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PROJECT ECHO
UCLA ANDERSON SCHOOL OF MANAGEMENT
BUSINESS PLAN COMPETITION
Charter Oak High School
Team Members:
Hela Albitar Alexis Chacon
Kyle Dringenberg Hannah Tran
Margarita Garcia
Table of Contents
1.0- WHY RIPPLED? What is PBIS? Implementation of PBIS Increasing Popularity of PBIS The Need for and App to Compliment What is Rippled?
2.0- HOW IT WORKS Prototyping
Student Activation/Log In Teacher Activation/Log In Parent Activation/Log In 3.0-COMPETITION Competition Matrix Niche 4.0- INDUSTRY AND MARKET RESEARCH The Mobile App Industry Major App Markets and Educational Category The App Gap Top Educational/Edutainment Apps- Quantifying the App Gap Conclusion Market Research Student Survey Data Teacher Survey Data 5.0 TARGET MARKET Defining the Target Market 6.0- MARKETING PLAN Building Brand Equity Pre Launch Activities The Launch- August 2016
Continued Promotions SWOT Analysis
7.0- MANAGEMENT Organizational Structure Employees
Business Proposals 8.0- OPERATIONS 9.0- ACCOUNTING Startup Costs Funding Types of Monetization
App Store Placement Intellectual Property Trademark and Patent Pricing
Income Statement Sales Forecast 10.0 – APPENDIX COHS Behavior Matrix Sample PBIS Rewards List PBIS Data PBIS School List Screenshots Press Release Employee List Sample Contract Income Statement Sales Forecast 11.0 Resources
Executive Summary 1.0 Why Rippled? The idea behind Rippled was based on the PBIS (Positive Behavior Intervention and Support) program which is currently being implemented in thousands of schools nationwide and gaining popularity and momentum. The main framework of PBIS includes rewarding students for good behavior. Rippled provides a digitized way to execute this program at a secondary level, replacing the elementary system currently being used. Rippled gamifies the PBIS rewards system, creating an engaging and valuable platform for teachers, students, and parents. 2.0 How It Works The Rippled management system has three interfaces - teacher, student, and parent. The student creates a customized avatar and is able to monitor the coins rewarded, or taken away, in each class. The student can claim a reward or enter a raffle from a mobile or stationary device. The teacher is able to organize the avatars into a customized seating chart and give (or take away) coins as needed. Additionally, the teacher platform includes the ability to add individual notes for a student, post notifications for the entire class, and manage classroom rewards. Teachers can post a raffle, activate it, and randomly select a winner. All the while, parents can log in to track their students behavior, view rewards earned, and monitor comments from the teacher. 3.0 Competition and Matrix Since Rippled is a management system, it includes various features. Some of these features are currently offered in apps individually, but not packaged as a system. Thus, we compared Rippled to the top apps in all the categories offered from Rippled, including seating chart creators, classroom management apps, and edutainment apps (apps for education). Rippled has created a niche in the secondary market, gamifying the behavior rewards system. There is no other option on the market that offers all the features available in Rippled. 4.0 Industry & Market Analysis The use of mobile apps and mobile devices continues to increase. The education category dominates the app market – ranking first in the Google Play store and third in Apple’s App store. However, it is mostly dominated by apps targeting the elementary market and very few exist for secondary students, Jr. High and High School. Rippled was designed for the teenage market. The idea was quantified by administering two surveys on campus. The data showed that both teachers and students agreed that the current implementation of PBIS is very juvenile and more appropriate for primary grades. They agreed a digital, mobile app system would be more engaging, beneficial, and useful - and the majority said they are willing and ready to try it out and apply it in the classrooms. 5.0 Target Market The target market is segmented into three phases - a progressive approach to systematically reach over 20,000 sites nationwide. In phase one, Rippled will target all secondary schools/districts currently implementing the PBIS system within a 20 mile radius of the headquarters in Covina, Ca. In phase 2, the market will expand to the entire state, including over 800 schools. In Phase 3, the focus expands eastward, covering the rest of the nation. This approach will allow for a focused and intentional effort and the ability to work with the customer toward a successful implementation and promote positive feedback and reviews. 6.0 Marketing Plan Rippled is scheduled to go to market in August 2016. A press kit will be sent to all sites within the initial target market, including flyers and business cards to help generate interest. Social media and word of mouth will be the main focus of promotion along with attendance at the annual CUE technology conference. 7.0 Operations Schools will contract with Rippled on an individual basis, due to the fact that the pricing is relative to the school size. Once a contract is in place, the school will receive their access codes for the parent and students to begin activating their accounts. A simple form will be given to the school to hand out to assist with this process. Teachers will activate their accounts by using their school ID generated from their school’s grade system. The Rippled sales team will go over the process with the leadership at the site/district to ensure successful implementation at the school sites. Rippled will continue to communicate with contracted schools on a quarterly basis and renew contracts on a yearly basis. 8.0 Management Rippled was created by the Business Academy students at Charter Oak High School. The class is divided into five departments with an executive running the team and a class CEO managing overall operations.
9.0 Accounting The startup costs are roughly $60,000, with a majority of the funds used for development. Funding will be gathered from three sources, initial investors, crowdfunding, and participation in startup accelerator events. Rippled will cost $2.00 per student, plus a $400 startup fee. Sales were forecasted to accommodate the seasonal nature of the school year and thus fluctuate on a monthly basis. Operating expenses are minimal, except for the ongoing cost to maintain the software and database. Overall, total revenue projected for Year 1 is about $115,000.00 with a total profit of $75,000.
1.0 Why Rippled?
1.0 Why Rippled?
Before we describe the details of the app, Rippled, it is important to understand the premise of the concept. Thus, it is imperative to define the acronym PBIS and explain how it relates to the inception of Rippled.
1.1 What is PBIS?
In the past, school-wide discipline has focused mainly on reacting to specific student misbehaviors by implementing punishment-based strategies including reprimands, loss of privileges, office referrals, suspensions, and expulsions. On the contrary, studies show that teaching behavioral expectations and rewarding students for following them is a much more positive proactive approach than waiting for misbehavior to occur before responding. Thus, the purpose of school-wide PBIS is to establish a climate in which appropriate behavior is the norm.
PBIS stands for Positive Behavior Interventions and Supports and is a program currently being implemented nationwide in thousands of schools. The program encourages limiting suspensions and other harsh disciplinary measures in favor of positive intervention and reinforcement. It recognizes students following school wide behavior expectations and acknowledges and rewards that positive behavior by handing out tangible “reward tickets” to deserving students which can be redeemed for a myriad of items determined by the school site. Disruptive students are provided support through three levels of intervention (primary, secondary, and tertiary). Each level becomes more individual and involved, allowing schools to document progress before immediately inflicting expulsions/suspensions. In this way, students can see improvement rather than continuous punishment. Ultimately, the PBIS system is designed to enhance the school culture and improve the climate and environment by providing a contagious spirit for positive behaviors.
1.2 Implementation of PBIS
Schools undergo a process to implement the PBIS program. A school site team comprised of school officials, administrators, and/or teachers are required to attend a training seminar to learn about the program and identify basic rules for implementation. Clear goals for the students and their behavior is established, creating a “matrix” of expectations for the school. A system of rewards and interventions is also determined by the PBIS team. Then, the rules and regulations are introduced to the students and staff, so consistency among every class and area of the school is important. The implementation varies from school to school. Overall, the PBIS system provides the foundation and framework, while the schools implement it based on their individual needs.
For example, at our school, Charter Oak High School in Covina, Ca, PBIS was launched this past January. The matrix of expected behaviors was established, shared with students, and posted around school (see Appendix 10.1 - COHS Behavior Matrix). Charter Oak decided to utilize “Bolt Bucks” to recognize student behavior. Bolt Bucks are handed out all around campus by teachers, counselors, proctors, clerical staff, administrators, etc. The Bolt Bucks can
Sample Bolt Buck
be redeemed for various rewards determined by the PBIS team. (Appendix 10.2 - Sample PBIS Weekly Rewards List)
a. Types of rewarded behavior:
-Participation/attentiveness in class -Respect Property
-Throw away trash -Use appropriate language
-Use computer and internet responsibly -Stay on Task/Assist a peer
-Arrive on time to school -Report inappropriate behavior
b. What can you get with your bolt bucks?
