A Digital Game-Based Learning PlatformBuilt Upon Cognitive Science and Common Core Alignment                              ...
Educational Games•   A large body of scientific research/literature supports the    use of educational games as an effecti...
Educational Games• Provide brain training and Literacy development• Proven effective with over 50,000 students  in > 100 s...
Learning Made Fun     Ramps to Reading and SkateKids are digital     literacy and cognitive skill development     programs...
Why It Works:             Collaboration among               three disciplines  SkateKids™ and Ramps    to Reading™ weredev...
High Powered Leadership TeamAlan Aldworth, Chairman   • Education technology and educational game veteran. Built and led m...
Pyramid of Reading and Comprehension Skills                                         Understand                            ...
for Primary Grades• Fine motor skills• Keyboarding and mouse functions• Basic cognitive skills   – Selective attention   –...
9
for Grades 3-8• Builds on the Ramps to Reading foundation by  providing a dynamic virtual environment that  continually ad...
11
Creating Long-term EngagementVirtual World and social networking features linked to student progress in the gamesmotivates...
Sales and Marketing: Pricing & Target Prospects                                                     PRICING    1 Classroom...
Marketing StrategiesDirect Sales Marketing                           Mission Marketing                       Social Market...
World-Renowned Expert on Helping Children LearnThe proven science behind SkateKids™ and Ramps to Reading™ is based onmoder...
Neuroscience-based Learning Principles: PASS TheoryKey connection among cognitive processes, learning, andtransfer of skil...
Common Core and Multi-State Alignment Detailed documentation outlines alignment on a game-by-game basis                   ...
Proof of Engagement and EfficacyCollected usage data from 50,000 students    •       Over 35,000 unsolicited student comme...
DIBELS Oral Reading Fluency (ORF) Scores              Chattanooga, TN                                           19
Memphis DIBELS ORF Scores100%                                                  1.2                                        ...
Feedback From Students                         21
Feedback From EducatorsTeacher:   •   “They always ask for SkateKids first.”Literacy Leader:   •   “The kids here love it!...
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Jan13 sko learning presentation

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Brain based literacy and cognitive skill training that's fun!

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  • School products use extreme sports themes Two products based on development level:Ramps to Reading – Pre-K to 2nd gradeDesigned to develop pre-literacy skillsDevelops necessary cognitive sub-skills required for basic word reading and reading comprehensionAttn and resistance to distractionPlanning/Letters and pattern recognitionPhonics and phonemic awareness
  • The games in R2R combine to teach a range of thinking and reading skills
  • As do the games in SKO
  • This diagram of the brain illustrates the location within the brain where these processes occur. Let’s see how they work and are interrelated.
  • There was such a high demand for the use of SKO, the literacy leader opened the lab before school.
  • Jan13 sko learning presentation

    1. 1. A Digital Game-Based Learning PlatformBuilt Upon Cognitive Science and Common Core Alignment 1
    2. 2. Educational Games• A large body of scientific research/literature supports the use of educational games as an effective and vital component of the learning process.• The armed forces, medical schools, and civilian airlines have been using digital game-based learning for quite some time. www.SKOlearning.com 2
    3. 3. Educational Games• Provide brain training and Literacy development• Proven effective with over 50,000 students in > 100 schools – Qualitatively and quantitatively proven to be engaging – Scientifically proven to increase literacy and cognitive skills• Developed by leading cognitive psychologists, educators and video game developers• For Kindergarten through Middle School www.SKOlearning.com 3
