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The Geometry App
The Fun Way To Learn High School Geometry

Team #1
• Ahmed Cheema, EMBA 2015
• Dongyang Fu (D), IEOR 2014
• Liron Mandelbaum, EMBA 2014
• Samarth Raut (Jeet), TC 2014
• Justin Verga, EMBA 2015
Day 4 Interviews: 11
Total # of Interviews: 55
Business Model Canvas: Geometry Game – Day 1
Key Partners

Key Activities

App development firm

Design game to fulfil Core
Curriculum Standards for the
US so this app can directly
help students on tests.

Geometry teachers nation
wide
Math organizations nation
wide

Develop a network of
students and teachers to
help drive product
development.

Key Resources
App development firm. Start
with a ‘rent’ model for
developers to prove out
viability.
Freelance graphic designers
for games’s graphic
elements.

Value Propositions
Take the boredom and stress of learning
geometry through repetition and design a
game that makes the repetition fun and
intuitive.
Focus on Geometric Proofs (Van Hiele
Level 3) because students seem to
struggle the most with those.
Value to Students
• You can play a fun game and learn
Geometry topics you will have to
know for school and state exams
• It’s a fun way to do lots of Geometry
problems (proofs)
• Share the hard proofs you did with
your friends via social media
Value to Teachers
• Develops interest in Geometry
• Follows Core Curriculum Standards
• Improves students grade on
standardized exams

1/13/14
Customer
Relationships
Automated app store
relationship with end
users, ask for feedback via
app store. Create
Facebook page for product.
Involvement with teachers
organizations
Involvement with math
organizations

Customer Segments
The end user of the app:
Primary market:
High School Students 14 to
16 years old:
4 Million students enter high
school in the U.S. every year.
4M students taking Geometry
in 10th or 11th grade. 48%
have iPhones, assume larger
portion have other smart
phones.

Secondary Market

Channels
App stores (android and
apple)
Direct sale to schools

Value to Parents
• Early experience in geometry can
lead to better grades, above average
results -> get into better college
• Kids play educational game

GMAT takers:
260,000 GMAT test takers
every year. Assume almost
100% have smart phones.
GMAT requires an
understanding of Geometry,
Key Influencers:
Parents of the 4Million
students who have to take
Geometry at school
Teachers in 24,000 public
schools. 770k teachers in
secondary schools

Cost Structure

Revenue Streams

Game development fixed $100,000 (estimated high end)
Apple/Android App store cut variable 30% of sales
Advertising costs (google ad words) first year $50,000 (estimated)

Possible Low End (yearly):
5% of 4M High School Market: 200,000 per year
5% of 260k GMAT Market: 13,000 per year
213,000 users * $2 = $426,000– 30% cut $127,800 = $298,200 per year
Possible High End (yearly)
10% of cust segment at $4 per app
426,000 users * $4 = $1,704,000 – 30% cut $511, 200 = $1,192,800 per year
Business Model Canvas: Geometry Game – Day 2
Key Partners

Key Activities

Value Propositions

-

- Content follows
Core Curriculum
- Network of
students and
teachers
- Out of game
collaborative
platform

- Make learning Geometry
engaging
- Focus on Geometric Proofs
- Endogenous Fantasy

-

Geometry
teachers
Math
organizations
PTA

Key Resources
- App Developers
- Graphic Designers

Value to Students
- Fun + Learning
- Share achievement on
social media
Value to Teachers
- Student interest in
Geometry
- Follows Core Curriculum
- Improves students grades
Value to Parents
- Better grades
- Productive activity

Cost Structure
- Game development fixed $100,000 (estimated high end)
- Apple/Android App store cut variable 30% of sales
- Advertising costs (google ad words) first year $50,000
(estimated)

1/14/14
Customer
Relationships

Customer
Segments

Get
- Free to download
- Adwords
- PTA
Keep
- Engaging Game
Grow
- Different subject
areas
- Additional
platforms (Flash)

High School
Students
• 13 to 16 years old
• 4-8 Million students
taking Geometry
• 48% have iPhone

Channels
- App Store
- Flash Platforms
like BrainPop
- Direct Sale to
Private Schools
- Direct sale to
public schools

Mathematics
Teachers at Private
Schools
Parents
- GMAT takers
- Puzzle app game
enthusiasts

Revenue Streams
Possible Low End (yearly):
5% of 4M High School Market: 200,000 per year
5% of 260k GMAT Market: 13,000 per year
200,000 users * $2 = $400,000– 30% cut $120000 = $280,000 /year
Possible High End (yearly)
10% of cust segment at $4 per app
400,000 users * $4 = $1,600,000 – 30% cut $480,000 = $1,120,000
per year
Business Model Canvas: Geometry Game – Day 3
Key Partners