Students can redeem Bolt Bucks for various rewards, including school wide raffles or specified rewards organized by classroom. Students place a desired amount of tickets in school wide raffle or simply pay for priced items. The raffle is completed every Friday at lunch in the Quad. Individual classroom raffles are maintained by the teacher. Each teacher creates rewards that are beneficial to his/her students.
c. School Wide Rewards Offered:
-Prom/ homecoming ticket
-Junior lunch pass
-Grad night tickets
-Theme park tickets
-Personal parking stall in the parking lot
d. Classroom Rewards Offered:
-Homework pass
-Extra Credit
-Gift Card
*Teachers are permitted to raffle or reward any prize within the class
1.3 Increasing Popularity of PBIS
Over 20,000 schools are currently engaged in the adoption of PBIS (see Figure 1), a 150% increase from 2008 when there was roughly 8,000 schools (see Appendix 10.3 - PBIS data 2008). All 50 states, including Guam and Washington DC report some Figure 1: Annual total of schools using PBIS
level of implementation (see Figure 2). Thirteen states are using the PBIS system in at least 600 schools, nine of those are implementing the program in over 1,000 schools. Every year since 2000 the number of schools participating has increased.
Additionally, assembly bill AB-1729 was approved by Jerry Brown on September 21, 2012, supporting and requiring a progressive behavior model (PBIS) to be used in education. The bill states, The Assembly Bill AB-1729, under the Pupil rights: suspension or expulsion: alternatives and other means of correction; expands school administrator authority to use alternative means of discipline before suspending or expelling students, including, but not limited to, counseling and an anger management program, for a pupil subject to discipline under this provision.” The PBIS program supports this bill by limiting suspensions and other harsh disciplinary measures in favor of positive intervention and reinforcement, using alternatives to suspension that are age appropriate and designed to address and correct the student's specific misbehavior and requiring suspension to be imposed only when alternative means of correction are not successful. Since the bill was signed, approximately 4,000 more schools began implementing the program. Schools are now required to show/prove how alternative means of discipline is being implemented and PBIS is the easy solution. Thus, the number of schools participating is expected to increase which increases potential revenue.
1.4 The Need for an App to Compliment
In order to implement the PBIS system schools must create a reward system, like the Bolt Bucks used at Charter Oak. This task is timely and laborious and seems to fit in better with elementary audiences. However, handing teenagers Bolt Bucks seems juvenile to both the students and the teachers. The concept is well liked and has proven to be well received by all stakeholders, but the need for a more mature, streamline system would benefit all secondary schools attempting to implement the program.
Figure 2: Statewide number of schools using PBIS
Currently, the only software available to implement PBIS is called PBIS Rewards and requires students to wear ID tags with lanyards throughout the school day to be scanned (with a required device) to distribute rewards. This system creates more work for the teacher and staff, is expensive to implement, and not surprisingly, the students are not excited about wearing ID tags all day.
Another, more popular app available for teachers to distribute behavior rewards is called Class Dojo. However, this app is designed specifically for the primary market, using monster avatars and a teacher platform that is not beneficial to the secondary teacher. Additionally, Class Dojo does not allow rewards and merely tracks the student's behavior. Thus, in order to implement the PBIS system as required, the Class Dojo app does not provide the necessary tools.
1.5 What is Rippled?
Rippled is a simple, user friendly, web based app, designed specifically for secondary teachers and students. It provides a digital platform to assist with the implementation of the PBIS behavior management system, removing the tedious and elementary concept of handing out paper money, while keeping the teenage market engaged and encouraged to participate in the program. Rippled keeps the teacher, students, and parents connected, improving and encouraging communication.
Teachers, students, and parents simply activate their account by entering the activation code provided by the school. Upon activation, students are prompted to create a customized avatar character. The interface for the student is a simple, single screen, showing a class list and points (or coins) accumulated in each class, any notifications from the teacher, and a rewards button that can be activated only by the teacher. The teacher is able to customize a seating chart and view the avatars of students as they log into the system. The teacher can make individual comments using digital notes, post notifications for the whole class, or give coins/take away coins for student behavior. At any point, the teacher can activate a raffle button to offer class rewards. Students decide how many coins they want to put into the raffle, and the teacher raffles a reward. The more points a student has, the better chance to obtain a reward. Additionally, parents will receive invitations to join so all recorded behaviors can be observed by the parent/guardian. This system provides a virtual, age appropriate PBIS system that both the teacher and student will enjoy.
Rippled is priced as an annual subscription, $400 for startup and $2.00 per student, targeting all schools implementing the PBIS system. The details of the app features and functionality is described in Section 2.0.
2.0 How It Works
2.1 Prototyping The “JustInMinds” online prototyping tool was used to create the mind map and wireframes for
the development of the app system. There is a set of prototype images for each user – teacher,
student, and parent. The images portray the “if – then” relationship in regards to the
functionality. For example, IF you click on “Activate,” THEN what happens? Each screen is
detailed in the following section to help define the user interface.
2.2 Student Activation/Log In
2.3 Teacher Activation/Log In
2.4 Parent Activation/Log In
3.0 Competition
3.0 Competition
So, how does Rippled size up against the competition? Rippled offers many features bundled into the management system, whereas, competing products offer these features separately. Thus, any app that features a seating chart creator, classroom management system, or gamified education component, fondly known as “edutainment” can be considered competition. The top apps in these categories are detailed below.
Top 5 Seating Chart Apps
NAME FEATURES COST
All Here Attendance, Reminder Alarms, Memory game $0.99
Seat Charter Student Photos, Graphics for seats, Randomize, Export options
$2.99
Be Seated Create Classroom Roster with name, photos, and seating assignments
FREE
Teacher Kit Personal Organizer for teachers, handle classes and students, tracks attendance, students grades, and behavior
FREE
Smart Seat Create seating charts, record and export attendance, PDF’s to give to substitutes, export student records through e-mail
$4.99
Top Classroom Management Apps
NAME FEATURES COST
Class Dojo Teachers can gather data on behavior on students, Behavior options of positive and negative, teachers can add behavior options to the list
FREE
Remind Sends text messages through your parents or students phone, Reminds you of upcoming events, Reminds you about homework assignments and last minute activities
FREE
PBIS Rewards Continuously rewarding students for meeting behavior Quote
expectations, Scans student ID cards, Assists schools in the area of primary prevention
Needed
Teacher Assistant
Communicate with your staff, parents, also tracks students behavior
$5.99
HERO
Top Games
NAME FEATURES COST
Plickers Poll class for free without need of student devices, Give students a card and use your iPhone to scan them to do instant checks- for-understanding
FREE
Kahoot! Learning platform that makes it fun to learn any subject, in any language, on any device
FREE
Socrative Instant feedback, reports, engage with any students on any device or browser, and personalized your content, answers formative questions in a variety of formats such as quizzes, and quick question polls,
FREE
3.1 Competition Matrix
Apps Seating chart
Low price
For Teacher/ Student/Parent
Record Notes Online for Students
For Secondary Market
Behavior Rewards
Rewards Capability
Rippled
Kahoot
PBIS
All here
Class Dojo
Socrative
Plickers
Be Seated
Teacher kit
Smart Seat
Seat Charter
Remind
Teacher Assistant
3.2 Niche
Overall, some of the apps listed offer valuable tools for the classroom and could be used in
addition to the Rippled app and compliment the classroom routine. Rippled doesn’t replace every
app on the market, but it does provide a sound solution for the target audience and fulfills a
unique purpose. There is no need to use a separate seating chart app, a separate tool to record
daily notes for students, or a separate tool to manage classroom communication. In addition, by
offering the behavior and rewards component – Rippled is the only one on the market. Class Dojo
offers a behavioral component, but it is designed for elementary students and the philosophy of
the app is the opposite. Class Dojo does not believe in rewarding students for behaviors, so that
component does not exist. The PBIS Rewards app, is extremely tedious, requires purchasing of
hardware and training of staff, and requires students to walk around at all times with an ID
around their neck – just not a feasible situation. All in all, Rippled is the only app that successfully
implements the PBIS ideology, at an affordable price, for the secondary market, with a simple
user friendly interface designed to easily communicate with the student and parent.
