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Verhalten: A Classroom
Management Simulation
requin technologies
Executive Summary
REQUIN TECHNOLOGIES IS A START-UP ORGANIZATION WHOSE VISION IS TO
CREATE THE FINEST SIMULATION AND SERIOUS GAMING SOFTWARE FOR THE
TEACHER TRAINING AND DEVELOPMENT INDUSTRY.

VERHALTEN: A CLASSROOM MANAGEMENT SIMULATION HAS BEEN
CONCEPTUALIZED AND DESIGNED BY A TEAM OF VETERANS IN THE INDUSTRY,
AND WILL ALLOW PRE-SERVICE TEACHERS TO PRACTICE CLASSROOM AND
BEHAVIOUR MANAGEMENT TECHNIQUES IN AN INTERACTIVE, SAFE, AND
CHALLENGING ENVIRONMENT PRIOR TO PHYSICALLY ENTERING THE
CLASSROOM.

LOCATED IN VANCOUVER, BRITISH COLUMBIA, REQUIN TECHNOLOGIES WAS
FORMED IN 2010, AND IS LED BY CEO AND FOUNDER, REBECCA TICKNOR.
Executive Summary - The Market
 requin technologies has identified teacher
 education programs at the university level
 as the primary market for verhalten.

 There are currently 56 universities in
 Canada and 814 universities in the United
 States offering teacher education programs
 (AACTE, n.d.; SAEE, 2008).

 verhalten’s primary market is universities
 that teach classroom and behaviour
 management methods courses to pre-
 service teachers.

 The secondary market is schools, districts
 or organizations offering professional
 development opportunities to teachers.
PROJECT

          EXECUTIVE SUMMARY - THE PRODUCT	
          VERHALTEN
DATE                     CLIENT
          JANUARY 2011            REQUIN TECHNOLOGIES
Executive Summary - verhalten
  verhalten is a game-based learning environment
  where teachers interact with students in a 3D,
  virtual classroom.

  It focuses on classroom and behaviour
  management, and contains hundreds of different
  scenarios that teachers may encounter in their
  classroom.

  Pre-service teachers can experiment with
  management methods and techniques prior to
  stepping foot in a real classroom.
Executive Summary -
Competitive Edge
  Games-based learning environments
  (GBLEs) such as simulations and serious
  games motivate, test and educate the
  players they were designed for in a fun and
  interactive manner. 

  verhalten is the first GBLE made specially
  for the teacher education market - current
  courses teaching classroom and behaviour
  management rely solely on textbooks and
  lecture.

  Simulations and serious games are part of
  a $52.5 billion industry that is set to grow
  by over 10% in the next four years (PwC,
  2010).
Executive Summary -
Management Team
 requin technologies consists of

    CEO and founder - Rebecca Ticknor (B.Ed, MET), a Vancouver-area teacher and
    technology consultant with international teaching experience.

    CFO - Joshua Contant (B.Com, CA), a Vancouver-area Chartered Accountant with
    PricewaterhouseCoopers.

    Director of Content - Leanna Madill (B.Ed, M.Ed, Ph.D), a Victoria-based professor at
    the University of Victoria in the Teacher Education Program.

    Director of Design & Marketing- Kira Lee (B.Ed), a Victoria-based teacher with
    experience in curriculum and project design.

    Director of Human Resources - Lesley Goodwin (B.Ed), a Victoria-based teacher with
    international teaching experience and in human resources.
Table of Contents
   1.0 EXECUTIVE SUMMARY

    2.0 COMPANY SUMMARY

        3.0 VERHALTEN

     4.0 MARKET ANALYSIS

    5.0 FINANCIAL ANALYSIS

        6.0 STRENGTHS

       7.0 WEAKNESSES

       8.0 REFLECTION

       9.0 REFERENCES
Mission
requin technologies is committed to developing
serious gaming software for teacher training and
development. Our games will provide teacher
education programs and professional
development organizations with a medium to try
and test methods, techniques and ideas without
fear of failure or criticism. We exist to make
teacher training and development products that
are realistic, educational and fun.
Keys to Success
Develop verhalten into a high-quality serious game that will
enhance teacher training and development programs.

Create strong, lasting relationships with teacher education
programs and professional development organizations, both
in North America, and around the world.

Develop additional serious games that meet the needs of
teacher education programs and professional development
organizations.
verhalten
What you need to know.
The Context
The idea of stepping into a classroom for the first time is
intimidating and frightening for pre-service teachers.

One of the greatest fears they will have is that they will not
be able to control their class, and something potentially
harmful will occur to their students or themselves.