Key Activities

Value Propositions

-

- Content follows
Core Curriculum
- Network of
students and
teachers
- Out of game
collaborative
platform

- Make learning Geometry
engaging
- Focus on Geometric Proofs
- Endogenous Fantasy
- Multiplayer Format

-

Geometry
teachers
Math
organizations
School Boards
PTA

Key Resources
- App Developers
- Graphic Designers

Value to Students
- Fun + Learning
- Share achievement on
social media
Value to Teachers
- Student interest in
Geometry
- Follows Core Curriculum
- Improves students grades
Value to Parents
- Better grades
- Productive activity

Cost Structure
- Game development fixed $100,000 (estimated high end)
- Apple/Android App store cut variable 30% of sales
- Advertising costs (google ad words) first year $50,000
(estimated)

1/15/14
Customer
Relationships

Customer
Segments

Get
- Free to download
- Adwords
- PTA
Keep
- Engaging Game
Grow
- Different subject
areas
- Additional
platforms (Flash)

High School
Students
• 13 to 16 years old
• 4-8 Million students
taking Geometry
• 48% have iPhone

Channels
-

App Store
Summer Schools
Flash Platforms
Direct Sale to
Private Schools
- Direct sale to
public schools

Mathematics
Teachers at Private
Schools
Parents
- GMAT takers
- Puzzle app game
enthusiasts

Revenue Streams
Possible Low End (yearly):
5% of 4M High School Market: 200,000 per year
5% of 260k GMAT Market: 13,000 per year
200,000 users * $2 = $400,000– 30% cut $120000 = $280,000 /year
Possible High End (yearly)
10% of cust segment at $4 per app
400,000 users * $4 = $1,600,000 – 30% cut $480,000 = $1,120,000
per year
Business Model Canvas: Geometry Game – Day 4
Key Partners

Key Activities

Value Propositions

-

- Content follows
Core Curriculum
- Network of
students and
teachers
- Out of game
collaborative
platform

- Make learning Geometry
engaging
- Focus on Geometric Proofs
- Endogenous Fantasy
- Multiplayer Format

-

Geometry
teachers
Math
organizations
School Boards
PTA

Key Resources
- App Developers
- Graphic Designers

Value to Students
- Fun + Learning
- Share achievement on
social media
Value to Teachers
- Student interest in
Geometry
- Follows Core Curriculum
- Improves students grades
Value to Parents
- Better grades
- Productive activity

Cost Structure
- Game development fixed $100,000 (estimated high end)
- Apple/Android App store cut variable 30% of sales
- Advertising costs (google ad words) first year $50,000
(estimated)

1/16/14
Customer
Relationships

Customer
Segments

Get
- Free to download
- Adwords
- PTA
Keep
- Engaging Game
Grow
- Different subject
areas
- Additional
platforms (Flash)

Middle School Students
• 10 to 13 year old
• 4-8 Million students
taking Geometry
• 48% have iPhone

Channels

Mathematics Teachers
at Private Schools

-

App Store
Summer Schools
Flash Platforms
Direct Sale to
Private Schools
- Direct sale to
public schools

High School Students
• 10 to 13 year old
• 13 to 16 years old
• 4-8 Million students
taking Geometry
• 48% have iPhone

Parents
GMAT takers
Puzzle app game
enthusiasts

Revenue Streams
Possible Low End (yearly):
5% of 4M High School Market: 200,000 per year
5% of 260k GMAT Market: 13,000 per year
200,000 users * $2 = $400,000– 30% cut $120000 = $280,000 /year
Possible High End (yearly)
10% of cust segment at $4 per app
400,000 users * $4 = $1,600,000 – 30% cut $480,000 = $1,120,000
per year
Business Model Canvas: Geometry Game – Day 5
Key Partners

Key Activities

Value Propositions

-

- Content follows
Core Curriculum
- Network of
students and
teachers
- Out of game
collaborative
platform

- Make learning Geometry
engaging
- Focus on Geometric Proofs
- Endogenous Fantasy
- Multiplayer Format

-

Geometry
teachers
Math
organizations
School Boards
PTA

Key Resources
- App Developers
- Graphic Designers

Value to Students
- Fun + Learning
- Share achievement on
social media
Value to Teachers
- Student interest in
Geometry
- Follows Core Curriculum
- Improves students grades
Value to Parents
- Better grades
- Productive activity

Cost Structure
- Game development fixed $100,000 (estimated high end)
- Apple/Android App store cut variable 30% of sales
- Advertising costs (google ad words) first year $50,000
(estimated)