4.0 Industry Analysis
& Market Research
4.0 Industry and Market research
4.1 The Mobile App Industry
For the first time, as of early 2014, consumers are spending more time engaged with mobile devices and apps than with desktop web platforms (see Figure 1). In fact, studies have shown 85% of people prefer native mobile apps to websites. Additionally, global app revenue is expected to grow over 75% from 43.37 billion to 76.52 billion in 2017.
Overall consumer engagement with technology is also increasing, noted in the following facts: ➔ 1 in 5 people in the world own a smartphone ➔ 1 in 17 people in the world own a tablet ➔ 224 million monthly active app users in the US ➔ Amount of time spent on apps has increased by 21% since last year
4.2 Major App Markets and the Educational Category
There are three main platforms in the app market, including Apple’s Appstore, Google’s Play Store, and the Amazon App Store. All platforms continue to report growth in the number of apps available and the educational category plays a major role in each. (Figure 2: Percent of Apps in Each Market)
Amazon App Store: Includes 400,000 apps available, increasing 100,000 from just last year. Amazon contains 33,994 educational apps, comprising 8.5% of total apps provided.
Play Store: Includes 1.6 million apps, surpassing Apple’s App Store. As of February 2016, the top rated category is Education (making up roughly 10% of all apps), followed by Lifestyle, Entertainment, and Business. Google Play has 157,304 total education based apps, over 130,000 of those are free, and roughly 26,000 are paid apps. (See Figure 3 below).
Figure 2: Desktop vs. Mobile Usage
8.50%
10%
9.44%
7.50%
8.00%
8.50%
9.00%
9.50%
10.00%
10.50%
Amazon Apple Google
PER
CEN
T
APP MARKET
Percent Of Educational AppsCompared to all Apps offered
Figure 2: Percent of Educational Apps offered in Each Market
Apple App Store: On average there are 138 apps being added every day and 25,000 to 30,000 apps added every month, for a total of roughly 1.5 million apps available. Education is the third most popular category, with a 9.44% share, preceded by Games at 22.49% and Business at 10.38%. (See Figure 4 below.)
Overall, educational apps have a profound presence in all three major app markets, and continue to flood the market, increasing in recent years due to the rapid growth in the ownership and use of mobile and tablet devices in an educational context.
Figure 3: Top Google Play Categories
Figure 4: Top Apple App Store Categories
4.3 The App Gap
Although education is one of the most popular app categories, the target market for those apps is usually toddlers and elementary age kids, presenting an “app gap,” and the need for more age appropriate apps targeting the secondary market, including Jr. High and High School aged students. In fact:
● Over 80% of the top selling paid apps in the Education category of the iTunes Store target children.
● In 2009, almost half (47%) of the top selling apps targeted preschool or elementary aged children. Today, that number has increased to almost three-quarters (72%).
● Apps for toddlers/preschoolers are the most popular age category (58%), and experienced the greatest growth (23%)
● General early learning is the most popular subject/content (47%)
4.4 Top Educational/Edutainment Apps - Quantifying the App Gap
Listed below is the top educational apps offered in each of the three main platforms. As you can see, most of the apps target a young audience and while there is a few developed specifically for the teenage market, none have similar features to the proposed Rippled App.
Top Education Apps
Google Play Audience Apple App Store Audience Amazon App Store
Audience
1 Duolingo Primary Itunes U
Primary/ Secondary
Spelling City Secondary
2 PBS Kids Primary Photomath
Primary/ Secondary
Learn Spanish for Beginners
Primary
3 ABC Mouse.com
Primary Quizlet Primary/ Secondary
Left vs. Right Primary
4 ClassDojo Primary Google Classroom Secondary
Hooked on Phonics
Primary
5 Photomath Primary Duolingo Primary
Math Multiplication Trainer
Primary/ Secondary
4.5 Conclusion Overall, with the app industry rapidly growing, the potential in this market is evident and
limitless. The education category is a predominant sector on all three platforms. However, the
amount of apps registered that target the teenage market is severely lower than those created
for the toddler/elementary market. This target audience (teens) has immense potential with an
estimated 92% of teens constantly online during their daily activities. Furthermore, experts
believe that the, “future of mobile is in this demographics’ hands.” (Source: supersonic.com)
76%
24%
Would you be more likely to be engaged in the PBIS system if it was presented in
a mobile app?
A digital systemwould definitelybe morepreferrable andengaging
I would notprefer the digitalsystem describedabove
4.6 Market Research
In order to quantify the Rippled concept, it was necessary to survey students and staff currently
using PBIS. The focus of the survey was not to find out whether or not participants enjoyed the
PBIS philosophy, but to verify a proper method of implementation. Two surveys were dispersed
at Charter Oak High School, one for the teachers and one for the students. The results were
anonymously collected using Google Forms to promote honest, unbiased answers. In total, there
were 455 students of all grade levels polled out of 1,500 - 30% of the total population. Out of the
455 survey participants, 60 were 9th graders, 85 were 10th, 101 were 11th, and 209 were 12th.
There were 45 teacher surveys taken out of 68 – roughly 66% of the teaching staff. The results
are detailed below.
4.7 Student Survey Data
Question #1
Question #2
6085
101
209
9TH 10TH 11TH 12TH
Nu
mb
er
of
Stu
de
nts
What grade are you currently in?
71%
29%
How do you feel about the "bolt bucks" system?
I enjoy rewarding positivebehaviors, howeverhanding out the "BoltBucks" seems a bitelementary and not ageappropriate
I like handing out the "BoltBucks" and don't think weneed an alternativesystem to acknowledgepositive behavior
Question #3
In conclusion and as revealed by the survey data shown above, most students would prefer an alternative to the behavior reward system (PBIS). Responses concluded that 76% of students would be more likely to engage in the new PBIS program if it was presented in a mobile app platform (See Question #2). When asked how Students felt about the “bolt bucks” manual hand-out, 86% of students stated they were very enthusiastic about collecting the reward money, but did agree that the concept is a bit juvenile. In other words, they would be open to a digital reward system. (See Question #3). 4.8 Teacher Survey Data
Question #1
86%
14%
How do you feel about the "bolt bucks"being passed out for positive behavior?
I like collecting "boltbucks" to earnrewards, howeverthe paper moneyseems a bitjuvenile/elementary(for younger kids)
I like collecting the"bolt bucks," I feel itis age appropriateand wouldn'tsuggest to change it
Question #2
Question #3
Of the staff surveys, 71% of teachers believe that handing out “bolt bucks” is indeed elementary
and not considered age appropriate for secondary educated students (See Question #1). More
than half concurred that a digital platform or mobile app would be more beneficial and useful in
engaging and encouraging students (See Question #2). Also, 62% of teachers were open to trying
out and implementing a digital PBIS program in their classrooms, while only 38% still prefer
handing out “bolt Bucks” manually (See Question #3). In conclusion and as marked in the survey
illustrated above, a digital platform for the new positive behavior program implemented in
schools today would be encouraged and well supported.
62%
38%
Would you be more likely to implement a digital PBIS program in your classroom?
Yes, I would definitely liketo try it out
No, I still prefer "handingout" the bolt bucks
51%49%
What if there was a digital platform (mobile app) available to virtually hand out "Bolt Bucks"?
Yes, I believe a virtualsystem would be usefuland beneficial
No, I still would prefermanually handing out"bolt bucks"
5.0 Target Market
5.0 Target Market
5.1 Defining the Target Market
The Rippled management system was specifically created as a tool for schools implementing the
PBIS behavior management system. Thus, our target market includes any school using PBIS which
comprises over 20,000 school sites nationwide. To narrow it down, we will begin by specifically
targeting the secondary, teenage market, including Jr. High and High School campuses within a
20 mile radius of our headquarters. Within this defined area there are a total of 61 schools that
have implemented PBIS, 19 are High schools and 14 are Middle Schools. (Appendix 10.4 – PBIS
school list), this will be our initial focus. Then, we plan to branch out to all schools in California,
which includes 166
middle schools and 98
High Schools, a potential
market of 297 total within
California alone. This
group has the need and desire
for a more mature and streamline platform to implement the PBIS system as mentioned in
section 1.0. Geographically, Southern California schools will be the first target since they are the
closest proximity to our headquarters in Covina, Ca. Expansion will continue throughout the state
and eastward as popularity increases. Our marketing team will reach out to district level
personnel involved with technology or curriculum as well as school site administration - the
people responsible for the implementation of the app. Thus, the direct and indirect markets are
defined below.
