Influencing policy (training slides from Fast Track Impact)
Geometry app columbia univ jan 2014
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
- Appealing theme for both
Boys and Girls (Geo
Armada Pirate)
-
Geometry
teachers
Math
organizations
School Boards
PTA
Value to Students
- Fun + Learning
- Share achievement on
social media
Key Resources
- App Developers
- Graphic Designers
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
-
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
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
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
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
UNLOCKED: NEW THEOREM
Vertical Angles Are Congruent
1
B
D