1/17/14
Customer
Relationships

Customer
Segments

Get
- Free to download
- Adwords
- PTA
Keep
- Engaging Game
Grow
- Different subject
areas
- Additional
platforms (Flash)

Middle School Students
• 10 to 13 year old
• 4-8 Million students
taking Geometry
• 48% have iPhone

Channels

Mathematics Teachers
at Private Schools

-

App Store
Summer Schools
Flash Platforms
Direct Sale to
Private Schools
- Direct sale to
public schools

High School Students
• 10 to 13 year old
• 13 to 16 years old
• 4-8 Million students
taking Geometry
• 48% have iPhone

Parents
GMAT takers
Puzzle app game
enthusiasts

Revenue Streams
Possible Low End (yearly):
5% of 4M High School Market: 200,000 per year
5% of 260k GMAT Market: 13,000 per year
200,000 users * $2 = $400,000– 30% cut $120000 = $280,000 /year
Possible High End (yearly)
10% of cust segment at $4 per app
400,000 users * $4 = $1,600,000 – 30% cut $480,000 = $1,120,000
per year
Apple Editors Choice for High School Math Education GAME
This is the only game on the list, ranked 177 in
paid Education Game List

There are no Geometry games on this list, nor are
there any true games for HS level Geometry on the
app store.
COMPETITIVE LANDSCAPE EDUCATION GAMES
• Game-based Learning
companies garnered $149.4
million in private funding in
2012
• Of the 33 Game-based
Learning companies funded in
2012, 23 were mobile
edugame companies
• Breakout by Target Customer
•
•
•

•

23 were consumer facing,
with 20 of them targeting early
childhood learning
5 were PreK-12 – all of them
targeting the early grades
3 were healthcare-facing
edugame companies
And only one investment each
made to higher education and
corporate edugame
companies

Percent of paid mobile education apps by target
35%

31%

30%

26%

25%
20%
15%
10%
5%

12%
9%

6%
3%

8%
5%

0%

Source: Abmient Insight 2013
COMPETITIVE LANDSCAPE EDUCATION GAMES

Type
Game Concepts
Game Concepts
Game
Game

Game
Minecraft
Sid Meiers Pirates
DragonBox Algebra 5+
DragonBox Algebra 12+

Game
Game
Game

Stack the States
Algebra Touch
Pocket Law Firm

Kids
Kids

Toca Hair Salon 2
Endless Alphabet

Kids
Kids
Kids
Kids
Calculator
Calculator
Calculator
Calculator
Geo Reference
Geo Reference
Problems
Problems
Problems
Problems

Super Why
Math Fact Master
Math Bingo
Math Summoner
Math Pro
Geometry Pro
Wolfram Algebra
Wolfram PreCalculus
Icrosss
Geometry Pad+
MathBoard
iTooch 7th Grade Math
iTooch 6th Grade Mat
iTooch 8th Grade Math

*
**

Source for Number of Downloads: www.xyo.net
* Released on May 8th, 2012
** Released on Apr 18th, 2013

Cost
$6.99
$2.99
$5.99
$9.99

Number of Downloads
iPhone
Android
iPad
Total Revenue
8,000,000 2,500,000 2,000,000 $87,375,000
150,000
355,000
$2,219,950
53,000
13,000
40,000
$634,940
25,000
5,000
11,000
$409,590

$0.99
$2.99

247,000
79,000
-

8,200
-

123,000
61,000
46,000

$374,418
$418,600
0

$2.99
$5.99

1,700,000
394,000

-

612,000
253,000

$6,912,880
$3,875,530

$3.99
$0.99
$0.99
$2.99
$1.99
$0.99
$1.99
$1.99
$0.99
$5.99
$4.99
$4.99
$4.99
$4.99

76,000
40,000
160,000

39,000

19,000
4,500
21,000
3,900
54,000

-

28,000
1,100
1,000

1,000

56,000
15,000
90,000
2,300
6,200
1,000
25,000
5,600
40,000
1,100
3,700
1,000

$682,290
$54,450
$247,500
$6,877
$37,810
$4,455
$54,128
$9,751
$78,210
$33,544
$344,310
$10,978
$23,453
$4,990

Free
COMPETITIVE LANDSCAPE EDUCATION GAMES
$1.25 B, spent by
Online Learning
Chocolate
Covered Broccoli

teens on games
yearly $489 X
25.6M

$1B

Gamification
of text
books

$170M spent
on K-12 games

Endogenous
Fantasy, learn
in a deep
engaging
environment

Mobile

Mobile EduGames
$190M

OUR GEOMETRY
APP

NonMobile
EduGames
$117M

Games
PROPOSED EXPERIMENTS
> Run MVP by students and teachers
•

2-3 versions of the Geometry Combat system

•

Graphic design examples

•

3 story lines (Euclid’s Odyssey and armada, Geometry Destruction Co.)

