2. T h e l e a r n i n g l a n d s c a p e i s e v o l v i n g - a n e w g e n e r a t i o n h a s e m e r g e d …
91%
69%
of teachers say ed tech allows them
to do much more than ever before
for their students.
of administrators say effective use of
ed tech is critical to their mission of
high student achievement.
50%
of students ages 10-18 go online for
homework help at least once a week.
75%
of students ages 5-7 regularly use
technology to play educational video
games.
65%
of teachers say ed tech allows them
to demonstrate something they
cannot show in any other way.
Sources: PBS Learning Media 2013 Survey and ISTE 2014
3. …in a global market worth $4.4 trillion…
Remote
Communities
Home
Schooling
Source: “Global e-Learning Report” , 2013 – IBIS Capital
4. … y e t t h i s n e w f r o n t i e r r e m a i n s r o o t e d i n t h e p a s t .
What
about
the
adventure?
Did
you
forget
that
we
learn
and
play
differently?
5. A n s w e r a b l e s i s a u n i f i e d e c o s y s t e m f o r m o d e r n e d u c a t i o n , e n a b l i n g
a u t h e n t i c l e a r n i n g e x p e r i e n c e s i n a 3 D v i r t u a l w o r l d .
A platform to enable 3D
game-based learning
6. A NEXED generation learning experience.
MARKETPLACE
APPS
SIMULATIONS
COURSES
TUTORING
WEB BROWSER
SOCIAL NETWORK
LIVE EVENTS
LEARNING GAMES CLASS PORTALS
7. A P l a t f o r m t o c o n n e c t t h e e d u c a t i o n e c o s y s t e m & p r o v i d e t h e
f r a m e w o r k r e q u i r e d t o m o b i l i z e f u t u r e 3 D G a m e - b a s e d L e a r n i n g .
Tutoring
Centres
Online Presence,
Curriculum Extensions
Developers
Distribution,
Monetization
Publishers
Gamification of
Curriculum Content
Content
Providers
Gamification of
Content
Parents
Reporting,
Communications
K-12
Students
Engaged Learning,
Immersive Play
Educators
Assessment,
Marketplace
Schools
Integrated LMS
e c o s y s t em
Administration
8. A n s w e r a b l e s w i l l g o b e y o n d e n a b l i n g g a m e - b a s e d l e a r n i n g c o n t e n t f o r
S . T . E . M . - T h e p o s s i b i l i t i e s a r e v i r t u a l l y l i m i t l e s s .
InteracCve
FicCon
ecosystem
CreaCve
WriCng
Finance
Decision
Making
Leadership
Fine
Arts
ESL
?
9. W e ’ r e p o w e r i n g u p t o t a k e l e a r n i n g m a n a g e m e n t t o a n e w l e v e l .
Phase I
Create an award winning brand
Develop a unified/scalable learning ecosystem
Case studies to explore local/international markets
Develop go-to-market strategy
Licensing/subscriptions targeting private learning sector
Simulation/course creation and ‘world editor’
Phase 3
Phase 2
Phase 3
Licensing/subscriptions targeting public learning sector
Aligning with digital content, service and outreach providers
Phase 4
3D Learning Simulations Marketplace
10. A p l a t f o r m u n l i k e a n y t h i n g t h e e - l e a r n i n g w o r l d h a s e v e r s e e n .
LMS
Social
Network
Badges
Immersive
Level
Editor
Assessment
AnalyCcs
Content
Marketplace
Learning
Marketplace
Web
Browser
Content
Manager
API
IntegraCon
Tin
Can
API
Enterprise
EdiCon
11. G A M E O N ! J
Contact us at hello@nexed.com
Patrick
McKenna
Developer
Ninja
Mark
Wu
Co-‐founder/CEO
Peter
Cameron
Co-‐founder/COO