1. the problem
business plan
agenda. end-user footprint
insights
big idea implementation
2. the Why aren’t enough American
problem. students pursuing careers in STEM?
3. the
problem.
“Teacher’s don’t engage students enough in the classroom, unless
they incorporate a digital interface. I feel like I was able to better
grasp what the teacher meant when she incorporated
technology.” - UM Electrical Engineering Student
4. our
inspiration.
"We want to reward good teachers and stop making excuses for
bad ones. And over the next 10 years, with so many baby
boomers retiring from our classrooms, we want to prepare
100,000 new teachers in the fields of science and technology
and engineering and math." - President Obama
5. the
end-user
footprint.
Grades 6 - 12
Values time spent with friends
Generally short attention spans
Involved in a variety of extracurriculars “ Ibetterfeel like Itohave
just
things do
Digitally savvy - constantly connected to the Internet than studying math
right now...
”
6. the
insights.
Kids are more interested in activities that their
friends partake in e.g. sports, music, jobs, etc.
Students develop interests themselves at a young
age, maintaining interest for the rest of their youth
But when it comes to STEM subjects, students
feel that the passive, stagnant classroom
setting is not conducive to learning copious
amounts of already difficult material
7. threat opportunity
But when it comes to STEM subjects, students When it comes to STEM subjects, students
feel that the passive, stagnant classroom setting should feel that the once passive,
is not conducive to learning copious amounts of stagnant classroom setting is a space for
already difficult material collaboration and inspiration
9. 2
3
value x
1 World at their fingertips
Simulation of real-world applications
enhances students’ confidence to take risks
3
Promotes dialogue and collaboration among teachers and students
10. 1 world at their fingertips
Cross-cultural relationships
Professional guest speakers
Live feeds of current events
11. 2 Simulation of real-world applications
enhances students’ confidence to take risks.
3 Promotes dialogue and collaboration
among teachers and students
13. customer
segment.
Students who demonstrate potential in fields of STEM
Students who are not aware of benefits of STEM
value
proposition.
To reinvigorate the STEM pre-college curriculum with an interactive
whiteboard that inspires students to pursue careers in STEM
14. channels
-Resellers/Contractors
-Promotion to school districts
-Awareness through free trials
-Web sales
customer
relationships
Dedicated Personal Assistance: dedicated team to paired specifically to each client school
district to ensure maximum potential of the product is reached and utilized
15. revenue streams
- Asset Sale: Selling product to school districts gives complete
ownership of product (initially)
- Volume Dependent: Price as a function of quantity purchased
- Raise revenue to pursue philanthropic endeavors for less
privileged schools
key resources
- Physical: Manufacturers that make the product
- Intellectual: Partnerships with PTAs to push for adoption of product
- Human: STEM specialists who will train teachers to use board with curriculum
16. key activities
- Platform/Network: designing software that enables collaboration in classroom
- Production: design of interactive board’s hardware
key partnerships
- Buyer-Supplier relationships to ensure reliable supplies
- Work with school affiliated programs such as school board, PTA,
to expand demographic of our product
17. cost structure
- Middle-ground between patient capital and venture capital
- Raise revenue to help underprivileged school districts receive the
same educational opportunities
18. the
VC funding.
Source of Funds Application of Funds
Individual $20,000 Raw materials $20,000
Capital $649,000 Installation $2,000
Government Grants $25,000 Salaries $100,000
Total of Funding Sources Software engineers $500,000
$694,000 Website development $2,000
Marketing $50,000
Other $20,000
Total Funds $694,000
*For the first year of business
**To help test the creation of 20 boards
19. the
metrics.
Quantitative (output):
Number of Devices sold
Measured by Sales figures
Qualitative (outcome):
Student improvement in exams
Student improvement in understanding
Measured by surveys, exam scores, teacher opinions