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A Digital Game-Based Learning Platform
Built Upon Cognitive Science and Common Core Alignment
                                                         1
Educational Games




•   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.


                      www.SKOlearning.com                           2
Educational Games

• Provide brain training and Literacy development
• Proven effective with over 50,000 students
  in > 100 schools
   – Qualitatively and quantitatively proven to be engaging
   – Scientifically proven to increase literacy and cognitive skills

• Developed by leading cognitive psychologists, educators
  and video game developers
• For Kindergarten through Middle School



                     www.SKOlearning.com                               3
Learning Made Fun
     Ramps to Reading and SkateKids are digital
     literacy and cognitive skill development
     programs that immerse children in a video
     game-based virtual world.


         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.
                    www.SKOlearning.com                                      4
Why It Works:
             Collaboration among
               three disciplines

  SkateKids™ and Ramps
    to Reading™ were
developed as a joint
      effort between
 educators, cognitive
psychologists and digital
           game designers.




                                   5
High Powered Leadership Team
Alan 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.
                                                                                                                   6
                                     www.SKOlearning.com
Pyramid of Reading and Comprehension Skills

                                         Understand
                                          Visualize
                                                      Reading
Relate new information built on prior knowledge
                                                      to Learn
                               Develop a plan
                                 Self correct      “Meta-Cognitive”

         Phonics, phonemic awareness
                   Decode new words            Learning to Read
                      Read fluently          “Advanced Cognitive”

            Short-term memory                  Pre-Reading Skills
       Relate parts to a whole
                                               “Basic Cognitive”
Place things in logical order



                                                                      7
                                    www.SKOlearning.com
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




                                                               8
                           www.SKOlearning.com
9
for Grades 3-8

• 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
                                                             10
       www.SKOlearning.com
11
Creating Long-term Engagement
Virtual 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
                                                                                          12
Sales and Marketing: Pricing & Target Prospects
                                                     PRICING
    1 Classroom License               $99                        1 Custom Analysis Report $500
    1 School License                  $2500                      Workshop Data Analysis $1200 for 4 hours
    1 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
                                                                                                                        13
Marketing Strategies
Direct Sales Marketing                           Mission Marketing                       Social Marketing
Classroom Sales
                                                 Strategic University Relationships      Social Media Channels
• Email Marketing on set schedule
• Free Webinars                                  Research and Gift Positioning
• Distribution on Teacher Resource Sites         • Program Donations to Struggling
                                                   School Systems
School Sales
• Outreach to Principals                         • Cooperative work with Non-Profit
                                                                                         Digital Media Channels
• Leads sourced through Association                Sector serving school systems
                                                                                         • Interviews by professional
  Membership & Regional Conferences
                                                 • Relationship with International         industry journalists
District Sales                                     Reading Association
• Leverage classroom and school                  • Pursuit of Innovation Awards in the
   aggregation within a district                   fields of Education, Gaming, and
• New Lead Sources from National                   Cognitive Science, Reading, Special
  Conferences (AASA, NEC, ASCD, NSBA)              Education, etc.                       • Podcasting

Urban District Environments                      • Outreach to Foreign School systems
• Current targets identified as Chicago,           which prepare students for American   Traditional Press Releases
  Nashville, Washington DC, Gary, San Diego        English
• Personal contacts with personal outreach                                               Outreach to Community
                                                                                         • Reading Discovery Day
• Freemium model to showcase efficacy in
                                                                                         • Student Achievement awards
  a district as an investment criteria for the
  2014 school year                                                                       • PTA/PTO Materials and
                                                                                           speaking opportunities
                                                                                                                        14
World-Renowned Expert on Helping Children Learn
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.

 • 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


                                                                                     15
Neuroscience-based Learning Principles: PASS Theory

Key connection among cognitive processes, learning, and
transfer of skill development




              Naglieri, J., Fletcher, M., and Das, J.P.
                                                          16
                       www.SKOlearning.com
Common Core and Multi-State Alignment
 Detailed documentation outlines alignment on a game-by-game basis




                                                                     17
Proof of Engagement and Efficacy
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
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
                                                                                                 18
DIBELS Oral Reading Fluency (ORF) Scores
              Chattanooga, TN




                                           19
Memphis DIBELS ORF Scores

100%                                                  1.2


                                                      1
 80%

                                                      0.8
 60%               67%
                   Passed
                   Test        Effect size = .57      0.6

 40%               Post-SKO
                                           45%        0.4
                                           Passed
 20%     33%                  33%          Test
         Passed               Passed       Post-SKO   0.2
         Test                 Test
         Pre-SKO              Pre-SKO
 0%                                                   0


       High SKO Use Group     Low SKO Use Group
       Avg. 16.8 hrs.         Avg. 5.7 hrs.

                                                            20
Feedback From Students




                         21
Feedback From Educators

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!!!”