> Open end questions on what the pain points are for Geometry
teachers
> Checking how teachers follow the Standard Core Curriculum

> Optimize pricing by asking to pre-pay for product by schools
IDEAS CONFIRMED
-

A game that focus on Geometry proofs

-

Should be Fun Fun Fun (Endogenous Fantasy)

-

Share on social media

INVALIDATED & NEW FINDINGS
-

Little or no purchasing power
Up to 5 dollars is the sweet spot

-

Played by students not taking Geometry
Little interest in playing such a game when not learning Geometry

-

Single Player adventure game
Multi players competition game

-

Regular school term
Summer school more open to using new teaching tools

-

Targeting High School Students: 13 – 16 Year Old
Target Middle School Students: 10 – 13 Year Old
HYPOTHESIS, EXPERIMENTS & RESULTS
> Market Opportunity in monetizing from B2B High School Sale
•

Learned that process takes over a year and is very political driven  We
decided to avoid this channel even though the revenue per app can be higher

> Target age group 13-16
•

Speaking to students it seemed like that audience has no interest in education
game and teachers confirmed that lower age kids are far more open to
learning through gaming  target age is now 10-13

> Tested if spaceship game theme appeals to both Boys and
Girls
•

Found out that pirate theme is more appealing to girls
Game Design Model
Day 1
Users
• High School
Students
• 13 – 16 Yr Old
• GMAT Test Takers
• Puzzle Game
Enthusiast
Theme
• Single Player
• Euclid’s Odyssey
• Euclid’s Armada
(space game)
Game Mechanics
• Many Geometry type
problems
• Proofs are combat

Day 2

Day 3

Day 4

Day 5

Users
• High School
Students
• 13 – 16 Yr Old

Users
• High School
Students
• 13 – 16 Yr Old

Users
• Middle School
Students
• 10 – 13 Yr Old

Theme
• Euclid’s Armada
(space game)
• Out of Game
Collaborative
Platform

Theme
• Multiplayer Player
• Euclid’s Armada
(space game)
• Out of Game
Collaborative
Platform
• Interaction with
Social Media

Users
• High School
Students
• 13 – 16 Yr Old
• Middle School
Students
• 10 – 13 Yr Old

Game Mechanics
• Proofs are combat
• Proofs are integrated
in to other game
elements

Game Mechanics
• Proofs are integrated
in to other game
elements

Theme
• Multiplayer Player
• Euclid’s Armada
(space game)
• Geo Armada (Pirate)
• Out of Game
Collaborative
Platform
• Interaction with
Social Media

Game Mechanics
• Proofs are
technology
• Combat is ship
based

Theme
• Multiplayer Player
• Geo Armada Pirate
• Out of Game
Collaborative
Platform
• Interaction with
Social Media
Game Mechanics
• Proofs are
technology
• Combat is ship
based
Title Screen

Geo Armada
Necessity is the Mother of Exploration
CAMPAIGN
MULTI PLAYER
TUTORIAL

15
Character Customization

Name

<<Hair Color>>
<< Hair Style>>
<< Skin Color>>
<< Eye Color>>

Gender <M> <F>
Alliance: Federation

16
Ship Design

<< Ship #1 >>
Head Sail Level 1

Sails: Speed Main Sail Level 2
??????
??????
??????
??????
??????
??????

Haul: Armor

Guns

Rudder: Maneuv.

17
Game Map

18
Ship Combat Defense

19
Ship Combat Offense

Ship Deck

20
Technology Tree: Geometry Discovery Map

Rope
Top Sail L1

Top Sail L2 Top Sail L3

Main Sail L2
Main Sail L1
Cannons L4

Measure

Metal Craft

Cannons L1
Cannons L3
Haul L3

Wood Craft

Cannons L2

Haul L1

Haul L2

Haul L4

21
Technology Forge: Exploring

HINT

3

A

C

2
4
5

1

B

D

22
Technology Forge: Reviewing Information

HINT

A

C

Given: AB//CD
Prove m<1=m<2
Prove m<1=m<5
3 1
???????
2
4
5

B

D

23
Technology Forge: Selecting Parts

HINT

3

A

C

1

2
4
5

B

D

m<1 = m<2

24
Technology Forge: Providing a Reason

HINT

3

A

C

1

2
4
5
m<1 = m<2

B

D
Given
Math

25
Technology Forge: Providing a Reason

HINT

P: Angle Addition
T: Angle Bisector
T: Corresponding
T: Supplementary
T:?????
T:?????
T:?????

