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Mitchell Weisburgh - How Do We Increase The Use of Games in School?

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Presenter: Mitchell Weisburgh, Managing Partner, Academic Business Advisors

I will outline the different obstacles to introducing games in schools, and then outline different strategies that game developers, associations, educators, and administrators are using to overcome those obstacles. Attendees will be better prepared to develop games that schools can use, tap into school funding, and know whom to partner with.

Published in: Education
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Mitchell Weisburgh - How Do We Increase The Use of Games in School?

  1. 1. How Do We Increase the Use of Games in School? A Look at the Education and Education Games Market © 2014 mitch.weisburgh@academicbiz.com
  2. 2. Mitch Weisburgh © 2014 mitch.weisburgh@academicbiz.com
  3. 3. Riding the Tsunami Wave: The Print to Digital Shift
  4. 4. © 2014 mitch.weisburgh@academicbiz.com
  5. 5. © 2014 mitch.weisburgh@academicbiz.com
  6. 6. © 2014 mitch.weisburgh@academicbiz.com
  7. 7. © 2014 mitch.weisburgh@academicbiz.com
  8. 8. © 2014 mitch.weisburgh@academicbiz.com
  9. 9. © 2014 mitch.weisburgh@academicbiz.com
  10. 10. © 2014 mitch.weisburgh@academicbiz.com
  11. 11. Target Decision Maker Superintendent District Administration Principal Teacher Librarian Size of Problem Semester, Multiple Grades, Multiple Schools Month+, Multiple Grades, Special Populations At least one grade, a few weeks At least one full lesson At least one full lesson Expected Spend $100,000+ $5,000 to $50,000 $2,000 to $10,000 Free to $200 Free to $500 Approval Cycle 18 Months 6-12 Months 3-6 Months 0-60 Days 0-6 Months Buying Power 60% 25% 7% <3% Number of people 15,000 60,000 100,000 3,900,000 50,000 US K12 Decision Makers © 2014 mitch.weisburgh@academicbiz.com
  12. 12. District Size and Population 13,640 Districts 115,062 Schools (24k Private) 3.8 Million Teachers 54 Million Students (5.9m Private) © 2014 mitch.weisburgh@academicbiz.com
  13. 13. © 2014 mitch.weisburgh@academicbiz.com
  14. 14. Education Game Market Projected 1 Year US preK-12 Total Market K-3 3-5 6-8 9-12 General/Other 17.5 4.3 4.3 4.5 4.5 Math 43.9 10.7 10.7 11.2 11.2 ELA 61.4 15.0 15.0 15.7 15.7 Science 22.8 5.6 5.6 5.8 5.8 Social Studies 17.5 4.3 4.3 4.5 4.5 Arts 7.0 1.7 1.7 1.8 1.8 Social/Emotional 5.3 1.3 1.3 1.3 1.3 Total 175.4 42.9 42.9 44.8 44.8 © 2014 mitch.weisburgh@academicbiz.com
  15. 15. EvaluateNeed Analyze Verify Decide Implement Purchase Present Benefits Provide Choices Prove Efficacy Refer Peers Deliver & Integrate Support & Expand Build Awareness DM and Distribution What the Decision Makers Do What the Game Developers Need to Do © 2014 mitch.weisburgh@academicbiz.com
  16. 16. How do we increase the use of games in schools? • Increase Market Awareness • Target Policy Makers and Decision Makers • Support Teachers • Collaborate – Expand the pie © 2014 mitch.weisburgh@academicbiz.com
  17. 17. mitch.weisburgh@academicbiz.com @weisburghm http://blog.academicbiz.com © 2014 mitch.weisburgh@academicbiz.com

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