To combat these fears, classroom and behaviour
management courses teach their students various methods
and techniques that can keep unruly students and
classrooms under control.
The Problem

              Students rarely have the
              opportunity to practice
              their new methods and
              techniques before
              entering a live
              classroom.
Our Solution

verhalten is a multi-lingual,
fully interactive, 3D virtual
classroom where pre-service
teachers can practice their
methods and techniques in a
safe, risk-free environment.
The Scenarios
The game-based learning environment contains hundreds of
authentic classroom scenarios gathered from experienced
teachers around the world.

  These experiences were gathered by the management team
  at requin technologies during professional development
  conferences, online discussions with and surveys from
  colleagues around the world, and from the hundreds of
  textbooks available on the subject.
The Scenarios
Users will also be able to submit their own experiences to
the verhalten team, who can create additional scenarios
based on these scenarios.

Scenarios will range from simple behavioural issues to
severe threats to the health and safety of the teachers and
students.
The Methods & Techniques
 The methods and techniques used in verhalten are based
 on the latest philosophies in classroom and behaviour
 management.

 These methods and techniques were informed by and
 gathered from the latest scholarly research, conference
 proceedings and textbooks on the subject, and will be
 constantly updated to reflect changing philosophies in the
 subject.
Game Play
verhalten will be based on other 3D learning
environments on the market which allow users to:

  explore the virtual environment

  make decisions based on information at hand

  interact with virtual people

  interact with virtual objects
Game Play
The virtual teacher will be given a brief context of
the classroom, including:

  number of students

  whether there are any students with special
  needs or medical issues

  a few of the “classroom rules”

  lesson being taught
Game Play
Once the context has been given, game play will
begin.

During game play, students may begin to
misbehave, and teachers are required to take
action as necessary.

To take action, the user clicks on the student with
which they wish to interact, and are given a few
options.
Game Play
The action chosen by the user will occur, and may,
or may not be the appropriate choice.

A short interlude will occur with each interaction,
with a short blurb about what happened.

Within the interlude, a link for further information
will be available should users wish to learn more
about the method or technique chosen in that
instance.
Game Play
If the decision was incorrect, or failed to address
the issue at hand, further decisions must be made.

Users will be notified when the scenario finishes,
and a short summary of the actions taken during
the scenario will be available for consumption.
Curriculum Integration

In order to assist our clients with a seamless
integration of verhalten into their curriculum, our
team will work with institutions to help them adopt
the program.

We will also provide workshops to instructors to
demonstrate how to play the game, and become
acclimatized to the software.
Market Analysis	
A summary
Summary
The market for teacher training and development software can be segmented
into a primary and secondary market.

The primary market is teacher education programs at the university level, and
the secondary market is schools, districts or organizations offering
professional development opportunities for teachers.

These two markets were identified for verhalten as they are the main
purchasers of products for individuals dealing with teacher training and
development.

The market is currently dominated by textbooks, consultants, and
conferences aimed at teaching classroom and behaviour management.

Where these items fall short is their inability to provide authentic, risk-free
learning experiences for users - they are usually passive ways of learning
about classroom and behaviour management
Market Segmentation
Primary Market: Teacher education programs:

There are currently 56 universities in Canada and 814
universities in the United States offering teacher education
programs (AACTE, n.d.; SAEE, 2008).

Users in these institutions would likely use the program
multiple times throughout an introductory classroom and
behaviour management course, and additional times in other
courses if specializing in this area.
Market Segmentation
Secondary Market: Schools, districts and professional
development organizations

Users in schools and school districts would likely use the
product multiple times, especially when new methods and
techniques are introduced.

Users of the product during events put on by professional
development organizations would likely only use the product
once.
Industry Analysis
Simba Information (2006) reported that professional development
for educators is a $5 billion market, wide-open in terms of need,
potential growth and providers.

The current competitors to verhalten are:

  Textbook companies such as McGraw-Hill, Pearson, etc.

  Consultants such as Ruth Sidney Charney, Richard L. Curwin
  and Allen N. Mendler who frequently publish and speak about
  classroom and behaviour management methods and techniques

  Conferences put on by organizations such as ASCD
Why verhalten over
these products?
Being a game-based learning environment, verhalten has benefits that other
products lack:

  Gaming environments closely [mirror] the real-life environment which
  learned content will be used.

  Students receive immediate and non-judgmental feedback.

  Students are encouraged to experiment and explore different styles

  Students receive individualized instruction

  Gaming environments appeal to multiple senses/learning experiences
  (Cordova & Lepper, 1996)
What About the Cost?
Textbooks:

  Textbooks for classroom and behaviour management courses
  typically cost between $25-80 per student (Amazon.ca, n.d.).

Consultants:

  A one-day workshop for a university class can cost around $2
  100, with the cost of a week-long workshop costing up to $14
  500 (Responsive Classroom, n.d.). This works out to about
  $70-90 per student.