Direct Indirect
- Initial Market: School officials/administrators on sites that implement PBIS within a 20 mile radius of Covina, Ca, specifically secondary school sites.
- Reaching out to all PBIS secondary/middle schools in California
- Eventually reaching all schools that implement the PBIS program nationwide, comprising over 20,000 possible school sites.
- Primary grades implementing PBIS that are tech savvy and see the need for a digital way to implement PBIS
- New school sites adding the PBIS system throughout the school year
- Teachers/staff requesting the implementation of PBIS and Rippled
Schools wihin 20
mile radius
All schools in California
All PBIS schools
nationwide
Progressive Target Market Strategy
6.0 Marketing Plan
6.0 Marketing Plan
6.1 Building Brand Equity
The name Rippled implies a continuous wave of motion,
just like a ripple effect that occurs when an object is
dropped into water. In this case, the ripple effect is a
symbol of the intent of the Rippled app. As students begin to demonstrate positive behavior,
hopefully others will be encouraged to do the same - creating a school wide ripple effect,
redefining the school culture and behavioral norms on campus. The “ed” was added to emphasize
the fact that it is an educational app and is further accentuated in the corporate logo (see Figure
1: Logo) with several colors filling in the “ed.” The rounded bubble font was chosen to portray a
fun, youthful, and age appropriate image that maintains a user friendly appeal for teachers and
students. The colors are soft but bright and pleasing to the eye, a nod to the primary color palette
reminiscent of the educational market. A simple black water drop hangs off the
“d,” completing the design and connecting the ripple effect concept. Overall,
the logo is simple and recognizable just like the app icon.
The app icon (see Figure 2: App Icon) is easily noticed by the oversized water
drop with blue lines around it representing ripples. The water drop is placed on
a colorful background that matches the palette used in the logo. Overall, the
logo and app icon create instant brand equity by defining the company with a professional,
simple, and well-designed image.
6.2 Pre Launch Activities
Rippledapp.net: A simple, user-friendly
website (www.Rippledapp.net) is
available to communicate all
information about Rippled. The site is
broken down into four sections
including, What is Rippled?, How it
Works, Images/screenshots of the app,
and a form to contact a sales
representative. There are also buttons
to activate a new account or sign in, just
like you see on the mobile platform. A
link on our website will direct you to the
app store to easily download our app.
(Appendix 10.5: Website Screenshots)
Social Media: We will be using two different sources of social media: Facebook and Twitter.
These two platforms are the most often used in the education sector at 77% and 45%. Facebook
and Twitter will help promote our app because social media attracts a tremendous amount of
Figure 2: App Icon
Figure 1: Logo
attention from our target market. Our Facebook will contain Q & A’s, as well as
informational videos to provide additional aid in order to
understand the process of our app. Twitter will communicate
information about the app, videos of users, and links to find out
more about the system.
Word of Mouth: Like any worthy app, “word of mouth” will play
a vital role in marketing our app. Once schools subscribe we will
encourage feedback on our social media accounts. Also, as long
as customers are pleased, school officials will share the experience and spread the word to local
schools.
Print Advertising: Flyers (shown to the right) will be distributed
to all schools within the initial target market. It is a postcard size,
glossy, full color mailer that will hopefully create interest and
intrigue – a teaser promoting the customer to log on to
rippledapp.net for more information. Additionally, business cards
(shown below) will accompany the flyers.
CUE – Technology Conference: In March, sales representatives
will attend the Computer Using Educators conference (CUE). This is the largest technology
conference for Education. Within the event, there is an Administrators venue, which is where
Rippled will be located. A workshop will be offered to showcase the product and a booth in the
tech fair will be set up to further showcase the features and usefulness of the system. The same
flyers and business cards will be passed out along
with traffic builders – pens and buttons.
Flyer: Front Side
Flyer: Back Side
Business Card: Front Side Business Card: Back Side
Beta Testing – Two – three months of beta testing will be conducted to ensure the functionality
and overall user experience. This will also allow Rippled to work our any kinks in the software
and make adjustments before presenting to the public.
6.3 The Launch - August 2016
The day of our launch is August 1st 2016. We plan to send out our press release (See Appendix
10.6- Press Release), flyers, and business cards to schools within our initial target market - schools
within a 20 mile radius that have implemented the PBIS system. An email blast will also be sent
to secondary administrative staff as well as district personnel. The email will include basic
information, contact information, and a link to the website. Sales representatives will also make
phone calls to schools proposing the significance and the beneficial elements of our app. When
our sales representatives contact the schools they will discuss if the school is interested in our
app. If they are interested we will then send out a team to meet with the school administration
and give a detailed presentation. Once all schools within the target audience have been
contacted, the scope and reach of the campaign will broaden to all schools within California and
eventually all schools implementing PBIS nationwide.
6.4. Continued Promotions
In order to continue effective marketing on our app we have decided to focus on a few key
factors. We want to draw more attention to our app so we will utilize App Store Optimization to
increase the ranking in the app store by implementing key words in our app description such as:
education, behavior, and classroom management. We will continue social media promotion using
Facebook and Twitter. Social Media is a vital element in marketing Rippled, and will be used to
promote events, display special features or discounts, and engage with our users. The website
will be maintained to provide positive customer service and respond to any additional needs
mentioned through customer feedback. Videos and pictures of people using our app will be
displayed on the website and pushed out through the social media channels as well.
Schools/districts that are part of the target audience will receive quarterly communication as a
follow up to initial conversations. New schools adding the PBIS system will also be added to the
list and the sales team will reach out with the various forms of communication.
6.5 SWOT Analysis
Press Release
MailersEmail Blast
Phone Calls
Social Media
Launch Day Promotional Tools
Strengths
Accessible to students
Useful to Schools
Fun to use
Easy to using
Encourages group involvement
Implements positive behavior
Many features
Offer more variety in app than competitors
Weaknesses
Not all students sign up
Not all students have access to electronics
Expensive to start up
Lack of tangible products
Hard to explain the app
Reliance on developer for technical needs
Opportunities
Encourage positive behavior implementation
Adapt system for needed/necessary changes
A small amount of competition
Expansion due to the continued focus in education on positive behavior
Threats
Competition from similar companies/ copycat brands
Risky venture
Costly to start up
Complications in the development process, technical problems
7.0 Management
7.0 Management
7.1 Organizational Structure
Rippled exists as an off campus business as part of the Business Management & Entrepreneurship
course; the senior capstone class within the Business Academy at Charter Oak High School. The
class is led by an elected CEO, which manages five departments including, Administration,
Accounting, Human Resources, Technology, and Marketing (see Organizational Chart below).
Each department is led by one executive, working with a team of employees to carry out various
tasks (See Appendix 10.7—Employee List). Every week, a memo is sent out by the CEO to the
entire class containing objectives and tasks that need to be completed to ensure smooth
operations and workflow. After the CEO reviews the list with the team, each group conducts a
department meeting and works together to create an agenda based on the responsibilities listed.
The lead of the department is responsible for creating the timeline and verifying that all jobs are
complete. The agenda is placed in the department binder along with all work completed by the
group. Teamwork is crucial and deadlines are vital to the success of the organization.
Organizational Chart
7.2 Employees
All employees completed a cover letter, resume, and job application in preparation for an
interview for a job within a chosen department. Students, or employees, qualified to partake in
this course by successfully completing an Accounting/Finance course and a
Marketing/Advertising course the previous year as a prerequisite for this opportunity. Group
interviews were conducted with a select panel of teachers, administrators, and business
partners. All students were then placed into assigned positions within the organization. There
are not set store hours since it is part of a class, so work is accomplished daily from 10:30-11:20
and continued during break, at lunch, after school, or at home as needed.