X

m<1 = m<2

Given
Math

26
Technology Forge: Providing a Reason

HINT

T:Supplementary
Are two angles
whose measures
have the sum of
180

X

a
m<1 = m<2

Given
Math

27
Technology Forge: Reviewing Proof

HINT

3

A

C

2
4
5

1

B

D

28
Technology Forge: Earning Theorems (Stars)

HINT

Statement A
1.m<1+m<3=180
2.m<2+m<3=180
3.m<1+m<3=m<2+m<3
4.m<1=m<2 C

3

5

Reason
Supp.2
Angles
Supp. Angles
Reflexive
4
Subtraction

1

B

D

UNLOCKED: NEW THEOREM
Vertical Angles Are Congruent

29
Head to Head

Player 1

Player 2

30

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The Fun Way To Learn High School Geometry

  • 1. The Geometry App The Fun Way To Learn High School Geometry Team #1 • Ahmed Cheema, EMBA 2015 • Dongyang Fu (D), IEOR 2014 • Liron Mandelbaum, EMBA 2014 • Samarth Raut (Jeet), TC 2014 • Justin Verga, EMBA 2015 Day 4 Interviews: 11 Total # of Interviews: 55
  • 2. Business Model Canvas: Geometry Game – Day 1 Key Partners Key Activities App development firm Design game to fulfil Core Curriculum Standards for the US so this app can directly help students on tests. Geometry teachers nation wide Math organizations nation wide Develop a network of students and teachers to help drive product development. Key Resources App development firm. Start with a ‘rent’ model for developers to prove out viability. Freelance graphic designers for games’s graphic elements. Value Propositions Take the boredom and stress of learning geometry through repetition and design a game that makes the repetition fun and intuitive. Focus on Geometric Proofs (Van Hiele Level 3) because students seem to struggle the most with those. Value to Students • You can play a fun game and learn Geometry topics you will have to know for school and state exams • It’s a fun way to do lots of Geometry problems (proofs) • Share the hard proofs you did with your friends via social media Value to Teachers • Develops interest in Geometry • Follows Core Curriculum Standards • Improves students grade on standardized exams 1/13/14 Customer Relationships Automated app store relationship with end users, ask for feedback via app store. Create Facebook page for product. Involvement with teachers organizations Involvement with math organizations Customer Segments The end user of the app: Primary market: High School Students 14 to 16 years old: 4 Million students enter high school in the U.S. every year. 4M students taking Geometry in 10th or 11th grade. 48% have iPhones, assume larger portion have other smart phones. Secondary Market Channels App stores (android and apple) Direct sale to schools Value to Parents • Early experience in geometry can lead to better grades, above average results -> get into better college • Kids play educational game GMAT takers: 260,000 GMAT test takers every year. Assume almost 100% have smart phones. GMAT requires an understanding of Geometry, Key Influencers: Parents of the 4Million students who have to take Geometry at school Teachers in 24,000 public schools. 770k teachers in secondary schools Cost Structure Revenue Streams Game development fixed $100,000 (estimated high end) Apple/Android App store cut variable 30% of sales Advertising costs (google ad words) first year $50,000 (estimated) Possible Low End (yearly): 5% of 4M High School Market: 200,000 per year 5% of 260k GMAT Market: 13,000 per year 213,000 users * $2 = $426,000– 30% cut $127,800 = $298,200 per year Possible High End (yearly) 10% of cust segment at $4 per app 426,000 users * $4 = $1,704,000 – 30% cut $511, 200 = $1,192,800 per year
  • 3. Business Model Canvas: Geometry Game – Day 2 Key Partners Key Activities Value Propositions - - Content follows Core Curriculum - Network of students and teachers - Out of game collaborative platform - Make learning Geometry engaging - Focus on Geometric Proofs - Endogenous Fantasy - Geometry teachers Math organizations PTA Key Resources - App Developers - Graphic Designers Value to Students - Fun + Learning - Share achievement on social media Value to Teachers - Student interest in Geometry - Follows Core Curriculum - Improves students grades Value to Parents - Better grades - Productive activity Cost Structure - Game development fixed $100,000 (estimated high end) - Apple/Android App store cut variable 30% of sales - Advertising costs (google ad words) first year $50,000 (estimated) 1/14/14 Customer Relationships Customer Segments Get - Free to download - Adwords - PTA Keep - Engaging Game Grow - Different subject areas - Additional platforms (Flash) High School Students • 13 to 16 years old • 4-8 Million students taking Geometry • 48% have iPhone Channels - App Store - Flash Platforms like BrainPop - Direct Sale to Private Schools - Direct sale to public schools Mathematics Teachers at Private Schools Parents - GMAT takers - Puzzle app game enthusiasts Revenue Streams Possible Low End (yearly): 5% of 4M High School Market: 200,000 per year 5% of 260k GMAT Market: 13,000 per year 200,000 users * $2 = $400,000– 30% cut $120000 = $280,000 /year Possible High End (yearly) 10% of cust segment at $4 per app 400,000 users * $4 = $1,600,000 – 30% cut $480,000 = $1,120,000 per year
  • 4. Business Model Canvas: Geometry Game – Day 3 Key Partners Key Activities Value Propositions - - Content follows Core Curriculum - Network of students and teachers - Out of game collaborative platform - Make learning Geometry engaging - Focus on Geometric Proofs - Endogenous Fantasy - Multiplayer Format - Geometry teachers Math organizations School Boards PTA Key Resources - App Developers - Graphic Designers Value to Students - Fun + Learning - Share achievement on social media Value to Teachers - Student interest in Geometry - Follows Core Curriculum - Improves students grades Value to Parents - Better grades - Productive activity Cost Structure - Game development fixed $100,000 (estimated high end) - Apple/Android App store cut variable 30% of sales - Advertising costs (google ad words) first year $50,000 (estimated) 1/15/14 Customer Relationships Customer Segments Get - Free to download - Adwords - PTA Keep - Engaging Game Grow - Different subject areas - Additional platforms (Flash) High School Students • 13 to 16 years old • 4-8 Million students taking Geometry • 48% have iPhone Channels - App Store Summer Schools Flash Platforms Direct Sale to Private Schools - Direct sale to public schools Mathematics Teachers at Private Schools Parents - GMAT takers - Puzzle app game enthusiasts Revenue Streams Possible Low End (yearly): 5% of 4M High School Market: 200,000 per year 5% of 260k GMAT Market: 13,000 per year 200,000 users * $2 = $400,000– 30% cut $120000 = $280,000 /year Possible High End (yearly) 10% of cust segment at $4 per app 400,000 users * $4 = $1,600,000 – 30% cut $480,000 = $1,120,000 per year
  • 5. Business Model Canvas: Geometry Game – Day 4 Key Partners Key Activities Value Propositions - - Content follows Core Curriculum - Network of students and teachers - Out of game collaborative platform - Make learning Geometry engaging - Focus on Geometric Proofs - Endogenous Fantasy - Multiplayer Format - Geometry teachers Math organizations School Boards PTA Key Resources - App Developers - Graphic Designers Value to Students - Fun + Learning - Share achievement on social media Value to Teachers - Student interest in Geometry - Follows Core Curriculum - Improves students grades Value to Parents - Better grades - Productive activity Cost Structure - Game development fixed $100,000 (estimated high end) - Apple/Android App store cut variable 30% of sales - Advertising costs (google ad words) first year $50,000 (estimated) 1/16/14 Customer Relationships Customer Segments Get - Free to download - Adwords - PTA Keep - Engaging Game Grow - Different subject areas - Additional platforms (Flash) Middle School Students • 10 to 13 year old • 4-8 Million students taking Geometry • 48% have iPhone Channels Mathematics Teachers at Private Schools - App Store Summer Schools Flash Platforms Direct Sale to Private Schools - Direct sale to public schools High School Students • 10 to 13 year old • 13 to 16 years old • 4-8 Million students taking Geometry • 48% have iPhone Parents GMAT takers Puzzle app game enthusiasts Revenue Streams Possible Low End (yearly): 5% of 4M High School Market: 200,000 per year 5% of 260k GMAT Market: 13,000 per year 200,000 users * $2 = $400,000– 30% cut $120000 = $280,000 /year Possible High End (yearly) 10% of cust segment at $4 per app 400,000 users * $4 = $1,600,000 – 30% cut $480,000 = $1,120,000 per year