Conferences:

  A one-day conference will typically cost between $100-200 per
  attendee (Responsive Classroom, n.d.).
What About the Cost?
verhalten costs only $40/user, regardless of the
institution or organization that purchases the
product.

This is in line with what textbooks, consultants and
conferences cost, and can be used as many times
as the user wishes each year.
Financial Analysis
A summary.
Background Information -
Canada
 The SAEE (2008) states that universities in Canada graduate
 over 18 000 new teachers a year.

 This breaks down to an average of 321 graduates in each of
 the 56 teacher education programs across the country each
 year.

 With teacher education programs typically being 2 years in
 length, each institution will have on average 642 pre-service
 teachers enrolled each year.
Projected Revenue -
Canada
     Average number of graduates per year group            321
     Year groups in university                               2
     Teachers per university                               642


     Cost of program per year                           Can$40


     Revenue per university                         Can$25,680


     Estimated number of programs in Canada                 56


     Canadian revenue                             Can$1,438,080




     Total Revenue:                               Can$1,438,080
Background Information -
United States
 The AACTE (2010) states that universities in the United
 States graduate over 259 000 new teachers a year.

 This breaks down to an average of 318 graduates in each of
 the 814 teacher education programs across the country
 each year.

 With teacher education programs typically being 2 years in
 length, each institution will have on average 636 pre-service
 teachers enrolled each year.
Projected Revenue -
United States
     Average number of graduates per year group                318
     Year groups in university                                   2
     Teachers per university                                   636


     Cost of program per year                               Can$40


     Revenue per university                             Can$25,440


     Estimated number of programs in United States             814


     United States revenue                           Can$20,708,160




     Total Revenue:                                  Can$20,708,160
5 Year Projection



These are modest projections, and the number of institutions and
revenue figures could be higher in Years 3-5.

Starting in Year 2, requin technologies will emphasize verhalten
in the United States due to the large nature of the market.
Background Information -
Expenses
 Serious games are less expensive to make than their
 commercial counterparts.

   The underlying technology of many serious games is the
   same technology that powers the commercial games
   (Kalning, 2006).

 Budgets for the development of serious games range
 between $400 000 and $1 000 000 (Engage Learning, n.d.).
Expenses - Year One
                            Item                                      Cost
              verhalten development                               $750 000
                           Payroll                                $340 000
                         Office lease                              $10 000
                Computers, furniture                              $15 000
                           Utilities                                  $5 000
                          Insurance                                   $5 000
                        Miscellaneous                             $10 000
                           Total:                                $1 135 000

 Payroll consists of:


     3 members of game development team @$70 000 (industry average)


     2 general staff members @$40 000


     5 members of management team @$10 000
Expenses - Year 2 and
Onwards
                          Item                                        Cost
    verhalten maintenance/upgrades                                  $20 000
                         Payroll                                   $155 000
                       Office lease                                  $10 000
                         Utilities                                   $5 000
                       Insurance                                     $5 000
                  Miscellaneous                                     $10 000
                         Total:                                    $205 000

verhalten maintenance/upgrades cost includes cost of one-off contracts with developers


Payroll consists of:


    2 general staff members @$40 000


    5 members of management team @$15 000
Cash Flow Forecast
                                  Year One             Year Two             Year Three             Year Four             Year Five

         Revenue                              255600              638400                 1275600               2295600               3061200

         Expenses                            1135000              205000                 205000                205000                205000

         Net Cash Flow for year              -879400              433400                 1070600               2090600               2856200

         Opening Cash                         100000              -779400                -346000               724600                2815200

         Ending Cash                         -779400              -346000                724600                2815200               5671400




Notes:


   Opening cash in Year 1 is from funds previously raised by the management team.


   Salary of management team stays consistent throughout five year forecast; however, as of Year
   3, dividends will be paid to said team based on company/product performance.
Secondary Markets
There are over 300 school districts/boards in Canada alone.

There are over 700 000 teachers in Canada (Statistics
Canada, 2009).

If verhalten was used by even 1% of the teachers in Canada
as a professional development tool each year, it would
equate to a revenue stream of $280 000.
Exit Strategy
requin technologies looks to continue developing game-
based learning products for the teacher training and
development industry beyond verhalten in the future.

We are aiming to hire those that will keep requin
technologies’ vision alive, and will likely hand the company
over to people within our company once we wish to leave.

If requin technologies runs into difficulty, we will approach
companies such as Breakaway Ltd. or Virtual Heroes, who
specialize in serious games for learning in the health care
and military industry.
Strengths and Weaknesses
Strengths
verhalten is the first game-based learning environment available for the teacher training and development
industry.


The product’s features help alleviate fears associated with stepping into a live classroom by providing a risk-
free environment in which new teachers can experiment with methods and techniques - no other product
offers this type of environment.


