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Brain based literacy and cognitive skill training that's fun!
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A Digital Game-Based Learning PlatformBuilt Upon Cognitive Science and Common Core Alignment
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• A large body of scientific research/literature supports the use of educational games as an effective and vital component of the learning process.
• The armed forces, medical schools, and civilian airlines have been using digital game-based learning for quite some time.
Educational Games
www.SKOlearning.com
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• Provide brain training and Literacy development
• Proven effective with over 50,000 studentsin > 100 schools– Qualitatively and quantitatively proven to be engaging– Scientifically proven to increase literacy and cognitive skills
• Developed by leading cognitive psychologists, educatorsand video game developers
• For Kindergarten through Middle School
Educational Games
3www.SKOlearning.com
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These state-of-the-art programs combine the latest research in contemporary cognitive-neuropsychology with sophisticated gaming theory. Their efficacy has been clinically and empirically validated.
The digital game-based learning environment is appropriate for learners of all abilities, and looks and feels like the games that today’s children love to play. The activities are fully adaptive so kids are never bored, never overwhelmed, and always learning.
Ramps to Reading and SkateKids are digital literacy and cognitive skill development programs that immerse children in a video game-based virtual world.
Learning Made Fun
www.SKOlearning.com
Why It Works:
SkateKids™ and Ramps to Reading™ were developed as a joint effort between educators, cognitive psychologists and digital game designers.
Collaboration amongthree disciplines
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High Powered Leadership TeamAlan Aldworth, Chairman
• Education technology and educational game veteran. Built and led multiple education/information companies to >$250M; e.g. Tribune Education, ProQuest Information and Learning, Business Solutions
• Led >$7B in M&A and capital transactions; acquisitions, divestitures, public offering, senior secured debt, venture investments, public offering
Andrew Vreeke, President • Ed-tech veteran. Oversaw operations and client services at 3 start ups; eChalk, Advanced
Academics, Quantum Learning • Analyst at Lockheed Martin with extensive public policy expertise
Eva Prokop, COO & Chief Revenue Officer• Formerly President of PrepMe which was sold to Naviance in 2012• Executive Director for Princeton Review and Chicago YMCA
Dr. David Halsted, Acting CIO• Director of Online and Blended Programs, Univ. of Illinois Chicago• Senior information technology executive with Thomson, ProQuest, Infomedia
Dr. Jack Naglieri, Cognitive Science Advisor• Professor at George Mason, University of Virginia and The Ohio State University• World renowned author of leading cognitive assessment tests and books.
www.SKOlearning.com
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Pyramid of Reading and Comprehension Skills
Understand
Visualize Relate new information built on prior knowledge
Develop a plan
Self correct
“Meta-Cognitive”
Readingto Learn
“Advanced Cognitive”Learning to Read
“Basic Cognitive”Pre-Reading Skills
Phonics, phonemic awareness
Decode new words
Read fluently Short-term memory
Relate parts to a whole Place things in
logical order
www.SKOlearning.com
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for Primary Grades
• Fine motor skills
• Keyboarding and mouse functions
• Basic cognitive skills– Selective attention– Memory– Sequencing– Planning
• Phonics and phonemic awareness
• Reading fluency and comprehension
www.SKOlearning.com
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• Builds on the Ramps to Reading foundation by providing a dynamic virtual environment that continually adapts to the abilities of each individual student– Great selection of scientifically designed games– Uses vocabulary of 5,000 words– Virtual library and gigantic virtual mall
• Develops more advanced “meta-cognitive” skills that are vital to learning– Visualizing– Developing a plan– Solving problems– Self-correcting based on feedback– Comprehending and using what is read
for Grades 3-8
www.SKOlearning.com
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Creating Long-term EngagementVirtual World and social networking features linked to student progress in the games motivates long-term engagement making learning enduring and transferable
• Virtual economy– Credits earned when levels are completed– Students create and customize their homes and neighborhoods– Contextually teaches saving, planning for purchases and delayed gratification– Mall with stores and hundreds of items to purchase with earned credits
• Library with leveled ebooks, music and more
• Avatars: Clothing, hairstyles and personal items purchased in mall
• Social networking features– Virtual smartphone
• Safe texting and communication• Daily messages to students
– Neighborhood: Visit the “homes”of friends in your network
– Friends List: Keep up with what they are doing
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Sales and Marketing: Pricing & Target Prospects