    4. 4. Learning Made Fun Ramps to Reading and SkateKids are digital literacy and cognitive skill development programs that immerse children in a video game-based virtual world. These state-of-the-art programs combine the latest research in contemporary cognitive-neuropsychology with sophisticated gaming theory. Their efficacy has been clinically and empirically validated. The digital game-based learning environment is appropriate for learners of all abilities, and looks and feels like the games that today’s children love to play. The activities are fully adaptive so kids are never bored, never overwhelmed, and always learning. www.SKOlearning.com 4
    5. 5. Why It Works: Collaboration among three disciplines SkateKids™ and Ramps to Reading™ weredeveloped as a joint effort between educators, cognitivepsychologists and digital game designers. 5
    6. 6. High Powered Leadership TeamAlan Aldworth, Chairman • Education technology and educational game veteran. Built and led multiple education/information companies to >$250M; e.g. Tribune Education, ProQuest Information and Learning, Business Solutions • Led >$7B in M&A and capital transactions; acquisitions, divestitures, public offering, senior secured debt, venture investments, public offeringAndrew Vreeke, President • Ed-tech veteran. Oversaw operations and client services at 3 start ups; eChalk, Advanced Academics, Quantum Learning • Analyst at Lockheed Martin with extensive public policy expertiseEva Prokop, COO & Chief Revenue Officer • Formerly President of PrepMe which was sold to Naviance in 2012 • Executive Director for Princeton Review and Chicago YMCADr. David Halsted, Acting CIO • Director of Online and Blended Programs, Univ. of Illinois Chicago • Senior information technology executive with Thomson, ProQuest, InfomediaDr. Jack Naglieri, Cognitive Science Advisor • Professor at George Mason, University of Virginia and The Ohio State University • World renowned author of leading cognitive assessment tests and books. 6 www.SKOlearning.com
    7. 7. Pyramid of Reading and Comprehension Skills Understand Visualize ReadingRelate new information built on prior knowledge to Learn Develop a plan Self correct “Meta-Cognitive” Phonics, phonemic awareness Decode new words Learning to Read Read fluently “Advanced Cognitive” Short-term memory Pre-Reading Skills Relate parts to a whole “Basic Cognitive”Place things in logical order 7 www.SKOlearning.com
    8. 8. for Primary Grades• Fine motor skills• Keyboarding and mouse functions• Basic cognitive skills – Selective attention – Memory – Sequencing – Planning• Phonics and phonemic awareness• Reading fluency and comprehension 8 www.SKOlearning.com
    9. 9. 9
    10. 10. for Grades 3-8• Builds on the Ramps to Reading foundation by providing a dynamic virtual environment that continually adapts to the abilities of each individual student – Great selection of scientifically designed games – Uses vocabulary of 5,000 words – Virtual library and gigantic virtual mall• Develops more advanced “meta-cognitive” skills that are vital to learning – Visualizing – Developing a plan – Solving problems – Self-correcting based on feedback – Comprehending and using what is read 10 www.SKOlearning.com
    11. 11. 11
    12. 12. Creating Long-term EngagementVirtual World and social networking features linked to student progress in the gamesmotivates long-term engagement making learning enduring and transferable • Virtual economy – Credits earned when levels are completed – Students create and customize their homes and neighborhoods – Contextually teaches saving, planning for purchases and delayed gratification – Mall with stores and hundreds of items to purchase with earned credits • Library with leveled ebooks, music and more • Avatars: Clothing, hairstyles and personal items purchased in mall • Social networking features – Virtual smartphone • Safe texting and communication • Daily messages to students – Neighborhood: Visit the “homes” of friends in your network – Friends List: Keep up with what they are doing 12
    13. 13. Sales and Marketing: Pricing & Target Prospects PRICING 1 Classroom License $99 1 Custom Analysis Report $500 1 School License $2500 Workshop Data Analysis $1200 for 4 hours 1 District-wide License $2000 per schoolClassroom Sales• Smallest unit sale• Will be a self-purchasing population via our web monetization and automated platform credentialing systemSchool Sales• Largest client category• Contract sizes require no board approvalsDistrict Sales• Natural sell up category for a school Target tech-savvy districtsUrban District Environments• Smallest client category with greatest need Largest revenue per contract average• Sales cycle is long; however, client investment produces buying culture with longitudinal vision for programming• Multiple funding sources for literacy improvement programs and technology-based programs 13