The product is based on other commercial/entertainment games on the market, so students will likely be
familiar with the game and the nature of the game play.


Multilingual nature makes it easy to adapt to other countries around the world.


The management team has many contacts within the industry, which translates to a large list of potential
clients.


The management team is very familiar with the nuances of the industry, and as a result, can stay on top of new
developments to keep the product current and fresh.


There are well over a thousand teacher education programs in the world, translating to a very large market for
the product.


The cost of the product to the buyer is relatively low when compared to that of the cost of a textbook,
consultant or conference.
Weaknesses
 Game-based learning environments have been very successful for training people in the military and
 health care industries, but this has not yet translated to the teacher training and development
 industry.


 There is still some reluctance by those in the teacher training and development industry to use game-
 based learning environments to help teach content and practice skills.


 Universities may not want to take on the cost of the program, as textbooks and conferences are
 usually paid for by the students themselves.


 Being a brand new company, with a brand new product, universities may not be willing to take a risk
 on the product.


 The cost of developing the game may be well over the $750 000 estimate given in the financial
 analysis.


 Companies such as BreakAway Ltd. could be in the position to develop something similar to
 verhalten using their PULSE! platform, though they would lack the expertise in the teacher training
 and development industry.


 Little attention was paid to the secondary market, but statistics concerning that market are lacking.
Reflection
This assignment was unlike any other that I have completed in the past. It was both incredibly
exhilarating and frustrating at the same time. It was exhilarating because I feel like I have a
product that would actually be successful in teacher education programs. I would love to put
this idea forward to a company such as BreakAway Ltd., or Virtual Heroes, who already have the
3D software needed to create verhalten.

It was frustrating because I lack the technical knowledge to sufficiently explain my product, the
financial prowess to accurately forecast revenues, and had a very difficult time coming up with
any statistics concerning the teacher education and training market. I struggled to find
information on the secondary market, and as a result, was not able to come up with much of an
analysis for that market.

This assignment also made me realize how much time and effort goes into crafting business
ventures, and how difficult it is to make everything work. I will be interested to hear feedback
from my peers about the venture, and whether or not they would invest in something like this!
References
AACTE. (n.d.). Is my institution a member? Retrieved July 24, 2010, from http://aacte.org/index.php?/
  Membership/How-to-Become-a-Member/is-my-institution-already-a-member.html

AACTE. (2010, April 15). An emerging picture of the teacher preparation pipeline. Retrieved from
  http://aacte.org/index.php?/Media-Center/Press-Releases/
  aacte-releases-comprehensive-analysis-of-national-teacher-preparation-data.html

Additude (n.d.). ADD [Photograph]. Retrieved from http://www.additudemag.com/adhd/article/1973.html

Amazon.ca. (n.d.). Amazon.ca classroom management: books. Retrieved July 30, 2010, from
  http://www.amazon.ca/s/
  ref=nb_sb_noss?url=search-alias%3Dca-books-english-tree&field-keywords=classroom+management&x=0&y=0

BBC (2000). Unruly children [Photograph]. Retrieved from http://news.bbc.co.uk/2/hi/uk_news/
  education/677567.stm

Engage Learning. (n.d.). Serious games industry. Retrieved July 31, 2010, from
  http://www.engagelearning.eu/wiki/doku.php?id=decision_making_tool:serious_games_industry

Food Fun Lifeskills, & Bplans.com. (n.d.). Computer software sample business plan. Retrieved July
  23, 2010, from http://www.bplans.com/computer_software_business_plan/executive_summary_fc.cfm

Go Gaming Giant (2009, June 2). The Sims 3 [Digital Image]. Retrieved from
  http://www.gogaminggiant.com/2009/06/02/the-sims-3-a-new-way-to-live/

Kalning, K. (2006, February 2). Small industry, big plans [Editorial]. On the level. Retrieved from
   http://www.msnbc.msn.com/id/15500439/ns/technology_and_science-games/page/2/
References
Kid Liquorice (2008, March 28). Out to Lunch [Digital Image]. Retrieved from
   http://silverssimstuff.wordpress.com/category/sims-2/page/3/

Nintendo (2007). Wii [Photograph]. Retrieved from http://blog.mlive.com/manzero/2007/12/
   get_a_wii_this_weekend_or_get.html

Piotrowski, E. (n.d.). [3D Classroom] [Digital Image]. Retrieved from http://www.3dgo.org/

Queenbunnywitch (n.d.). People [Digital Image]. Retrieved from http://img341.imageshack.us/img341/
  6157/grp4rf9.jpg

Responsive Classroom. (n.d.). On-site workshops and institutes - responsive classroom. Retrieved
  July 30, 2010, from http://www.responsiveclassroom.org/prodevelop/onsite.html