7.3 Business Proposals
Employees were placed in small groups to investigate trends and research possible business
opportunities. Each group proposed a business concept to the group. Then, the class voted for
the most valuable, realistic, and practical concept. Thus, Rippled was launched. Rippled is an
online management system and app specializing in implementation of positive behavior
recognition and rewards, focused on the secondary market. Each team (department) has spent
the school year investigating, researching, contacting and working with industry professionals
to bring the idea to life. At this point, we have a solid concept and with some startup up funds
and mentorship believe this idea can be a major player for all schools implementing PBIS.
8.0 Operations
8.0 Operations
As schools/districts respond to the promotions, conversations will be scheduled to price out the system for the school and a contract will be negotiated and signed. Each contract will we unique due to the number of students included (Appendix 10.8 – Sample Contract). Once the contract is signed the school will receive an activation code for their students and parents. Activating each account is simple. Teachers simply log on with their teacher ID from the school. Contracted sites will be given a short step by step instruction to assist with the process. See samples below. Rippled verifies that the contracted site is comfortable with the set up and implementation process. Customer Service is available 24/7 for support via phone, email, website, and social media. After a year, the contract will need to be renewed to continue service.
Step 1:
Rippled promotional
strategy is launced to
reach out to the target
market
Step 2: Conversation withe school site/district
regarding the pricing and
features and impementation of the system
Step 3:Customized
contract created and
signed by the customer,
access codes assigned
Step 4: Contracts renewed annually
Rippled: Student Activation
Instructions:
1. Visit www.rippledapp.net 2. Either log-in to an existing account or
click “sign up”, then enter your student ID, birthdate, and activation code.
3. Enter your email, and create a password where you can log back in.
4. This will link you to your account where you can customize your avatar.
Rippled: Parent Activation
Instructions:
1. Visit www.rippledapp.net 2. Either log in to an existing account
or click “sign up”, then enter your parent code and your child’s ID#.
3. Enter your name, email, and create a password.
AX7203 VZ10243
Process for Contracting
9.0 Accounting
9.0 Accounting
9.1 Startup Costs
Most of the startup costs associated with the creation of Rippled are related to the development and maintenance of the software and website. A server is necessary to host the data. The Amazon EC2-M4 Large Hosting service will accommodate this need at a yearly fee of $2,414. The domain name rippledapp.net was purchased from GoDaddy.com for $12.17 – this will be a yearly cost. In order to promote Rippled, $500 towards promotion is budgeted for print ads, branded shirts, postage, and traffic builders. Promotion is a minimal cost since most of the marketing strategy includes social media, email, and word of mouth. There is also a minimal fee to post the app in the three main app stores. The Apple store has a yearly fee of $99, The Google Play store will charge $25, and the Amazon App store is free. For the front end website development and design we budgeted 60 hours at $40/hour based on a quote from eGood Marketing in Glendora, Ca. It is a complex site requiring professional development due to the advance features. The largest startup costs include UX/UI Implementation and Publishing with a fee of $20,000 and the App Back End Development with a fee of $25,000 - both are one time fees. These costs cover the coding and management of initial website and app development. In order to secure the brand, Rippled will also invest in intellectual property costs including a trademark, utility patent, provisional patent, non-provisional patent, and copyright. (Refer to 9.5 IP- Trademark and Patent for detailed pricing).
Start Up Costs
9.2 Funding
In order to raise the $60,000 of capital necessary to start the business, we have three options – loans/donations, crowdfunding, and participating in startup accelerator events.
Amount
Amazon EC2-M4 Large Hosting (yearly) 2,414.00$
App UX/UI Implementation and Publishing 20,000.00$
App Back End Development 25,000.00$
Website Fee 2,400.00$
Domain Name (yearly) 12.17$
Trademark 1,482.00$
Utility Patent 4,189.00$
Provisional Patent 361.50$
Non-Provisional Patent 4,030.00$
Copyright 189.00$
Promotion 500.00$
Google Play Store 25.00$
App Store (yearly) 99.00$
Total: 60,701.67$
Loans/Donations: Rippled will initiate fundraising by requesting loans or donations from family and friends or potential business partners. Crowdfunding: Crowdfunding will allow Rippled the opportunity to fund the project by raising many small amounts of money from a large number of people. We researched the most popular crowdfunding sites and the findings are detailed below:
Kickstarter All-or-Nothing funding (you only receive the money if your money goal is reached by a deadline), 5% fee, Amazon applies an additional 3-5% fee
Indiegogo 2 different types of funding: Flexible- you keep all funds raised even if goal is not met, 4% fee, additional 9% fee if goal is not reached but you keep the profits Fixed- contributions are refunded if you don’t meet your goal, 4% fee, if goal is not reached you get refunded There is also a 3% processing fee for credit cards plus a $25 wire fee
Appsfunder All-or-Nothing funding, when goal is reached you keep 80% of the milestone amount, remaining 20% is paid out when app is launched, Appsfunder keeps 8% success fee
GoFundMe No Deadlines, you keep all money earned, 5% fee from each donation, processing fee of 3% deducted from each donation
After reviewing our options, GoFundMe was determined to be the best option. It is simple, user friendly, and guarantees that we will keep our money without additional charges or fees. Tech Start Up Events: There are in increasing number of venture capitalists putting together unique events to allow tech startups to compete for funding, providing a competitive platform, where each participant vies for support to raise the capital necessary to begin the business. The most popular events are detailed below: 1. Imagine K12: Imaginek12 is a startup that helps companies innovate education technology. They have 81 tech startups, 170 funders, and $200 million raised. The Y Combinator is accepting applications for summer 2016 funding cycle, it will take place in Mountain View, CA from Jun-Aug 2016. Applications are due by 8pm (PT) March 24th. Imaginek12 invests through your startup from Y Combinator, they are combined and use Y Combinator for their startup investments.
2. Y Combinator: Y Combinator is a community of over 2,400 founders. They have funded over 1,000 startups. Y Combinator provides seed funding for startups. Seed funding is the earliest stage of venture funding. It pays your expenses while you’re getting started. Their goal is to get
you through the first phase. This means getting you to the point where you’ve built something impressive enough to raise money on a larger scale. Then they can introduce you to later stage investors. Twice a year they invest a small amount of money in a large number of startups. Their companies have a combined valuation of over $65B. To apply, submit your application online by 8 pm PT on March 24. Their headquarters is located in Mountain View California. Y Combinator has several events during each cycle. The prototype phase is the first two weeks. Then, there is a Demo Day, and followed by another event called Rehearsal Day. The day before Demo Day they do an event called Alumni Demo Day. They’ll invest $120k in your startup for a return of 7% of the company’s equity.
3. TechCrunch: TechCrunch is a technology media property dedicated to profiling startups, reviewing new Internet Products, and breaking tech news. Its network of websites now reach over 12 million unique visitors and draw more than 37 million page views per month. The TechCrunch community includes more than 2 million friends and followers on twitter, Facebook, LinkedIn, Google and other social media. The Crunchies is an award ceremony, which celebrates the most compelling startups, internet and technology innovations of the year. TechCrunch often creates a list of the top startups and the funding received. It is too late to apply now because the deadline was February 29th at 9:00pm. The event runs from May 9th-11th. This event, named Startup Battlefield, brings the world’s top early stage startups together on one stage to compete for the coveted Disrupt Cup, a $50,000 prize, and the attention of media and investors.
9.3 Types of Monetization
Before deciding on a revenue model for Rippled, many methods of monetization were researched. Below is a list of the top 10 ways apps can generate profit.
Revenue Options Paid Model- One of the most popular ways an app makes money. The app is just 99 cents, a great simple app that only costs a dollar. This model is common in app stores because it’s only a 99 cents! People are usually willing to pay 1 dollar for a quality app especially when it means no ads. This revenue model lately has been seen more often in apps today. Paid plus in-app Purchase In-app purchases are when you can go inside of an app and spend money on things within an app. This model means that you pay upfront as well. This model is used for games and interactive apps where you must pay to continue through the app or unlock more extras. This model isn’t the most common because it first starts you off paying for the app, but continues with more and more purchases. Free Plus In-App Purchases This is defined as making your app free and then offering in-app purchases within the app. Freemium is also very popular model used. This model is one of the most used, this benefits the owner to receive more starting downloads with the app being free. While app is still free the users can buy more lives, levels, boosters etc.… continuing their revenue stream with the more and more active users.
