6. TG in numbers
- 10 employees (recruitment run happening for two
more)
- 5 co-founders
- 3 teachers
- 1 coder
- 1 lawyer
- 3500 schools, libraries, museums etc as customers
- 330 more joined last month
- $150k monthly licensing revenue from MinecraftEdu
and KerbalEdu
- no debts or VC money
- 2% revenue from de minimis -grants
- annual growth 100%<
15. Community
- Public channel
- in-house teachers
- Google group
- map library + scenario editor
- wiki
- Live
- #tgtour2014
- local events
- TG conference 2015??
16.
17. Rule 3 - ‘Ctrl - Alt - Del doesn’t make any sense’
(remove noise)
I’m serious.
Schools are a hard customer
Purchase decision from 3 months to four years by average.
Passive - routine driven purchases.
Let me rephrase this a bit later.
Why - koivisto paradox
Money from entertainment use?
Saturated markets - both actually
High chance to waste a lot of money and A LOT OF time
If you decide to deal directly with schools
Price ranges
Product - näkökulma
hinta -> impulssiostokset
jakelukanavat?
kustantajat
esiasennetut softat
oma verkkokauppa
esim steam ei ole lyönyt läpi kouluissa ollenkaan
drm politiikka (meillä ei mitään)
kaksi selkeää vaihtoehtoa - > helvetin kallis ja fokusoitunut ja kattava sovellus, neljä vuotta rahoihin - ostoprosessi saattaa kestää 6kk-12kk jopa yli Varaudu siihen, <-> vai volyymituote?
eu-projektit kalliille sovelluksille -> busineksen tako vaikeaa, harvoin tarjoilla kansainvälistymisrahaa ja myyntirahaa toteutuksen yhtydessä
Before making more ‘rules’, let’s think about what we really want to achieve here.
If you work with schools, you can be all about the money.
What type of change you are driving? What do you think the kids should know? How’s you perfect world?
And how are we going to do that -
sandbox, meaninfulness, crown authority, student participation, to digital citizenship
in-house opet - missionary, support, lean product development
publa - suora yhteys devareihin
tgtour - tarve
- microglobal - pakko luottaa yhtisöön, ei voi tehdä kaikkea itse eikä kahmia kaikkiamasseja :D
Do we need our approach? Is there demand for what we are able to deliver?
Usability features - some, of which we don’t necessarily pay attention to, but which annoy heavily
These are meant to compliment our ethos. What type of products we need so we can drive the change, what features?
Attitudes, publishers
- curriculum dots example
What type of product is not enough.
- calculus ramified - points
My hypothesis for the future of ramification -> feeling of progress, learning design
What if you just use schools as a canvoy to open the doors to parents?
- strong signal
- GOOD GAME A MUST! otherwise fail
makes sense with schools
services
pd
curriculum (maybe)
projects
afterschools
Nothing is more redicilious than people that claim to know everything about education but they don’t.
you may know how to sell to government people, but you may not know a flying squat about education
why I rant about education in events, is because I happen to know my stuff from the bottoms up and from the top down,
teacher does not equal to a good game designer. Take them in when you already have a game and don’t let them mess with that,
i don’t game design for a good reason
Opettajan näkökulma
kontrollin tunne
tulosten raportointi / assessment - vai fokus prosessissa, jota on hankala kuvantaa -> vaatii vahvaa panostusta eetospuoleen.
aloitusrutiini- tutoriaalit yms
kuinka kauan vaaditaan, että oppilaat pystyvät tavoitteellisesti käyttämään tuotetta ja sen perusominaisuuksia?
kerbal esimerkki + teknologiaintegraatio muihin alustoihin
oppilaiden oman aktiivisuuden hyödyntäminen -
olemassa olevan materiaalin hyödyntäminen - käytännössä opettajien on mahdotonta tehdä omaa materiaalia etenkään peliin, jotkut toki tekee -> jakamisalusta?
Schools have a tendency of … making stuff smell funny.