SAEE. (2008). Teacher education in Canada. Retrieved July 24, 2010, from http://www.saee.ca/
  index.php?option=com_content&task=view&id=728&Itemid=141

Simba Information. (2006, January 1). K-12 professional development market opportunities. Abstract
   retrieved from http://www.marketresearch.com/product/display.asp?productid=1278025&xs=r

State of Connecticut (2009, August 31). University class [Photograph]. Retrieved from
   http://www.osc.state.ct.us/public/events/oct2007/uconn.htm

Statistics Canada. (2009, August 27). Back to school...by the numbers. Retrieved July 31, 2010, from
   http://www42.statcan.ca/smr08/smr08_131-eng.htm

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522 venture pitch

  • 1. Verhalten: A Classroom Management Simulation requin technologies
  • 2. Executive Summary REQUIN TECHNOLOGIES IS A START-UP ORGANIZATION WHOSE VISION IS TO CREATE THE FINEST SIMULATION AND SERIOUS GAMING SOFTWARE FOR THE TEACHER TRAINING AND DEVELOPMENT INDUSTRY. VERHALTEN: A CLASSROOM MANAGEMENT SIMULATION HAS BEEN CONCEPTUALIZED AND DESIGNED BY A TEAM OF VETERANS IN THE INDUSTRY, AND WILL ALLOW PRE-SERVICE TEACHERS TO PRACTICE CLASSROOM AND BEHAVIOUR MANAGEMENT TECHNIQUES IN AN INTERACTIVE, SAFE, AND CHALLENGING ENVIRONMENT PRIOR TO PHYSICALLY ENTERING THE CLASSROOM. LOCATED IN VANCOUVER, BRITISH COLUMBIA, REQUIN TECHNOLOGIES WAS FORMED IN 2010, AND IS LED BY CEO AND FOUNDER, REBECCA TICKNOR.
  • 3. Executive Summary - The Market requin technologies has identified teacher education programs at the university level as the primary market for verhalten. There are currently 56 universities in Canada and 814 universities in the United States offering teacher education programs (AACTE, n.d.; SAEE, 2008). verhalten’s primary market is universities that teach classroom and behaviour management methods courses to pre- service teachers. The secondary market is schools, districts or organizations offering professional development opportunities to teachers.
  • 4. PROJECT EXECUTIVE SUMMARY - THE PRODUCT VERHALTEN DATE CLIENT JANUARY 2011 REQUIN TECHNOLOGIES
  • 5. Executive Summary - verhalten verhalten is a game-based learning environment where teachers interact with students in a 3D, virtual classroom. It focuses on classroom and behaviour management, and contains hundreds of different scenarios that teachers may encounter in their classroom. Pre-service teachers can experiment with management methods and techniques prior to stepping foot in a real classroom.
  • 6. Executive Summary - Competitive Edge Games-based learning environments (GBLEs) such as simulations and serious games motivate, test and educate the players they were designed for in a fun and interactive manner.  verhalten is the first GBLE made specially for the teacher education market - current courses teaching classroom and behaviour management rely solely on textbooks and lecture. Simulations and serious games are part of a $52.5 billion industry that is set to grow by over 10% in the next four years (PwC, 2010).
  • 7. Executive Summary - Management Team requin technologies consists of CEO and founder - Rebecca Ticknor (B.Ed, MET), a Vancouver-area teacher and technology consultant with international teaching experience. CFO - Joshua Contant (B.Com, CA), a Vancouver-area Chartered Accountant with PricewaterhouseCoopers. Director of Content - Leanna Madill (B.Ed, M.Ed, Ph.D), a Victoria-based professor at the University of Victoria in the Teacher Education Program. Director of Design & Marketing- Kira Lee (B.Ed), a Victoria-based teacher with experience in curriculum and project design. Director of Human Resources - Lesley Goodwin (B.Ed), a Victoria-based teacher with international teaching experience and in human resources.
  • 8. Table of Contents 1.0 EXECUTIVE SUMMARY 2.0 COMPANY SUMMARY 3.0 VERHALTEN 4.0 MARKET ANALYSIS 5.0 FINANCIAL ANALYSIS 6.0 STRENGTHS 7.0 WEAKNESSES 8.0 REFLECTION 9.0 REFERENCES
  • 9. Mission requin technologies is committed to developing serious gaming software for teacher training and development. Our games will provide teacher education programs and professional development organizations with a medium to try and test methods, techniques and ideas without fear of failure or criticism. We exist to make teacher training and development products that are realistic, educational and fun.
  • 10. Keys to Success Develop verhalten into a high-quality serious game that will enhance teacher training and development programs. Create strong, lasting relationships with teacher education programs and professional development organizations, both in North America, and around the world. Develop additional serious games that meet the needs of teacher education programs and professional development organizations.
  • 12. The Context The idea of stepping into a classroom for the first time is intimidating and frightening for pre-service teachers. One of the greatest fears they will have is that they will not be able to control their class, and something potentially harmful will occur to their students or themselves. To combat these fears, classroom and behaviour management courses teach their students various methods and techniques that can keep unruly students and classrooms under control.
  • 13. The Problem Students rarely have the opportunity to practice their new methods and techniques before entering a live classroom.
  • 14. Our Solution verhalten is a multi-lingual, fully interactive, 3D virtual classroom where pre-service teachers can practice their methods and techniques in a safe, risk-free environment.