                                                                             22

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Jan13 sko learning presentation

  • 1. A Digital Game-Based Learning Platform Built Upon Cognitive Science and Common Core Alignment 1
  • 2. Educational Games • 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. www.SKOlearning.com 2
  • 3. Educational Games • Provide brain training and Literacy development • Proven effective with over 50,000 students in > 100 schools – Qualitatively and quantitatively proven to be engaging – Scientifically proven to increase literacy and cognitive skills • Developed by leading cognitive psychologists, educators and video game developers • For Kindergarten through Middle School www.SKOlearning.com 3
  • 4. Learning Made Fun Ramps to Reading and SkateKids are digital literacy and cognitive skill development programs that immerse children in a video game-based virtual world. 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. www.SKOlearning.com 4
  • 5. Why It Works: Collaboration among three disciplines SkateKids™ and Ramps to Reading™ were developed as a joint effort between educators, cognitive psychologists and digital game designers. 5
  • 6. High Powered Leadership Team Alan 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. 6 www.SKOlearning.com
  • 7. Pyramid of Reading and Comprehension Skills Understand Visualize Reading Relate new information built on prior knowledge to Learn Develop a plan Self correct “Meta-Cognitive” Phonics, phonemic awareness Decode new words Learning to Read Read fluently “Advanced Cognitive” Short-term memory Pre-Reading Skills Relate parts to a whole “Basic Cognitive” Place things in logical order 7 www.SKOlearning.com
  • 8. 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 8 www.SKOlearning.com
  • 9. 9
  • 10. for Grades 3-8 • 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 10 www.SKOlearning.com
  • 11. 11
  • 12. Creating Long-term Engagement Virtual 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 12
  • 13. Sales and Marketing: Pricing & Target Prospects PRICING 1 Classroom License $99 1 Custom Analysis Report $500 1 School License $2500 Workshop Data Analysis $1200 for 4 hours 1 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 13
  • 14. Marketing Strategies Direct Sales Marketing Mission Marketing Social Marketing Classroom Sales Strategic University Relationships Social Media Channels • Email Marketing on set schedule • Free Webinars Research and Gift Positioning • Distribution on Teacher Resource Sites • Program Donations to Struggling School Systems School Sales • Outreach to Principals • Cooperative work with Non-Profit Digital Media Channels • Leads sourced through Association Sector serving school systems • Interviews by professional Membership & Regional Conferences • Relationship with International industry journalists District Sales Reading Association • Leverage classroom and school • Pursuit of Innovation Awards in the aggregation within a district fields of Education, Gaming, and • New Lead Sources from National Cognitive Science, Reading, Special Conferences (AASA, NEC, ASCD, NSBA) Education, etc. • Podcasting Urban District Environments • Outreach to Foreign School systems • Current targets identified as Chicago, which prepare students for American Traditional Press Releases Nashville, Washington DC, Gary, San Diego English • Personal contacts with personal outreach Outreach to Community • Reading Discovery Day • Freemium model to showcase efficacy in • Student Achievement awards a district as an investment criteria for the 2014 school year • PTA/PTO Materials and speaking opportunities 14
  • 15. World-Renowned Expert on Helping Children Learn 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. • 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 15
  • 16. Neuroscience-based Learning Principles: PASS Theory Key connection among cognitive processes, learning, and transfer of skill development Naglieri, J., Fletcher, M., and Das, J.P. 16 www.SKOlearning.com
  • 17. Common Core and Multi-State Alignment Detailed documentation outlines alignment on a game-by-game basis 17
  • 18. Proof of Engagement and Efficacy 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 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 18
  • 19. DIBELS Oral Reading Fluency (ORF) Scores Chattanooga, TN 19
  • 20. Memphis DIBELS ORF Scores 100% 1.2 1 80% 0.8 60% 67% Passed Test Effect size = .57 0.6 40% Post-SKO 45% 0.4 Passed 20% 33% 33% Test Passed Passed Post-SKO 0.2 Test Test Pre-SKO Pre-SKO 0% 0 High SKO Use Group Low SKO Use Group Avg. 16.8 hrs. Avg. 5.7 hrs. 20
  • 22. Feedback From Educators 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!!!” 22

Notes de l'éditeur

  1. School products use extreme sports themes Two products based on development level:Ramps to Reading – Pre-K to 2nd gradeDesigned to develop pre-literacy skillsDevelops necessary cognitive sub-skills required for basic word reading and reading comprehensionAttn and resistance to distractionPlanning/Letters and pattern recognitionPhonics and phonemic awareness
  2. The games in R2R combine to teach a range of thinking and reading skills
  3. As do the games in SKO
  4. This diagram of the brain illustrates the location within the brain where these processes occur. Let’s see how they work and are interrelated.
  5. There was such a high demand for the use of SKO, the literacy leader opened the lab before school.