prices and enhanced life style.
10. Target Market
• Our application will be for free for students
and schools.
• Primary schools.
• Reach student throw our booths at each
school.
11. Channels
• Ministry of Education.
Schools : 10% profit share for its development
and deploy the application for free
• Ministry of Communications and IT.
12. Customer Relationships
• Memberships for student that will buy from us
for a specific time. Ex : a year
• 10% of our profit goes to school development.
13. Key Partners
• Ministry of Communications and IT : Inar
tablets.
• ITIDA and TIEC : E-learing Experts.
• Schools : help us reach the student throw our
both at schools.
14. Technology Scenario/Key Activities
• Sales and marketing.
• Supply chain.
• E-learning and animation skills.
• Programming skills.
• Legal and administration.
• Management skills.
16. Cost Structure/
Financial Projections
• Software will be deployed for free in schools.
• Schools will give us a booth to sell stationary and toys.
• Famous toys suppliers could advertise there products on our
application, kids and parents will find these in our booth.
• 10% of our profits will go to the hosting school to raise
technology infra-structure.
18. Cost Structure/
Financial Projections
• Profit margin for our booths sales is 50% net profit
• Break-even : (50,000+60,000/(90,000 “60,000 sales*1.5”)-
(70,000+6000+3*1000)) = 10 months
• Most expensive key resources are the company’s employees’
wages.
• Costs will be high until we contract with the first school.
19. Revenue Streams
• Selling stationary and toys to kids.
• Advertising for kids’ related products that could be also sold
in our school based booth.
20. Cost Structure
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Key Activities
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The business model Canvas EduRaisers
23-February-2014
Iteration #1
Itida and TIECItida and TIEC
Ministry of
Communications
and IT
Ministry of
Communications
and IT
Ministry of
Education.
- Schools
Ministry of
Education.
- Schools
-sales and
marketing
-programming
skills.
-E-learning and
animation skills.
-supply chain
-management
skills
-legal and
administration
-sales and
marketing
-programming
skills.
-E-learning and
animation skills.
-supply chain
-management
skills
-legal and
administration
-Programmers and
designers.
-sales persons,
marketers and
contractors.
-E-learning
experts.
-managers and
project managers
-Programmers and
designers.
-sales persons,
marketers and
contractors.
-E-learning
experts.
-managers and
project managers
-Subject related
story telling
games.
- Connecting
Forums.
-Videos and raw
models examples
-Subject related
story telling
games.
- Connecting
Forums.
-Videos and raw
models examples
-Enhance the
Educational
process.
-Increase success
rate.
-hands on for tech
to students
-better prices for
kid’s related
products.
-information
gathering and
quizzes for
students
-Enhance the
Educational
process.
-Increase success
rate.
-hands on for tech
to students
-better prices for
kid’s related
products.
-information
gathering and
quizzes for
students
Product
specializations.
Gov-Primary
Schools with Inar
“Tech ready”.
Parents and
Students.
Product
specializations.
Gov-Primary
Schools with Inar
“Tech ready”.
Parents and
Students.
Memberships and
loyalty programs.
10% of profits
goes to school’s
development.
Memberships and
loyalty programs.
10% of profits
goes to school’s
development.
Stationary and
toys shops in
every school
Stationary and
toys shops in
every school
Ministry of
Education.
Ministry of
Communications
and IT
Ministry of
Education.
Ministry of
Communications
and IT
-Facilities.
-Wages
-Facilities.
-Wages
-Transportation
and delivery.
-Supplies and
commodities.
-Transportation
and delivery.
-Supplies and
commodities.
Advertising for
kids games or kids
related products.
Advertising for
kids games or kids
related products.