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Jennifer Groff
   VP of Learning &
Program Development
            jen@
  learninggamesnetwork.org
Foster improved design, production, and distribution of new games
informed by research in the learning sciences across a complete range
of subject areas from electrostatics to Shakespeare.

Identify existing and develop new best practice strategies and
activities, including teacher training resources, for the use of any
games that support informal and formal instruction.

Explore emerging business development opportunities to address
growing student and teacher demand for commercial and open tools
that support individual and collaborative learning in the 21st Century.
Through the informal
    activity of play, we
scaffold the concepts and
ideas that we will engage
 with formally in school…
        and in life.
How do we think about
  learning games?
They should engage players with
reasoning and processes relevant
to their studies.


They should engage players’
imaginations with places, events,
themes and ideas that matter.
The Four Freedoms
 Freedom   to Experiment
 Freedom   to Fail
 Freedom   of Identity
 Freedom   of Effort
Integrated Social Learning Environment
Learning Games:
   Learning Systems
Game Application
Teacher Training (Professional Development)
Teacher Support Materials
Teacher Community Management
Student Assessment and Evaluation
Student Incentives
Technical Support
What’s the business model?
 •   Value proposition
 •   Key offerings
 •   Targeted users
 •   Targeted paying customers (if different than users)
 •   Channel(s) used for reaching users/customers
 •   Cost structure
 •   Capital investment required
 •   Revenue streams
 •   Key assumptions
 •   Key risks and uncertainties
Public        Private
 Charter     Independent
 Magnet        Parochial
              Proprietary


      Individual
       Student
What’s the business model?
 •   Value proposition
 •   Key offerings
 •   Targeted users
 •   Targeted paying customers (if different than users)
 •   Channel(s) used for reaching users/customers
 •   Cost structure
 •   Capital investment required
 •   Revenue streams
 •   Key assumptions
 •   Key risks and uncertainties
Revenue Models
1.    Freemium -- content, service, or merchandizing
2.    Advertising supported
3.    Leads generation
4.    Micro- or disaggregated-payment based
5.    Institutional sales -- SAS (software as service model)
6.    Institutional sales -- bundled content publishing
7.    In-app sales (for mobile) 
8.    Policy/legislative mandates driven
9.    Public support (individual or institutional donations)
10.   Institutional supported (e.g OCW models)
Design Boost

• Developing a set of criteria for high-quality digital
 media and learning products
• Scouting talent and launching emerging innovators
• Intensive week-long workshops on learning-rich, user-
 centered product design, prototyping, and marketing
• Identifying and mentoring the most promising
 innovators for our Start-Up Accelerator
• Connecting innovators with the seed capital and
 strategic partners they need to go to market
• Evaluating the learning associated with products
Successful Learning
          Innovations
Create a good product--
                                 with the help of educators.

Get evidence.

Learn the culture in-which it will enter.

Study the market, do your homework, and make a strategy.

Be ready to hit a wall and revise that strategy.
Jennifer Groff
          jen@
learninggamesnetwork.org

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LGN - Education Market Overview

  • 1.
  • 2. Jennifer Groff VP of Learning & Program Development jen@ learninggamesnetwork.org
  • 3. Foster improved design, production, and distribution of new games informed by research in the learning sciences across a complete range of subject areas from electrostatics to Shakespeare. Identify existing and develop new best practice strategies and activities, including teacher training resources, for the use of any games that support informal and formal instruction. Explore emerging business development opportunities to address growing student and teacher demand for commercial and open tools that support individual and collaborative learning in the 21st Century.
  • 4. Through the informal activity of play, we scaffold the concepts and ideas that we will engage with formally in school… and in life.
  • 5. How do we think about learning games? They should engage players with reasoning and processes relevant to their studies. They should engage players’ imaginations with places, events, themes and ideas that matter.
  • 6. The Four Freedoms Freedom to Experiment Freedom to Fail Freedom of Identity Freedom of Effort
  • 7.
  • 8.
  • 9.
  • 10.
  • 11.
  • 12.
  • 13.
  • 14.
  • 15.
  • 16.
  • 17.
  • 19.
  • 20.
  • 21.
  • 22. Learning Games: Learning Systems Game Application Teacher Training (Professional Development) Teacher Support Materials Teacher Community Management Student Assessment and Evaluation Student Incentives Technical Support
  • 23.
  • 24. What’s the business model? • Value proposition • Key offerings • Targeted users • Targeted paying customers (if different than users) • Channel(s) used for reaching users/customers • Cost structure • Capital investment required • Revenue streams • Key assumptions • Key risks and uncertainties
  • 25. Public Private Charter Independent Magnet Parochial Proprietary Individual Student
  • 26. What’s the business model? • Value proposition • Key offerings • Targeted users • Targeted paying customers (if different than users) • Channel(s) used for reaching users/customers • Cost structure • Capital investment required • Revenue streams • Key assumptions • Key risks and uncertainties
  • 27. Revenue Models 1. Freemium -- content, service, or merchandizing 2. Advertising supported 3. Leads generation 4. Micro- or disaggregated-payment based 5. Institutional sales -- SAS (software as service model) 6. Institutional sales -- bundled content publishing 7. In-app sales (for mobile)  8. Policy/legislative mandates driven 9. Public support (individual or institutional donations) 10. Institutional supported (e.g OCW models)
  • 28.
  • 29.
  • 30.
  • 31.
  • 32.
  • 33.
  • 34. Design Boost • Developing a set of criteria for high-quality digital media and learning products • Scouting talent and launching emerging innovators • Intensive week-long workshops on learning-rich, user- centered product design, prototyping, and marketing • Identifying and mentoring the most promising innovators for our Start-Up Accelerator • Connecting innovators with the seed capital and strategic partners they need to go to market • Evaluating the learning associated with products
  • 35.
  • 36.
  • 37.
  • 38.
  • 39.
  • 40.
  • 41.
  • 42.
  • 43. Successful Learning Innovations Create a good product-- with the help of educators. Get evidence. Learn the culture in-which it will enter. Study the market, do your homework, and make a strategy. Be ready to hit a wall and revise that strategy.
  • 44. Jennifer Groff jen@ learninggamesnetwork.org