• Share
  • Email
  • Embed
  • Like
  • Private Content
Geometry app columbia univ jan 2014
 

Geometry app columbia univ jan 2014

on

  • 593 views

 

Statistics

Views

Total Views
593
Views on SlideShare
593
Embed Views
0

Actions

Likes
0
Downloads
13
Comments
0

0 Embeds 0

No embeds

Accessibility

Categories

Upload Details

Uploaded via as Microsoft PowerPoint

Usage Rights

© All Rights Reserved

Report content

Flagged as inappropriate Flag as inappropriate
Flag as inappropriate

Select your reason for flagging this presentation as inappropriate.

Cancel
  • Full Name Full Name Comment goes here.
    Are you sure you want to
    Your message goes here
    Processing…
Post Comment
Edit your comment

    Geometry app columbia univ jan 2014 Geometry app columbia univ jan 2014 Presentation Transcript

    • 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 - 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
    • 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
    • CHARACTER CUSTOMIZATION Name Gender <M> <F> Alliance: Federation <<Hair Color>> << Hair Style>> << Skin Color>> << Eye Color>>
    • SHIP DESIGN << Ship #1 >> Head Sail Level 1 Sails: Speed Main Sail Level 2 ?????? ?????? ?????? ?????? ?????? ?????? Haul: Armor Guns Rudder: Maneuv.
    • GAME MAP
    • SHIP COMBAT DEFENSE
    • SHIP COMBAT OFFENSE Ship Deck
    • 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
    • TECHNOLOGY FORGE: EXPLORING HINT 3 A C 2 4 5 1 B D
    • 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
    • TECHNOLOGY FORGE: SELECTING PARTS HINT 3 A C 1 2 4 5 m<1 = m<2 B D
    • TECHNOLOGY FORGE: PROVIDING A REASON HINT 3 A C 1 2 4 5 m<1 = m<2 B D Given Math
    • 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
    • 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
    • TECHNOLOGY FORGE: REVIEWING PROOF HINT 3 A C 2 4 5 1 B D
    • 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
    • HEAD TO HEAD Player 1 Player 2