Free App with Advertising This model is also a common revenue model for app creators. This model allows for a quick stream of revenue from advertisers during the app. It works because the advertisements within the app are targeted towards the user. Allowing for so many advertisers will create the apps revenue really fast, but will tire out the user. The app created is meant to not last forever because the endless ads will “burn out” the user and eventually kill the app. Paid with Advertising This option isn’t the most used because once the app is paid for once the user doesn’t expect to see ads. Although the app will be making more money, it will not have the long lasting effect in the app store. Like the models with advertisements it will slowly die down because nobody wants to see a number of ads. Subscription can get people to pay a monthly rate or yearly subscription that will be charged to their credit card automatically. This can be very helpful because these monthly subscriptions keep billing until the user doesn’t want to use the app anymore. Promise the app maker that you will pay and use the app for that month. Free for limited time when making the app free for a limited time, it sends tons of users into the app so that you can create a big user base a specific way. Then can make it paid, do a targeted free campaign. This is a bit more on the “advanced” side because you need to have data and metrics. For example Anger birds, Alice’s Weather- Dress up! DayD Tower Rush, Choro & Robin adventures and many more. Cross- Promotion once you start making partnerships with the app world, one thing you can do is cross-promote each other's games. Cross-promotion is tricky. For example, a buyer purchasing a shirt may be shown a picture of a pair of pants that coordinate with the shirt, or a buyer of a computer program may receive an email offering a reduced price on a guide to using that program. A company can target buyers either during or after the purchasing process with suggestions on related products. Sponsorships are when companies will come in and they will pay to brand your app for them. A form marketing in which a corporation pays for all of some of the costs associated with a program in exchange for recognition. Corporations may have their logos and brand names displayed alongside of the organization undertaking the project or program, with specific mention that the corporation has provided funding. Conclusion The best revenue model for Rippled is the use of a subscription. The subscription will be marketed to schools and/or districts. Costs will include a $400 startup fee in addition to $2.00/each per student enrolled. This will create the best potential revenue and is aligned with other educational app software that is currently being marketed to school sites. In-app advertising, although a lucrative idea, will not be an option since schools are paying for the system and expect an ad free environment for their students.
9.4 App Store Placement Rippled will be available in the three main app platforms: Apple’s App Store, Amazon App Store, as well as the Google Play Store. The costs and process associated with each are detailed below. Google Play Store: The first step to success is to agree to the Google Play Developer distribution agreement. There is a minimal fee to submit the app of twenty five dollars which is a one-time fee as well as Google will require 30% of the profit for distribution an operating fees. Before the final submission the developer must first review the app and decide where the app will be offered. If the developer is planning on offering in app purchases the developer must create a Merchant account in the developer's country. After all criteria is met the app will be available to the public within two hours. IOS App Store: The Apple IOS Store is more complicated and difficult to submit an app. There is a yearly payment of $99 as well as Apple will require a 30% cut of the profits. There are also many other rules, regulations, as well as many steps to submit the app knowing the previously stated costs. Our app will be submitted to the app store under the organization of charter oak high school. This requires us as the developers to have A D-U-N-S® number as well as a legal entity status, along with a legal binding authority. Amazon App Store: For the amazon app store there are very little regulations, requirements, and fees. Amazon is free to submit an app but they will require 30 percent of the profits. To submit the app we must review and test the app before submission to make sure the functionality of the app is performing well. If the app passes the test performed by Amazon, our app will be posted within six days but may require more time depending on circumstances. 9.5 Intellectual Property- Trademark and Patent
To trademark the app logo, the word Rippled, and the graphic wording (Rippled) it would cost $219 with a $275 filing fee each for a total of $1,482. You can get a software patent, which is a type of utility patent, which will then protect systems, methods, and functions of the app. For example user-interface features, editing functions, compiling techniques, or program language translation methods. Legal Zoom offers a two-step process to file for a Utility Patent. Step 1 is for preliminary assessment and drawing, which is $699 and includes attorney consultation, technical illustrations, and optimal patent search. After completing step 1 you can start step 2 which is the Utility Patent and Application Filing, this costs $2400 plus a $1090 federal filing fee (Filing fee, utility patent search, and examination fee)and this includes a follow up consultation, preparation of the application, and electronic filing of the application; for a more in depth explanation on everything being received in step 1 and step 2 you can open this link. After 3 years of having a utility patent there is a $980 maintenance fee. Software patents are not allowed to be issued until at least one year after releasing your app to the market so what most people do is they file
for a provisional patent, which is valid for 1 year. This establishes your priority filing date with the USPTO and allows you to immediately start labeling your invention patent pending. This 1 year patent pending status allows app developers to see if the app is going to be a success; if it seems that way the developer can then file a non-provisional utility patent application this ensure that the filing date of the provisional patent remains as the official filing date of the patent application. Once the patent office receives the complete patent application they will place your application in a queue to be examined by a Patent Examiner. The cost for this is $199 plus filing fees which cost anywhere from $65-$260, depending on the entity type. The code that runs the software cannot be patented but can be copyrighted which costs $114 plus a $35-$55 filing fee. The time frame in which it would take for the trademarks, utility patent, copyright, Provisional and Non-Provisional Patent to be approved are listed on the chart below.
Legal zoom Cost Federal Filing Fee Processing wait time
Trademark $219 per item $275 per item 6 Months - 1 Year
Utility Patent $699 and $2400 $1090 36 Months - 3 Years
Provisional Patent $199 $65-$260 2-3 Days
Non-Provisional Patent $3,500 $530 8-10 Weeks
Copyright $144 $35-$55 8 -13 Months
9.6 Pricing
Rippled is based on a yearly subscription and contracted with each school site/district. Schools will buy as many subscriptions as they need depending on how many students they have enrolled at their school. Each subscription is $2 per student and the school will have a yearly maintenance fee of $400.
Student Subscriptions $2 each
Yearly Maintenance $400
9.7 Income Statement (Refer to Appendix 10.10)
Rippled collects revenue from student subscriptions and a yearly maintenance fee from each school it contracts with. Thus, the revenue from each order will depend on the size of the school. So, we used the average school size, about 1,400 students, in our projections. The number of subscription fluctuates due to the holidays and vacations associated with the school year (as defined further in the Sales Forecast). There is a short list of expenses due to the nature of the business and typical overhead is not required. A few of the costs are annual, which include the domain name and app store fees which only appear in month one. The database hosting fee is a yearly cost as well, however, we will contract on a monthly payment of $200 to assist with cash flow. Promotional costs are minimal, including a larger amount in month one to assist with the cost of launching the app and a small monthly fee of $100 was included for any related costs (postage, printing, etc.). The majority of the expense is to pay for the salary of the database manager with will cost roughly $3000 per month. Overall, expenses are expected to total between $3,000 - $4,000 per month. The operating profit fluctuates monthly due to the sales
figures. By the end of year one, total Operating Profit is projected to be just over $75,000 with an average operating margin of 65%. (Appendix 10.10 – Income Statement)
9.8 Income Potential and Valuation
There are over 20,000 contracted PBIS schools and counting – this includes, primary and secondary schools. Assuming only 15% are secondary schools and only 50% of those contract with Rippled. The potential sales is estimated at 4.8 Million.
Number of Schools 20,000
Number of Secondary Schools (15%) 3,000 schools
Projecting ½ Adopt the Rippled System 1,500 schools
Average Student Enrollment 1,400
1,400 * 1,500 = 2.1 M
$2.00 Per Student 2.1 M * 2 = 4.2 M
Plus $400 per school startup fee 1,500 * 400 = 600 K
Total Potential Valuation 4.8 M
9.8 Sales Forecast (Refer to Appendix 10.11)
A sales forecast was conducted to predict the amount of revenue expected in one fiscal year, including the student subscriptions and a yearly maintenance fee. August will be month one and sales will fluctuate due to the seasonality of the school year. Sales are expected to start slow, dip in December due to the winter break, and gain momentum at the beginning of the year and into the spring months (January – April). Sales will slow again towards the end of the school year (May), but will sustain over the summer since the administrators and district personnel are still at work, making decisions on programs to implement for the fall school year. By the end of year one, Rippled is projected to contract with 36 schools – 12% of the PBIS schools in California. (Appendix 10.11 – Sales Forecast)
10.0 Appendix
Appendix 10.1 - COHS Matrix
10.2 – Sample PBIS Rewards List
10.3 - PBIS data as of October 2008.