  • 6. Business Model Canvas: Geometry Game – Day 5 Key Partners Key Activities Value Propositions - - Content follows Core Curriculum - Network of students and teachers - Out of game collaborative platform - Make learning Geometry engaging - Focus on Geometric Proofs - Endogenous Fantasy - Multiplayer Format - Geometry teachers Math organizations School Boards PTA Key Resources - App Developers - Graphic Designers Value to Students - Fun + Learning - Share achievement on social media Value to Teachers - Student interest in Geometry - Follows Core Curriculum - Improves students grades Value to Parents - Better grades - Productive activity Cost Structure - Game development fixed $100,000 (estimated high end) - Apple/Android App store cut variable 30% of sales - Advertising costs (google ad words) first year $50,000 (estimated) 1/17/14 Customer Relationships Customer Segments Get - Free to download - Adwords - PTA Keep - Engaging Game Grow - Different subject areas - Additional platforms (Flash) Middle School Students • 10 to 13 year old • 4-8 Million students taking Geometry • 48% have iPhone Channels Mathematics Teachers at Private Schools - App Store Summer Schools Flash Platforms Direct Sale to Private Schools - Direct sale to public schools High School Students • 10 to 13 year old • 13 to 16 years old • 4-8 Million students taking Geometry • 48% have iPhone Parents GMAT takers Puzzle app game enthusiasts Revenue Streams Possible Low End (yearly): 5% of 4M High School Market: 200,000 per year 5% of 260k GMAT Market: 13,000 per year 200,000 users * $2 = $400,000– 30% cut $120000 = $280,000 /year Possible High End (yearly) 10% of cust segment at $4 per app 400,000 users * $4 = $1,600,000 – 30% cut $480,000 = $1,120,000 per year
  • 7. Apple Editors Choice for High School Math Education GAME This is the only game on the list, ranked 177 in paid Education Game List There are no Geometry games on this list, nor are there any true games for HS level Geometry on the app store.
  • 8. COMPETITIVE LANDSCAPE EDUCATION GAMES • Game-based Learning companies garnered $149.4 million in private funding in 2012 • Of the 33 Game-based Learning companies funded in 2012, 23 were mobile edugame companies • Breakout by Target Customer • • • • 23 were consumer facing, with 20 of them targeting early childhood learning 5 were PreK-12 – all of them targeting the early grades 3 were healthcare-facing edugame companies And only one investment each made to higher education and corporate edugame companies Percent of paid mobile education apps by target 35% 31% 30% 26% 25% 20% 15% 10% 5% 12% 9% 6% 3% 8% 5% 0% Source: Abmient Insight 2013
  • 9. COMPETITIVE LANDSCAPE EDUCATION GAMES Type Game Concepts Game Concepts Game Game Game Minecraft Sid Meiers Pirates DragonBox Algebra 5+ DragonBox Algebra 12+ Game Game Game Stack the States Algebra Touch Pocket Law Firm Kids Kids Toca Hair Salon 2 Endless Alphabet Kids Kids Kids Kids Calculator Calculator Calculator Calculator Geo Reference Geo Reference Problems Problems Problems Problems Super Why Math Fact Master Math Bingo Math Summoner Math Pro Geometry Pro Wolfram Algebra Wolfram PreCalculus Icrosss Geometry Pad+ MathBoard iTooch 7th Grade Math iTooch 6th Grade Mat iTooch 8th Grade Math * ** Source for Number of Downloads: www.xyo.net * Released on May 8th, 2012 ** Released on Apr 18th, 2013 Cost $6.99 $2.99 $5.99 $9.99 Number of Downloads iPhone Android iPad Total Revenue 8,000,000 2,500,000 2,000,000 $87,375,000 150,000 355,000 $2,219,950 53,000 13,000 40,000 $634,940 25,000 5,000 11,000 $409,590 $0.99 $2.99 247,000 79,000 - 8,200 - 123,000 61,000 46,000 $374,418 $418,600 0 $2.99 $5.99 1,700,000 394,000 - 612,000 253,000 $6,912,880 $3,875,530 $3.99 $0.99 $0.99 $2.99 $1.99 $0.99 $1.99 $1.99 $0.99 $5.99 $4.99 $4.99 $4.99 $4.99 76,000 40,000 160,000 39,000 19,000 4,500 21,000 3,900 54,000 - 28,000 1,100 1,000 1,000 56,000 15,000 90,000 2,300 6,200 1,000 25,000 5,600 40,000 1,100 3,700 1,000 $682,290 $54,450 $247,500 $6,877 $37,810 $4,455 $54,128 $9,751 $78,210 $33,544 $344,310 $10,978 $23,453 $4,990 Free
  • 10. COMPETITIVE LANDSCAPE EDUCATION GAMES $1.25 B, spent by Online Learning Chocolate Covered Broccoli teens on games yearly $489 X 25.6M $1B Gamification of text books $170M spent on K-12 games Endogenous Fantasy, learn in a deep engaging environment Mobile Mobile EduGames $190M OUR GEOMETRY APP NonMobile EduGames $117M Games