  • 15. The Scenarios The game-based learning environment contains hundreds of authentic classroom scenarios gathered from experienced teachers around the world. These experiences were gathered by the management team at requin technologies during professional development conferences, online discussions with and surveys from colleagues around the world, and from the hundreds of textbooks available on the subject.
  • 16. The Scenarios Users will also be able to submit their own experiences to the verhalten team, who can create additional scenarios based on these scenarios. Scenarios will range from simple behavioural issues to severe threats to the health and safety of the teachers and students.
  • 17. The Methods & Techniques The methods and techniques used in verhalten are based on the latest philosophies in classroom and behaviour management. These methods and techniques were informed by and gathered from the latest scholarly research, conference proceedings and textbooks on the subject, and will be constantly updated to reflect changing philosophies in the subject.
  • 18. Game Play verhalten will be based on other 3D learning environments on the market which allow users to: explore the virtual environment make decisions based on information at hand interact with virtual people interact with virtual objects
  • 19. Game Play The virtual teacher will be given a brief context of the classroom, including: number of students whether there are any students with special needs or medical issues a few of the “classroom rules” lesson being taught
  • 20. Game Play Once the context has been given, game play will begin. During game play, students may begin to misbehave, and teachers are required to take action as necessary. To take action, the user clicks on the student with which they wish to interact, and are given a few options.
  • 21. Game Play The action chosen by the user will occur, and may, or may not be the appropriate choice. A short interlude will occur with each interaction, with a short blurb about what happened. Within the interlude, a link for further information will be available should users wish to learn more about the method or technique chosen in that instance.
  • 22. Game Play If the decision was incorrect, or failed to address the issue at hand, further decisions must be made. Users will be notified when the scenario finishes, and a short summary of the actions taken during the scenario will be available for consumption.
  • 23. Curriculum Integration In order to assist our clients with a seamless integration of verhalten into their curriculum, our team will work with institutions to help them adopt the program. We will also provide workshops to instructors to demonstrate how to play the game, and become acclimatized to the software.
  • 25. Summary The market for teacher training and development software can be segmented into a primary and secondary market. The primary market is teacher education programs at the university level, and the secondary market is schools, districts or organizations offering professional development opportunities for teachers. These two markets were identified for verhalten as they are the main purchasers of products for individuals dealing with teacher training and development. The market is currently dominated by textbooks, consultants, and conferences aimed at teaching classroom and behaviour management. Where these items fall short is their inability to provide authentic, risk-free learning experiences for users - they are usually passive ways of learning about classroom and behaviour management
  • 26. Market Segmentation Primary Market: Teacher education programs: There are currently 56 universities in Canada and 814 universities in the United States offering teacher education programs (AACTE, n.d.; SAEE, 2008). Users in these institutions would likely use the program multiple times throughout an introductory classroom and behaviour management course, and additional times in other courses if specializing in this area.
  • 27. Market Segmentation Secondary Market: Schools, districts and professional development organizations Users in schools and school districts would likely use the product multiple times, especially when new methods and techniques are introduced. Users of the product during events put on by professional development organizations would likely only use the product once.
  • 28. Industry Analysis Simba Information (2006) reported that professional development for educators is a $5 billion market, wide-open in terms of need, potential growth and providers. The current competitors to verhalten are: Textbook companies such as McGraw-Hill, Pearson, etc. Consultants such as Ruth Sidney Charney, Richard L. Curwin and Allen N. Mendler who frequently publish and speak about classroom and behaviour management methods and techniques Conferences put on by organizations such as ASCD
  • 29. Why verhalten over these products? Being a game-based learning environment, verhalten has benefits that other products lack: Gaming environments closely [mirror] the real-life environment which learned content will be used. Students receive immediate and non-judgmental feedback. Students are encouraged to experiment and explore different styles Students receive individualized instruction Gaming environments appeal to multiple senses/learning experiences (Cordova & Lepper, 1996)