    14. 14. Marketing StrategiesDirect Sales Marketing Mission Marketing Social MarketingClassroom Sales Strategic University Relationships Social Media Channels• Email Marketing on set schedule• Free Webinars Research and Gift Positioning• Distribution on Teacher Resource Sites • Program Donations to Struggling School SystemsSchool Sales• Outreach to Principals • Cooperative work with Non-Profit Digital Media Channels• Leads sourced through Association Sector serving school systems • Interviews by professional Membership & Regional Conferences • Relationship with International industry journalistsDistrict Sales Reading Association• Leverage classroom and school • Pursuit of Innovation Awards in the aggregation within a district fields of Education, Gaming, and• New Lead Sources from National Cognitive Science, Reading, Special Conferences (AASA, NEC, ASCD, NSBA) Education, etc. • PodcastingUrban District Environments • Outreach to Foreign School systems• Current targets identified as Chicago, which prepare students for American Traditional Press Releases Nashville, Washington DC, Gary, San Diego English• Personal contacts with personal outreach Outreach to Community • Reading Discovery Day• Freemium model to showcase efficacy in • Student Achievement awards a district as an investment criteria for the 2014 school year • PTA/PTO Materials and speaking opportunities 14
    15. 15. World-Renowned Expert on Helping Children LearnThe proven science behind SkateKids™ and Ramps to Reading™ is based onmodern cognitive and psychology theory combined with Dr. Jack Naglieri’s state-of-the-art research on intelligence and assessing / developing cognitive ability. • Dr. Jack Naglieri is the developer of the most widely used tests – worldwide – of intelligence and ability including general ability, giftedness, and autism • Professor at University of Virginia, Ohio State, George Mason University • Author of 16 books & more than 250 scientific papers on intelligence, LD, ADHD, autism, academic instruction, and more 15
    16. 16. Neuroscience-based Learning Principles: PASS TheoryKey connection among cognitive processes, learning, andtransfer of skill development Naglieri, J., Fletcher, M., and Das, J.P. 16 www.SKOlearning.com
    17. 17. Common Core and Multi-State Alignment Detailed documentation outlines alignment on a game-by-game basis 17
    18. 18. Proof of Engagement and EfficacyCollected usage data from 50,000 students • Over 35,000 unsolicited student comments • Average session time of 15 minutes • Students love learning with our programsFour separate research studies were performed with general and clinicalpopulations. In each case, significant improvements in literacy andcognitive development were observed: • Reading Fluency of students using the program improved at twice the rate of non-treatment group • DIBELS raw score effect size improvement of users >.8 (statistically significant) vs. .2 (statistically insignificant) for non-treatment group • Reading comprehension score for treatment group improved at almost twice times the rate of the non-treatment group • A research study funded by the W.K. Kellogg Foundation showed significant improvement of cognitive skills in clinical (FAS impaired) children vs. control and alternatively treated groups 18
    19. 19. DIBELS Oral Reading Fluency (ORF) Scores Chattanooga, TN 19
    20. 20. Memphis DIBELS ORF Scores100% 1.2 1 80% 0.8 60% 67% Passed Test Effect size = .57 0.6 40% Post-SKO 45% 0.4 Passed 20% 33% 33% Test Passed Passed Post-SKO 0.2 Test Test Pre-SKO Pre-SKO 0% 0 High SKO Use Group Low SKO Use Group Avg. 16.8 hrs. Avg. 5.7 hrs. 20
    21. 21. Feedback From Students 21
    22. 22. Feedback From EducatorsTeacher: • “They always ask for SkateKids first.”Literacy Leader: • “The kids here love it!!! Thats all Ive heard...have you seen the new SkateKids??? Its really cool!!!”Principal: • “If I let them, they would do nothing else!”Literacy Leader: • “We have opened the lab @7:30 a.m. for SkateKids. I sent home a permission letter for our 2nd through 5th grade students… and I had approximately 120 letters returned to me... I created a scheduling nightmare!!!” 22
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