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1 Classroom License $99 1 School License
$25001 District-wide License $2000 per school
Classroom Sales• Smallest unit sale• Will be a self-purchasing population via our web
monetization and automated platform credentialing system
School Sales• Largest client category• Contract sizes require no board approvals
District Sales• Natural sell up category for a school Target tech-savvy districts
Urban District Environments• Smallest client category with greatest need Largest revenue per contract average• Sales cycle is long; however, client investment produces buying culture with longitudinal vision for programming• Multiple funding sources for literacy improvement programs and technology-based programs
PRICING
1 Custom Analysis Report $500Workshop Data Analysis $1200 for 4 hours
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Classroom Sales• Email Marketing on set schedule• Free Webinars • Distribution on Teacher Resource Sites
School Sales• Outreach to Principals
• Leads sourced through Association Membership & Regional Conferences
District Sales• Leverage classroom and school
aggregation within a district
• New Lead Sources from National Conferences (AASA, NEC, ASCD, NSBA)
Urban District Environments• Current targets identified as Chicago,
Nashville, Washington DC, Gary, San Diego
• Personal contacts with personal outreach
• Freemium model to showcase efficacy ina district as an investment criteria for the 2014 school year
Direct Sales Marketing Mission Marketing Social Marketing
Strategic University Relationships
Research and Gift Positioning
• Program Donations to Struggling School Systems
• Cooperative work with Non-Profit Sector serving school systems
• Relationship with International Reading Association
• Pursuit of Innovation Awards in the fields of Education, Gaming, and Cognitive Science, Reading, Special Education, etc.
• Outreach to Foreign School systems which prepare students for American English
Social Media Channels
Digital Media Channels• Interviews by professional
industry journalists
• Podcasting
Traditional Press Releases
Outreach to Community• Reading Discovery Day• Student Achievement awards• PTA/PTO Materials and
speaking opportunities
Marketing Strategies
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• Dr. Jack Naglieri is the developer of the most widely used tests – worldwide – of intelligence and ability including general ability, giftedness, and autism
• Professor at University of Virginia, Ohio State, George Mason University
• Author of 16 books & more than 250 scientific papers on intelligence, LD, ADHD, autism, academic instruction, and more
The proven science behind SkateKids™ and Ramps to Reading™ is based on modern cognitive and psychology theory combined with Dr. Jack Naglieri’s state-of-the-art research on intelligence and assessing / developing cognitive ability.
World-Renowned Expert on Helping Children Learn
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Key connection among cognitive processes, learning, and transfer of skill development
Naglieri, J., Fletcher, M., and Das, J.P.
Neuroscience-based Learning Principles: PASS Theory
www.SKOlearning.com
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Detailed documentation outlines alignment on a game-by-game basis
Common Core and Multi-State Alignment
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Four separate research studies were performed with general and clinical populations. In each case, significant improvements in literacy and cognitive development were observed:
• Reading Fluency of students using the program improved at twice the rate of non-treatment group
• DIBELS raw score effect size improvement of users >.8 (statistically significant) vs. .2 (statistically insignificant) for non-treatment group
• Reading comprehension score for treatment group improved at almost twice times the rate of the non-treatment group
• A research study funded by the W.K. Kellogg Foundation showed significant improvement of cognitive skills in clinical (FAS impaired) children vs. control and alternatively treated groups
Collected usage data from 50,000 students• Over 35,000 unsolicited student comments • Average session time of 15 minutes• Students love learning with our programs
Proof of Engagement and Efficacy
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Chattanooga, TN
DIBELS Oral Reading Fluency (ORF) Scores
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Series10%
20%
40%
60%
80%
100%
-1.66533453693773E-16
0.2
0.4
0.6
0.8
1
1.2
High SKO Use Group Avg. 16.8 hrs.
Low SKO Use Group Avg. 5.7 hrs.
Effect size = .57
33%PassedTestPre-SKO
33%PassedTestPre-SKO
67%PassedTestPost-SKO
45%PassedTestPost-SKO
Strong “Dosage Effect”
Memphis DIBELS ORF Scores
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Feedback From Students
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Teacher:• “They always ask for SkateKids first.”
Literacy Leader:• “The kids here love it!!! That's all I've heard...have you seen the
new SkateKids??? It's really cool!!!”
Principal:• “If I let them, they would do nothing else!”
Literacy Leader:• “We have opened the lab @7:30 a.m. for SkateKids. I sent home
a permission letter for our 2nd through 5th grade students… and I had approximately 120 letters returned to me... I created a scheduling nightmare!!!”
Feedback From Educators