10.4 – PBIS School List
PBIS 40 23 15 9 9
yes Charter Oak USD
Charter Oak HS 75
no Covina Valley USD
Covina HS 54
Northview HS 59
South Hills HS 72
San Dimas does
Bonita USD
Bonita HS 78
San Dimas HS 75
no Azusa USD Azusa HS 64 Gladstone HS 52
no Glendora USD
Glendora HS 115
no
Los Angeles County Office of Education (LACOE)
International Polytechnic (iPoly) HS 23
no Pomona USD
Diamond Ranch HS 74
Ganesha HS 53
Garey HS 67
Pomona HS 66
no
West Covina USD
Edgewood HS 50
West Covina HS 118
5 elementary schools
Walnut Valley USD
Diamond Bar HS 128
Walnut HS 152
no Baldwin Park USD
Baldwin Park HS 76
Sierra Vista HS 84
no Rowland USD
Nogales HS 78
Rowland HS 103
no
Hacienda-La Puente USD
La Puente HS 66
Los Altos HS 91
Wilson HS 62
Workman HS 55
no Duarte USD
Duarte HS 59
no Bassett USD
Bassett HS 44
no Claremont USD
Claremont HS 88
no El Monte Union High
Arroyo HS 99
El Monte HS 81
Mountain View HS 45
South El Monte HS 61
Rosemead HS 55
no Monrovia USD
Monrovia HS 65
no
Chaffey Joint Union High
Alta Loma HS 75
Chaffey HS 90
Colony HS 63
Etiwanda HS 82
Los Osos HS 105
Montclair HS 83
Ontario HS 72
Rancho Cucamonga HS 80
no Chino Valley USD Ayala HS 63
Don Lugo HS 76
Chino HS 63
Chino Hills 78
no Arcadia USD
Arcadia HS 88
no Upland USD
Upland HS 92
At Elementary school
Brea-Olinda USD Brea HS 52
no Temple City USD
Temple City HS
no
Fullerton Joint Union High
Buena Park HS 49
Fullerton HS 55
La Habra HS 58
Sonora HS 49
Sunny Hills HS 61
Troy HS 72
yes Whitter Union High
California HS 121
La Serna HS 72
Pioneer HS 73
Santa Fe HS 69
Whitter HS 60
no El Rancho USD
El Rancho HS 119
2 elementary schools
Placentia-Yorba Linda USD
Elementary Dorado HS 74
Esperanza HS 47
Valencia HS 63
Yorba Linda HS 47
no
San Gabriel USD
Gabrielino HS 67
no Pasadena USD Blair HS 28
John Muir HS 60
Pasadena HS 56
no
San Marino USD
San Marino HS 48
no Alhambra USD
Alhambra HS 211
Mark Keppel HS 130
San Gabriel HS 61
yes
Norwalk-La Mirada USD
John H. Glenn HS 134
La Mirada HS 157
Norwalk HS 136
no Montebello USD
Bell Gardens HS 110
Montebello HS 85
Schurr HS 102
no
South Pasadena USD
South Pasadena HS 82
no Orange USD
Canyon HS 92
Villa Park HS 94
no
Los Angeles USD
Abraham Lincoln HS 80
Ben Franklin HS 64
East LA Performing Arts 21
Garfield HS 94
Woodrow Wilson HS 63
yes Anaheim Union High
Anaheim HS 118
Katella HS 91
Savanna HS 83
no Downey USD
Downey HS 128
Warren HS 134
no Corona-Norco USD
Eleanor Roosevelt HS 169
no La Canada USD
La Canada HS 74
10.5 Website Screenshot
10.6 – Press Release
Contact Hannah Tran
Telephone (626) 915-5841
Email [email protected]
Website www.rippledapp.net
FOR IMMEDIATE RELEASE August 1, 2016
RIPPLED LAUNCH Covina, California, August 1, 2016– Today is the launch of the Rippled classroom management
system. Rippled is a user friendly app, designed especially for the education market, and
increases communication between teachers, parents, and students.
Rippled gives teachers an extra hand in organizing their classroom into a digital space. Teachers
can log notes on individuals, send a group message, and log behavior points. Rippled drives the
students to achieve and promotes communication with the teacher. Students are entertained
by the gamified avatar that tracks their personal data and are encourage to gain coins to qualify
for classroom rewards and raffles. Overall, the app features a fun reward system for students as
well as supporting the educational environment.
Rippled enforces good behavior that will cause a “rippled effect.”
For more information please visit us at www.rippledapp.net.
10.7 – Employee List
First Name Last Name Position Email Phone # Birthday
ADMINSTRATION
Hannah Tran CEO [email protected] 6268233038 4/14/1998
Frankie Oddo COO [email protected] 6264845456 6/24/1998
Julia Limas Director of Administration [email protected] (626)209-3277 5/13/1998
Ines Casillas Director of Administration [email protected] (626)806-9841 4/6/1998
Claire Brammer Administration Assistant [email protected] (626)862-9698 6/25/1998
MARKETING
Alexis Chacon CMO [email protected] (626)806-8950 7/17/1998
Elder Chavez V.P. Marketing [email protected] 626-671-9168 6/1/1998
Miranda Zuniga Director of Marketing [email protected] (626)617-5140 10/3/1997
William Choplick Director of Art/Publication [email protected] (626)-991-4785 7/25/1997
Michelle Contreras Director of Art/Publication [email protected] (626)343-7072 12/9/1997
Molly Montell Director of Promotions/Events [email protected] 626-722-7306 12/17/1997
Brittney Franco Director of Promotions/Events [email protected] (626)383-7417 2/10/1998
ACCOUNTING
Margarita Garcia CFO [email protected] 6262578086 10/21/1998
Kylie Aldridge Director of Accounting [email protected] 626-824-2039 1/17/1998
Jake Rodriguez Branch Banker [email protected] (626)712-3089 10/13/1998
Anaissa Peralvillo Branch Banker [email protected] 626-664-3730 3/9/1998
Melissa Cerritos Payroll Specialist [email protected] (626) 384-8213 10/26/1998
Steven Plancey Payroll Specialist [email protected] (626)252-3227 11/21/1997
HUMAN RESOURCES
Hela Albitar V.P. of H.R. [email protected] 626-736-6999 3/25/1998
Lauren McMinn Director of H.R. [email protected] 626-633-2472 2/24/1998
Andrew Simpson Assistant [email protected] 626-818-6229 8/5/1998
Kassidy Fisher Assistant [email protected] 909-257-6591 4/17/1998
TECH
Isaiah Eiselstein CTO [email protected] 626-494-9641 2/22/1998
Kyle Dringenberg Director of Technology [email protected] 626-716-8347 2/9/1998
Johnny Coronel Sales Associate [email protected] 626-324-1665 8/4/1997
Robert Cruz Sales Associate [email protected] 626-485-9169 4/4/1998
10.8 Sample Contract
10.9 – Income Statement
Inco
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Octo
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,400.0
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:6,4
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$ 9,6
00.00
$ 6,4
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$ 6,4
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$ 3,2
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$ 12
,800.0
0$
19,20
0.00
$ 16
,000.0
0$
12,80
0.00
$ 6,4
00.00
$ 6,4
00.00
$ 9,6
00.00
$ 11
5,200
.00$
Expe
nses
:
Amaz
on EC
2-M
4 Lar
ge H
ostin
g20
0.00
$
200.0
0$