  • 11. PROPOSED EXPERIMENTS > Run MVP by students and teachers • 2-3 versions of the Geometry Combat system • Graphic design examples • 3 story lines (Euclid’s Odyssey and armada, Geometry Destruction Co.) > Open end questions on what the pain points are for Geometry teachers > Checking how teachers follow the Standard Core Curriculum > Optimize pricing by asking to pre-pay for product by schools
  • 12. IDEAS CONFIRMED - A game that focus on Geometry proofs - Should be Fun Fun Fun (Endogenous Fantasy) - Share on social media INVALIDATED & NEW FINDINGS - Little or no purchasing power Up to 5 dollars is the sweet spot - Played by students not taking Geometry Little interest in playing such a game when not learning Geometry - Single Player adventure game Multi players competition game - Regular school term Summer school more open to using new teaching tools - Targeting High School Students: 13 – 16 Year Old Target Middle School Students: 10 – 13 Year Old
  • 13. HYPOTHESIS, EXPERIMENTS & RESULTS > Market Opportunity in monetizing from B2B High School Sale • Learned that process takes over a year and is very political driven  We decided to avoid this channel even though the revenue per app can be higher > Target age group 13-16 • Speaking to students it seemed like that audience has no interest in education game and teachers confirmed that lower age kids are far more open to learning through gaming  target age is now 10-13 > Tested if spaceship game theme appeals to both Boys and Girls • Found out that pirate theme is more appealing to girls
  • 14. Game Design Model Day 1 Users • High School Students • 13 – 16 Yr Old • GMAT Test Takers • Puzzle Game Enthusiast Theme • Single Player • Euclid’s Odyssey • Euclid’s Armada (space game) Game Mechanics • Many Geometry type problems • Proofs are combat Day 2 Day 3 Day 4 Day 5 Users • High School Students • 13 – 16 Yr Old Users • High School Students • 13 – 16 Yr Old Users • Middle School Students • 10 – 13 Yr Old Theme • Euclid’s Armada (space game) • Out of Game Collaborative Platform Theme • Multiplayer Player • Euclid’s Armada (space game) • Out of Game Collaborative Platform • Interaction with Social Media Users • High School Students • 13 – 16 Yr Old • Middle School Students • 10 – 13 Yr Old Game Mechanics • Proofs are combat • Proofs are integrated in to other game elements Game Mechanics • Proofs are integrated in to other game elements Theme • Multiplayer Player • Euclid’s Armada (space game) • Geo Armada (Pirate) • Out of Game Collaborative Platform • Interaction with Social Media Game Mechanics • Proofs are technology • Combat is ship based Theme • Multiplayer Player • Geo Armada Pirate • Out of Game Collaborative Platform • Interaction with Social Media Game Mechanics • Proofs are technology • Combat is ship based
  • 15. Title Screen Geo Armada Necessity is the Mother of Exploration CAMPAIGN MULTI PLAYER TUTORIAL 15
  • 16. Character Customization Name <<Hair Color>> << Hair Style>> << Skin Color>> << Eye Color>> Gender <M> <F> Alliance: Federation 16
  • 17. Ship Design << Ship #1 >> Head Sail Level 1 Sails: Speed Main Sail Level 2 ?????? ?????? ?????? ?????? ?????? ?????? Haul: Armor Guns Rudder: Maneuv. 17
  • 21. Technology Tree: Geometry Discovery Map Rope Top Sail L1 Top Sail L2 Top Sail L3 Main Sail L2 Main Sail L1 Cannons L4 Measure Metal Craft Cannons L1 Cannons L3 Haul L3 Wood Craft Cannons L2 Haul L1 Haul L2 Haul L4 21
  • 23. Technology Forge: Reviewing Information HINT A C Given: AB//CD Prove m<1=m<2 Prove m<1=m<5 3 1 ??????? 2 4 5 B D 23
  • 24. Technology Forge: Selecting Parts HINT 3 A C 1 2 4 5 B D m<1 = m<2 24
  • 25. Technology Forge: Providing a Reason HINT 3 A C 1 2 4 5 m<1 = m<2 B D Given Math 25
  • 26. Technology Forge: Providing a Reason HINT P: Angle Addition T: Angle Bisector T: Corresponding T: Supplementary T:????? T:????? T:????? X m<1 = m<2 Given Math 26
  • 27. Technology Forge: Providing a Reason HINT T:Supplementary Are two angles whose measures have the sum of 180 X a m<1 = m<2 Given Math 27
  • 28. Technology Forge: Reviewing Proof HINT 3 A C 2 4 5 1 B D 28
  • 29. Technology Forge: Earning Theorems (Stars) HINT Statement A 1.m<1+m<3=180 2.m<2+m<3=180 3.m<1+m<3=m<2+m<3 4.m<1=m<2 C 3 5 Reason Supp.2 Angles Supp. Angles Reflexive 4 Subtraction 1 B D UNLOCKED: NEW THEOREM Vertical Angles Are Congruent 29
  • 30. Head to Head Player 1 Player 2 30