BUT THE TECHNOLOGY WE OFFER THEM AT SCHOOL… WELL, IT’S NOT BAD, BUT IT DOESN’T
QUITE COMPARE.
CONTACT: [email protected] FOR MORE INFO.
WHEN: 97% OF TEENAGERS PLAY GAMES
AND >40% OF TEENS HAVE SMART PHONES
SCHOOLS STILL SPEND:
COUNTLESS CLASS HOURS ON TESTING AND
BILLIONS OF DOLLARS ON TECHNOLOGY THAT RARELY ENGAGES, INSPIRES, OR SOLVES
KEY PAIN POINTS
CONTACT: [email protected] FOR MORE INFO.
WHAT IF:
KIDS COULD PLAY MOBILE GAMES THAT SIMULTANEOUSLY:
ASSESSED KNOWLEDGE MASTERY
TAUGHT KEY SKILLS SPARKED CURIOSITY
AND INFORMED TEACHERS OF STUDENT PROGRESS?
CONTACT: [email protected] FOR MORE INFO.
CIVIC GAMES WILL REALIZE THIS VISION… WITH A TEAM THAT IS READY TO LEAD
Joe Ballou (CEO): Expert on Gamification, Experienced Educator, Social Entrepreneur, Curriculum Developer, Problem Solver; 2+ years of R&D on venture
Jon Ng (CCO): Graphic Artist, Animator, Game Designer, Teacher, School Leader
Erik Roll (CTO): Seasoned Technologist, Innovator and Founder, Fluent Across Programming Languages, Cloud Computing; Passionate Father of High School Student
CONTACT: [email protected] FOR MORE INFO.
WHAT WE DO*
1. We’re building a platform to enable educational mobile games to embed assessment and serve analytics to teachers
2. We’re building original game titles to serve high needs, high impact subject areas
*Efficacy of all technology is heavily researched across scholarly literature in learning, curriculum, engagement, and is validated in our user testing.
CONTACT: [email protected] FOR MORE INFO.
PRODUCT 1: THE ASSESSMENT AND ANALYTICS PLATFORM
² Allows games to simultaneously measure and improve student learning
² Allows instructors to use games and data to personalize classroom instruction
CONTACT: [email protected] FOR MORE INFO.
PRODUCT 2: ONLINE/MOBILE MINI-GAMES
² Story-based adventures that orient learners to real world problems
² Embedded Assessment
CONTACT: [email protected] FOR MORE INFO.
REVENUE MODEL
EARLY TRACTION
1. Registered teachers in >50 schools 2. >4 schools paying clients 3. Positive Feedback on learning model
1. Paid Subscriptions to Analytics Dashboard (Teachers, Parents, Schools)
2. Monetization of Games (Paid Upgrades, Advertisements) 3. Custom Development for Enterprise Clients 4. (Long-term) Licensing of Backend Technology
CONTACT: [email protected] FOR MORE INFO.
COMPETITIVE ADVANTAGE
1. First to develop technology for embedded assessment in mobile games with analytics for instructors
2. Entering unsaturated social studies market, where there is room to establish brand awareness and expand laterally
ADDRESSABLE MARKET 1. $161MM Social Studies Digital Instructional Content (U.S.) 2. $3B K-12 Digital Instructional Content (U.S.) 3. $14B E-learning (Global)
CONTACT: [email protected] FOR MORE INFO.
SEEKING $750K SEED INVESTMENT SUMMARY USE OVER 12-18 MONTHS
Product Engineering and Design: 60% $450,000 Sales and Marketing: 13% $100,000 General and Administrative: 27% $200,000
Goals • Development of multi-player and social
capabilities • Concept development in 3D environment • Enhancement of adaptive learning
algorithms and recommendation engine • Expansion into new K-12 content areas • Expansion of user customization features • Development of strategic distribution
partnerships
CONTACT: [email protected] FOR MORE INFO.
CONTACT US TODAY TO DISCUSS OPPORTUNITIES FOR PARTNERSHIP
Email [email protected] Mention “Partnership” in the Subject Line We look forward to talking with you more about disrupting the broken modes of engagement in our education system today!
CONTACT: [email protected] FOR MORE INFO.