  • 30. What About the Cost? Textbooks: Textbooks for classroom and behaviour management courses typically cost between $25-80 per student (Amazon.ca, n.d.). Consultants: A one-day workshop for a university class can cost around $2 100, with the cost of a week-long workshop costing up to $14 500 (Responsive Classroom, n.d.). This works out to about $70-90 per student. Conferences: A one-day conference will typically cost between $100-200 per attendee (Responsive Classroom, n.d.).
  • 31. What About the Cost? verhalten costs only $40/user, regardless of the institution or organization that purchases the product. This is in line with what textbooks, consultants and conferences cost, and can be used as many times as the user wishes each year.
  • 33. Background Information - Canada The SAEE (2008) states that universities in Canada graduate over 18 000 new teachers a year. This breaks down to an average of 321 graduates in each of the 56 teacher education programs across the country each year. With teacher education programs typically being 2 years in length, each institution will have on average 642 pre-service teachers enrolled each year.
  • 34. Projected Revenue - Canada Average number of graduates per year group 321 Year groups in university 2 Teachers per university 642 Cost of program per year Can$40 Revenue per university Can$25,680 Estimated number of programs in Canada 56 Canadian revenue Can$1,438,080 Total Revenue: Can$1,438,080
  • 35. Background Information - United States The AACTE (2010) states that universities in the United States graduate over 259 000 new teachers a year. This breaks down to an average of 318 graduates in each of the 814 teacher education programs across the country each year. With teacher education programs typically being 2 years in length, each institution will have on average 636 pre-service teachers enrolled each year.
  • 36. Projected Revenue - United States Average number of graduates per year group 318 Year groups in university 2 Teachers per university 636 Cost of program per year Can$40 Revenue per university Can$25,440 Estimated number of programs in United States 814 United States revenue Can$20,708,160 Total Revenue: Can$20,708,160
  • 37. 5 Year Projection These are modest projections, and the number of institutions and revenue figures could be higher in Years 3-5. Starting in Year 2, requin technologies will emphasize verhalten in the United States due to the large nature of the market.
  • 38. Background Information - Expenses Serious games are less expensive to make than their commercial counterparts. The underlying technology of many serious games is the same technology that powers the commercial games (Kalning, 2006). Budgets for the development of serious games range between $400 000 and $1 000 000 (Engage Learning, n.d.).
  • 39. Expenses - Year One Item Cost verhalten development $750 000 Payroll $340 000 Office lease $10 000 Computers, furniture $15 000 Utilities $5 000 Insurance $5 000 Miscellaneous $10 000 Total: $1 135 000 Payroll consists of: 3 members of game development team @$70 000 (industry average) 2 general staff members @$40 000 5 members of management team @$10 000
  • 40. Expenses - Year 2 and Onwards Item Cost verhalten maintenance/upgrades $20 000 Payroll $155 000 Office lease $10 000 Utilities $5 000 Insurance $5 000 Miscellaneous $10 000 Total: $205 000 verhalten maintenance/upgrades cost includes cost of one-off contracts with developers Payroll consists of: 2 general staff members @$40 000 5 members of management team @$15 000
  • 41. Cash Flow Forecast Year One Year Two Year Three Year Four Year Five Revenue 255600 638400 1275600 2295600 3061200 Expenses 1135000 205000 205000 205000 205000 Net Cash Flow for year -879400 433400 1070600 2090600 2856200 Opening Cash 100000 -779400 -346000 724600 2815200 Ending Cash -779400 -346000 724600 2815200 5671400 Notes: Opening cash in Year 1 is from funds previously raised by the management team. Salary of management team stays consistent throughout five year forecast; however, as of Year 3, dividends will be paid to said team based on company/product performance.
  • 42. Secondary Markets There are over 300 school districts/boards in Canada alone. There are over 700 000 teachers in Canada (Statistics Canada, 2009). If verhalten was used by even 1% of the teachers in Canada as a professional development tool each year, it would equate to a revenue stream of $280 000.
  • 43. Exit Strategy requin technologies looks to continue developing game- based learning products for the teacher training and development industry beyond verhalten in the future. We are aiming to hire those that will keep requin technologies’ vision alive, and will likely hand the company over to people within our company once we wish to leave. If requin technologies runs into difficulty, we will approach companies such as Breakaway Ltd. or Virtual Heroes, who specialize in serious games for learning in the health care and military industry.
  • 45. Strengths verhalten is the first game-based learning environment available for the teacher training and development industry. The product’s features help alleviate fears associated with stepping into a live classroom by providing a risk- free environment in which new teachers can experiment with methods and techniques - no other product offers this type of environment. The product is based on other commercial/entertainment games on the market, so students will likely be familiar with the game and the nature of the game play. Multilingual nature makes it easy to adapt to other countries around the world. The management team has many contacts within the industry, which translates to a large list of potential clients. The management team is very familiar with the nuances of the industry, and as a result, can stay on top of new developments to keep the product current and fresh. There are well over a thousand teacher education programs in the world, translating to a very large market for the product. The cost of the product to the buyer is relatively low when compared to that of the cost of a textbook, consultant or conference.
