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Venturing to Construct
a
Digital Learning Ecosystem
Dr. James Bower Ph.D.
CEO Virtual Worlds IP, Inc.
What does the technology change?
1436
What does the technology change?
1605
1436
1986
• Leading educational virtual world since 1999.
• Target audience: 8 to 15 year olds.
• Over 100 educational games from ma...
Many Development Partners
1999 - continuing
1999 - continuing
DirectoroftheUnitedStatesPatentandTrademark
Officehasreceivedanapplicationforapatentforanew
andusefulinvention.Therequirem...
What to do?
 8,000,000 registered users worldwide
 Several thousand teachers
 100 sponsors
 180+ games and activities
...
2015
Real Learning / Classrooms / Homes
Multi $BB - TOUGH BUSINESS
‘Pain Points’ for educational system
 Social Emotional Wellbeing
 Real Learning (documented)
 Safety / Data Privacy
Sept. 2015
First VWIP Joint Venture
 Founded 1958
 50 States, 35 Countries
 1,200 employees
 Non profit
Real learning
 leader in pre-K-12 mathematics education
 systemic reform
 curriculum development
 professional development
 research
Safety / Data Privacy
Tools for Tailored Learning May Expose Students’
Personal Details
By NATASHA SINGER
AUG. 30, 2015
PRIVO (pronounced pry-vō)
• FTC Approved COPPA Safe Harbor
• All-in-one identity and consent management solution
• Childre...
Kid’s ‘ecosystem’
Kid’s ‘ecosystem’
Cool! Now I can be sure I’ve got a
strong password.
The
Strong Password Game
mickeymouse
bubblegum
cheetahsrcool
Hdig&mitf...
Masayoshi Son, CEO of SoftBank
Hey I like that game
Whyville Game Arcade
Virtual Wolrds IP Inc. Venturing to Construct a Digital Learning Ecosystem with Dr. James Bower PHD
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Virtual Wolrds IP Inc. Venturing to Construct a Digital Learning Ecosystem with Dr. James Bower PHD

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Collaborations and Partnerships in Virtual Worlds: Building a Digital Learning Ecosystem.

In a recent interview, Charlie Rose (PBS “The Charlie Rose Show”) asked Masayoshi Son, Softbank’s CEO and Chairman, about the future of business structures. Son responded: “joint ventures built on technology platforms”. In this presentation, Jim Bower will describe how 17 years research and development using the children’s virtual game-based learning world Whyville.net has established a foundation in Intellectual Property for a series of joint business ventures with for-profit and non-profit organizations to construct a broad based digital learning platform for both informal (home based) and formal (school based) education.

Speakers
Jim Bower, CEO, Virtual Worlds IP Inc.
Denise G. Tayloe, Co-Founder & CEO, PRIVO

Published in: Business
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Virtual Wolrds IP Inc. Venturing to Construct a Digital Learning Ecosystem with Dr. James Bower PHD

  1. 1. Venturing to Construct a Digital Learning Ecosystem Dr. James Bower Ph.D. CEO Virtual Worlds IP, Inc.
  2. 2. What does the technology change? 1436
  3. 3. What does the technology change? 1605 1436
  4. 4. 1986
  5. 5. • Leading educational virtual world since 1999. • Target audience: 8 to 15 year olds. • Over 100 educational games from math and science to art and civics. • Innovative, patented seamless multi-platform technology. • 80+ prestigious sponsors & partners. • Award winning, COPPA compliant, parent & teacher approved. Whyville Facts & Stats • 8 million registrants • 74% girls • 140 countries worldwide • 30+ min average visit length 1999
  6. 6. Many Development Partners
  7. 7. 1999 - continuing
  8. 8. 1999 - continuing
  9. 9. DirectoroftheUnitedStatesPatentandTrademark Officehasreceivedanapplicationforapatentforanew andusefulinvention.Therequirementsoflawhavebeen compliedwith,andithasbeendeterminedthatapatenton theinventionshallbegrantedunderlaw.Therefore,this UNITEDSTATESPATENT Grantstothepersonorpersonshavingtitletothispatentthe righttoexcludeothersfrommaking,using,sellingorimport- ingtheinventionthroughouttheUnitedStatesofAmericafor thetermofseventeenyears,ortwentyyearsiffiledonorafter June8,1995,fromthefilingdateofthispatent,subjecttothe paymentofmaintenancefeesasprovidedbylaw. WhatIsClaimedIs: April12,2011 DirectoroftheUnitedStatesPatentandTrademarkOfficeAttest December20,2001 1.Amethodinwhichapluralityofmembers interactswithinanimmersiveonlinecommunityhaving avatarvirtualobjects; GraphicalInteractive InterfaceForImmersive OnlineCommunities GRANTEDTOJAMESM.BOWER,MARKA.DINAN, UnitedStatesPatent -US7,925,703B2- JENNIFERYUN-MANSUN&ANNM.PICKARD,INVENTORS U.S. Patent # 7,925,703 The Numedeon Interactive Community Engine 2001 2012 issued - Cross platform - Middleware Agnostic - Low band width - Browser-based - No downloads
  10. 10. What to do?  8,000,000 registered users worldwide  Several thousand teachers  100 sponsors  180+ games and activities  30 years of R & D  Large deep IP - protected  Original focus and intention: learning
  11. 11. 2015
  12. 12. Real Learning / Classrooms / Homes Multi $BB - TOUGH BUSINESS
  13. 13. ‘Pain Points’ for educational system  Social Emotional Wellbeing  Real Learning (documented)  Safety / Data Privacy
  14. 14. Sept. 2015 First VWIP Joint Venture
  15. 15.  Founded 1958  50 States, 35 Countries  1,200 employees  Non profit Real learning
  16. 16.  leader in pre-K-12 mathematics education  systemic reform  curriculum development  professional development  research
  17. 17. Safety / Data Privacy Tools for Tailored Learning May Expose Students’ Personal Details By NATASHA SINGER AUG. 30, 2015
  18. 18. PRIVO (pronounced pry-vō) • FTC Approved COPPA Safe Harbor • All-in-one identity and consent management solution • Children’s on-line security (NIST / White House Initiative) • Fusion of risk reduction, easier access and parental convenience, thus enabling improved online engagement between brands and minors.
  19. 19. Kid’s ‘ecosystem’
  20. 20. Kid’s ‘ecosystem’
  21. 21. Cool! Now I can be sure I’ve got a strong password. The Strong Password Game mickeymouse bubblegum cheetahsrcool Hdig&mitfcy23bi mMn#mttbeap9 73?yhw# messi=king bf4ever!
  22. 22. Masayoshi Son, CEO of SoftBank
  23. 23. Hey I like that game Whyville Game Arcade

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