Beginners Guide to TikTok for Search - Rachel Pearson - We are Tilt __ Bright...
Pora ora capedkoala-meettheinnovators
1.
2. Learning is Changing Fun missing from education. Educational value missing from games. Parental demand for involvement in online activity.
3. An Online 3D Learning Adventure(in a market worth $93 billion) Compelling engagement with quests and adventures Virtual pet encourages learning and emotional attachment Accelerates learning in core subjects
6. Routes To Global Market Tell & Share fuels viral growth Potential Partnership engagement Telefonica Publishers Enterprise Ireland 200 UK school endorsements
7. Business Model Enhanced Game Play Consumables Mobile Apps Toys Education Entertainment English Learning
8.
9.
10.
11.
12.
Notes de l'éditeur
I would like you to remember the best learning experience you have ever had. I can guarantee that you were fully engaged, that it was compelling and that it was fun. And it was fun to the point that it probably didn’t even feel like learning! I can be confident that it was like this because research tells us that these are the best conditions for learning to take place (Flow Theory - MihalyCsikszentmihalyi). However, ask any child what their learning is like and I’m sure you wouldn’t get fun as one of their top responses. Learning needs to change and we now have the technologies at our disposal to bring about that change.
It is widely agreed that, at present, there is limited fun in learning; and where there is fun for children such as in games, there is limited learning. On top of this, parents are desperate to support their child’s education in some way but there is no real structure to help this to take place.
..our response to this is Pora Ora; a browser-based 3D learning adventure where primary school children are engaged through compelling games, quests and social features.Central to the Pora Ora experience is a virtual pet whose continual well-being depends on the child’s regular gaining of knowledge.And because all content is mapped to the national curriculum, Pora Ora accelerates learning in core subjects such as Maths, Literacy and Science.But this only scratches the surface of what Pora Ora offers. It’s perhaps best explained by this short video.
..our response to this is Pora Ora; a browser-based 3D learning adventure where primary school children are engaged through compelling games, quests and social features.Central to the Pora Ora experience is a virtual pet whose continual well-being depends on the child’s regular gaining of knowledge.And because all content is mapped to the national curriculum, Pora Ora accelerates learning in core subjects such as Maths, Literacy and Science.But this only scratches the surface of what Pora Ora offers. It’s perhaps best explained by this short video.
As I mentioned this market is going to be worth in excess of $93billion by the end of this year – This seems to be a high figure but tis does not even include the $46Bn education and training sector
Global spend in this area is expected to exceed $90 billion this year and we have established a number of routes into this market. We have embedded powerful social hooks into Pora Ora encouraging children and parents to invite friends to play. We are forming engagements with some major parties such as Telefonica Learning Solutions (who own 10% of China Unicom) and Houghton Mifflin Harcourt, a leading educational publisher. Finally, we have established partnerships with 200 UK schools – a figure which is growing each month.
As you can see, our business model is not unique, but it is very strong and has the potential to produce significant returns.At the bottom of the pyramid, you can see the bulk of our revenue is made up of subscriptions from our premium access subscribers – these are the users from our huge subscriber base who are willing to pay for premium content. The industry standard for this is around a 1% to 2% conversion rate.Once the brand is established we will be able to gain leverage in order to access the revenues that come from children’s merchandising – worth $22 billion dollars in the US alone!Virtual products and goods is a growing market area and again provides the potential for significant return.On top of all of this is also the potential to access returns from advertising to parents via the parent portal – giving us the ability to tap into the priority spend of every parent, their child.