  • 46. Weaknesses Game-based learning environments have been very successful for training people in the military and health care industries, but this has not yet translated to the teacher training and development industry. There is still some reluctance by those in the teacher training and development industry to use game- based learning environments to help teach content and practice skills. Universities may not want to take on the cost of the program, as textbooks and conferences are usually paid for by the students themselves. Being a brand new company, with a brand new product, universities may not be willing to take a risk on the product. The cost of developing the game may be well over the $750 000 estimate given in the financial analysis. Companies such as BreakAway Ltd. could be in the position to develop something similar to verhalten using their PULSE! platform, though they would lack the expertise in the teacher training and development industry. Little attention was paid to the secondary market, but statistics concerning that market are lacking.
  • 47. Reflection This assignment was unlike any other that I have completed in the past. It was both incredibly exhilarating and frustrating at the same time. It was exhilarating because I feel like I have a product that would actually be successful in teacher education programs. I would love to put this idea forward to a company such as BreakAway Ltd., or Virtual Heroes, who already have the 3D software needed to create verhalten. It was frustrating because I lack the technical knowledge to sufficiently explain my product, the financial prowess to accurately forecast revenues, and had a very difficult time coming up with any statistics concerning the teacher education and training market. I struggled to find information on the secondary market, and as a result, was not able to come up with much of an analysis for that market. This assignment also made me realize how much time and effort goes into crafting business ventures, and how difficult it is to make everything work. I will be interested to hear feedback from my peers about the venture, and whether or not they would invest in something like this!
  • 48. References AACTE. (n.d.). Is my institution a member? Retrieved July 24, 2010, from http://aacte.org/index.php?/ Membership/How-to-Become-a-Member/is-my-institution-already-a-member.html AACTE. (2010, April 15). An emerging picture of the teacher preparation pipeline. Retrieved from http://aacte.org/index.php?/Media-Center/Press-Releases/ aacte-releases-comprehensive-analysis-of-national-teacher-preparation-data.html Additude (n.d.). ADD [Photograph]. Retrieved from http://www.additudemag.com/adhd/article/1973.html Amazon.ca. (n.d.). Amazon.ca classroom management: books. Retrieved July 30, 2010, from http://www.amazon.ca/s/ ref=nb_sb_noss?url=search-alias%3Dca-books-english-tree&field-keywords=classroom+management&x=0&y=0 BBC (2000). Unruly children [Photograph]. Retrieved from http://news.bbc.co.uk/2/hi/uk_news/ education/677567.stm Engage Learning. (n.d.). Serious games industry. Retrieved July 31, 2010, from http://www.engagelearning.eu/wiki/doku.php?id=decision_making_tool:serious_games_industry Food Fun Lifeskills, & Bplans.com. (n.d.). Computer software sample business plan. Retrieved July 23, 2010, from http://www.bplans.com/computer_software_business_plan/executive_summary_fc.cfm Go Gaming Giant (2009, June 2). The Sims 3 [Digital Image]. Retrieved from http://www.gogaminggiant.com/2009/06/02/the-sims-3-a-new-way-to-live/ Kalning, K. (2006, February 2). Small industry, big plans [Editorial]. On the level. Retrieved from http://www.msnbc.msn.com/id/15500439/ns/technology_and_science-games/page/2/
  • 49. References Kid Liquorice (2008, March 28). Out to Lunch [Digital Image]. Retrieved from http://silverssimstuff.wordpress.com/category/sims-2/page/3/ Nintendo (2007). Wii [Photograph]. Retrieved from http://blog.mlive.com/manzero/2007/12/ get_a_wii_this_weekend_or_get.html Piotrowski, E. (n.d.). [3D Classroom] [Digital Image]. Retrieved from http://www.3dgo.org/ Queenbunnywitch (n.d.). People [Digital Image]. Retrieved from http://img341.imageshack.us/img341/ 6157/grp4rf9.jpg Responsive Classroom. (n.d.). On-site workshops and institutes - responsive classroom. Retrieved July 30, 2010, from http://www.responsiveclassroom.org/prodevelop/onsite.html SAEE. (2008). Teacher education in Canada. Retrieved July 24, 2010, from http://www.saee.ca/ index.php?option=com_content&task=view&id=728&Itemid=141 Simba Information. (2006, January 1). K-12 professional development market opportunities. Abstract retrieved from http://www.marketresearch.com/product/display.asp?productid=1278025&xs=r State of Connecticut (2009, August 31). University class [Photograph]. Retrieved from http://www.osc.state.ct.us/public/events/oct2007/uconn.htm Statistics Canada. (2009, August 27). Back to school...by the numbers. Retrieved July 31, 2010, from http://www42.statcan.ca/smr08/smr08_131-eng.htm

Editor's Notes