20
0.00
$
200.0
0$
20
0.00
$
200.0
0$
20
0.00
$
200.0
0$
20
0.00
$
200.0
0$
20
0.00
$
200.0
0$
2,4
00.00
$
Doma
in Na
me12
.17$
-
$
-
$
-
$
-
$
-
$
-$
-
$
-$
-
$
-
$
-
$
12.17
$
Prom
otion
500.0
0$
10
0.00
$
100.0
0$
10
0.00
$
100.0
0$
10
0.00
$
100.0
0$
10
0.00
$
100.0
0$
10
0.00
$
100.0
0$
10
0.00
$
1,600
.00$
App S
tore
Fee
99.00
$
-$
-$
-$
-$
-$
-
$
-$
-
$
-$
-$
-$
99
.00$
Data
base
Man
ager
/ Web
site M
ainte
nanc
e3,0
00.00
$ 3,0
00.00
$ 3,0
00.00
$ 3,0
00.00
$ 3,0
00.00
$ 3,0
00.00
$
3,000
.00$
3,0
00.00
$
3,000
.00$
3,0
00.00
$ 3,0
00.00
$ 3,0
00.00
$ 36
,000.0
0$
Tota
l Exp
ense
s3,8
11.17
$ 3,3
00.00
$ 3,3
00.00
$ 3,3
00.00
$ 3,3
00.00
$ 3,3
00.00
$
3,300
.00$
3,3
00.00
$
3,300
.00$
3,3
00.00
$ 3,3
00.00
$ 3,3
00.00
$ 40
,111.1
7$
Oper
atin
g Pro
fit/ (
Loss)
2,588
.83$
6,300
.00$
3,100
.00$
3,100
.00$
(100
.00)
$
9,500
.00$
15
,900.0
0$
12,70
0.00
$ 9,5
00.00
$
3,100
.00$
3,100
.00$
6,300
.00$
75,08
8.83
$
Oper
atin
g Mar
gin40
%66
%48
%48
%-3
%74
%83
%79
%74
%48
%48
%66
%65
%
10.10 – Sales Forecast
Augu
stSe
ptem
ber
Octo
ber
Nove
mbe
rDe
cem
ber
Janu
ary
Febr
uary
Mar
chAp
rilM
ayJu
neJu
ly
Annu
al
Tota
ls
Subs
cript
ions
2800
4200
2800
2800
1400
5600
8400
7000
5600
2800
2800
4200
5040
0
Sales
pric
e pe
r unit
2.00
2.00
2.00
2.00
2.00
2.00
2.00
2.00
2.00
2.00
2.00
2.00
Prod
uct 1
TOT
AL5,
600
8,40
05,
600
5,60
02,
800
11,2
0016
,800
14,0
0011
,200
5,60
05,
600
8,40
010
0,80
0
Year
ly Ma
inten
ance
(per
unit
)2
32
21
46
54
22
336
Sales
pric
e pe
r unit
400.
0040
0.00
400.
0040
0.00
400.
0040
0.00
400.
0040
0.00
400.
0040
0.00
400.
0040
0.00
Prod
uct 2
TOT
AL80
01,
200
800
800
400
1,60
02,
400
2,00
01,
600
800
800
1,20
014
,400
Mon
thly
tota
ls:
All P
rodu
cts
6,40
09,
600
6,40
06,
400
3,20
012
,800
19,2
0016
,000
12,8
006,
400
6,40
09,
600
115,
200
Expe
nses
3,811
.17$
3,300
.00$
3,3
00.00
$ 3,3
00.00
$ 3,3
00.00
$ 3,3
00.00
$ 3,3
00.00
$ 3,3
00.00
$ 3,3
00.00
$ 3,3
00.00
$ 3,3
00.00
$ 3,3
00.00
$ 40
,111
$
Net O
pera
ting
Prof
it2,5
89$
6,300
$
3,100
$
3,1
00$
(10
0)$
9,5
00$
15,90
0$
12,70
0$
9,500
$
3,1
00$
3,100
$
6,3
00$
75,08
8.83
12-m
onth
Sal
es F
orec
ast
12.0 Resources
Resources
Administration http://www.pbisworld.com/ http://www.pbiscaltac.org/pbis_schools.html https://www.pbis.org/blueprint/evaluation-briefs/implementation-across-us http://leginfo.legislature.ca.gov/faces/billNavClient.xhtml?bill_id=201120120AB1729
Accounting http://savvyapps.com/blog/how-much-does-app-cost-massive-review-pricing-budget-considerations http://www.bluecloudsolutions.com/blog/cost-develop-app/#design http://www.techrepublic.com/blog/software-engineer/app-store-fees-percentages-and-payouts-what-developers-need-to-know/ http://www.cheatsheet.com/technology/how-free-mobile-games-make-the-most-money.html/?a=viewall http://www.businessinsider.com/15-most-successful-app-companies-2014-6 https://www.quora.com/What-are-some-of-the-most-successful-mobile-apps-revenue-models http://mobiledevices.about.com/od/kindattentiondevelopers/a/Ios-App-Development-Cost-Of-Creating-An-Iphone-App.htm
https://developer.apple.com/support/compare-memberships/
http://www.pcworld.com/article/2933052/apple-frees-casual-ios-developers-of-membership-requirement.html
http://www.androidauthority.com/publishing-first-app-play-store-need-know-383572/
https://developer.apple.com/iad/
http://www.pcadvisor.co.uk/how-to/software/5-great-ways-make-money-from-free-apps-3513941/
http://www.techrepublic.com/blog/software-engineer/app-store-fees-percentages-and-payouts-what-developers-need-to-know/
http://wwwhttp://www.legalzoom.com/business/intellectual-property/trademark-registration-pricing.html
http://www.legalzoom.com/business/intellectual-property/utility-patent-overview.html
http://www.legalzoom.com/business/intellectual-property/design-patent-overview.html.bluecloudsolutions.com/blog/cost-develop-app/#devcost https://developer.amazon.com/appsandservices https://www.amazon.com/gp/help/customer/display.html?nodeId=1161240 https://developer.amazon.com/public/support/submitting-your-app https://developer.amazon.com/public/community/post/Tx3D619VJVL6NC1/Submitting-Apps-to-the-Amazon-Appstore-Developer-Portal https://developer.apple.com/programs/enroll/ https://developer.apple.com/library/ios/documentation/IDEs/Conceptual/AppDistributionGuide/SubmittingYourApp/SubmittingYourApp.html
Marketing https://dancounsell.com/articles/putting-together-an-app-press-kit http://downloads.edupristine.com/brochure/mobile_marketing_NEW.pdf http://www.imediaconnection.com/content/35176.asp#multiview http://ww w.entrepreneur.com/article/229305 http://www.entrepreneur.com/article/236477 http://savvyapps.com/blog/mobile-app-marketing-strategies-pre-launch http://www.imediaconnection.com/content/35176.asp#multiview http://buildfire.com/free-app-promotion/ http://heidicohen.com/21-ways-to-promote-your-mobile-app/ http://www.apptamin.com/blog/google-play-store-marketing/ Human Resources http://techcrunch.com/2012/01/19/apple-20000-education-ipad-apps-developed-1-5-million-devices-in-use-at-schools/ http://www.edcentral.org/new-framework-identify-truly-educational-apps/ http://www.forbes.com/sites/chuckjones/2013/12/11/apples-app-store-about-to-hit-1-million-apps/ http://www.thechocolatelabapps.com/downloads-app-store/ http://www.appbrain.com/stats/android-market-app-categories http://www.statista.com/statistics/270291/popular-categories-in-the-app-store/ http://ww2.kqed.org/mindshift/2012/01/18/explosive-growth-in-education-apps/ https://www.supersonic.com/blog/the-target-profiles-for-educational-apps/ Technology http://www.hongkiat.com/blog/classroom-management-tools/ http://www.insight.com/en_US/learn/content/17978735/managing-the-mayhem-10-apps-teachers-need-to-organize-their-day/ http://www.imaginek12.com/ https://www.ycombinator.com/ https://data.crunchbase.com/page/pricing https://www.classdojo.com/ https://www.remind.com/ http://www.teachersassistantpro.com/ Mentors Crystal Volpe, Jeff Stephanik, Joey Strycula: PBIS Team – Charter Oak High School, Covina CA Eric Martinez: Technology Director, COUSD, Covina CA Zack Swire: CEO, eGood – Glendora, CA Kyle Prough: Creative Director, eGood – Glendora, CA Phil Casarotte: Production and Product Manager, DBurns Design Corp.