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522 venture pitch

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2 Aug 2010
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522 venture pitch

  1. Verhalten: A Classroom Management Simulation requin technologies
  2. Executive Summary REQUIN TECHNOLOGIES IS A START-UP ORGANIZATION WHOSE VISION IS TO CREATE THE FINEST SIMULATION AND SERIOUS GAMING SOFTWARE FOR THE TEACHER TRAINING AND DEVELOPMENT INDUSTRY. VERHALTEN: A CLASSROOM MANAGEMENT SIMULATION HAS BEEN CONCEPTUALIZED AND DESIGNED BY A TEAM OF VETERANS IN THE INDUSTRY, AND WILL ALLOW PRE-SERVICE TEACHERS TO PRACTICE CLASSROOM AND BEHAVIOUR MANAGEMENT TECHNIQUES IN AN INTERACTIVE, SAFE, AND CHALLENGING ENVIRONMENT PRIOR TO PHYSICALLY ENTERING THE CLASSROOM. LOCATED IN VANCOUVER, BRITISH COLUMBIA, REQUIN TECHNOLOGIES WAS FORMED IN 2010, AND IS LED BY CEO AND FOUNDER, REBECCA TICKNOR.
  3. Executive Summary - The Market requin technologies has identified teacher education programs at the university level as the primary market for verhalten. There are currently 56 universities in Canada and 814 universities in the United States offering teacher education programs (AACTE, n.d.; SAEE, 2008). verhalten’s primary market is universities that teach classroom and behaviour management methods courses to pre- service teachers. The secondary market is schools, districts or organizations offering professional development opportunities to teachers.
  4. PROJECT EXECUTIVE SUMMARY - THE PRODUCT VERHALTEN DATE CLIENT JANUARY 2011 REQUIN TECHNOLOGIES
  5. Executive Summary - verhalten verhalten is a game-based learning environment where teachers interact with students in a 3D, virtual classroom. It focuses on classroom and behaviour management, and contains hundreds of different scenarios that teachers may encounter in their classroom. Pre-service teachers can experiment with management methods and techniques prior to stepping foot in a real classroom.
  6. Executive Summary - Competitive Edge Games-based learning environments (GBLEs) such as simulations and serious games motivate, test and educate the players they were designed for in a fun and interactive manner.  verhalten is the first GBLE made specially for the teacher education market - current courses teaching classroom and behaviour management rely solely on textbooks and lecture. Simulations and serious games are part of a $52.5 billion industry that is set to grow by over 10% in the next four years (PwC, 2010).
  7. Executive Summary - Management Team requin technologies consists of CEO and founder - Rebecca Ticknor (B.Ed, MET), a Vancouver-area teacher and technology consultant with international teaching experience. CFO - Joshua Contant (B.Com, CA), a Vancouver-area Chartered Accountant with PricewaterhouseCoopers. Director of Content - Leanna Madill (B.Ed, M.Ed, Ph.D), a Victoria-based professor at the University of Victoria in the Teacher Education Program. Director of Design & Marketing- Kira Lee (B.Ed), a Victoria-based teacher with experience in curriculum and project design. Director of Human Resources - Lesley Goodwin (B.Ed), a Victoria-based teacher with international teaching experience and in human resources.
  8. Table of Contents 1.0 EXECUTIVE SUMMARY 2.0 COMPANY SUMMARY 3.0 VERHALTEN 4.0 MARKET ANALYSIS 5.0 FINANCIAL ANALYSIS 6.0 STRENGTHS 7.0 WEAKNESSES 8.0 REFLECTION 9.0 REFERENCES
  9. Mission requin technologies is committed to developing serious gaming software for teacher training and development. Our games will provide teacher education programs and professional development organizations with a medium to try and test methods, techniques and ideas without fear of failure or criticism. We exist to make teacher training and development products that are realistic, educational and fun.
  10. Keys to Success Develop verhalten into a high-quality serious game that will enhance teacher training and development programs. Create strong, lasting relationships with teacher education programs and professional development organizations, both in North America, and around the world. Develop additional serious games that meet the needs of teacher education programs and professional development organizations.
  11. verhalten What you need to know.
  12. The Context The idea of stepping into a classroom for the first time is intimidating and frightening for pre-service teachers. One of the greatest fears they will have is that they will not be able to control their class, and something potentially harmful will occur to their students or themselves. To combat these fears, classroom and behaviour management courses teach their students various methods and techniques that can keep unruly students and classrooms under control.
  13. The Problem Students rarely have the opportunity to practice their new methods and techniques before entering a live classroom.
  14. Our Solution verhalten is a multi-lingual, fully interactive, 3D virtual classroom where pre-service teachers can practice their methods and techniques in a safe, risk-free environment.
  15. The Scenarios The game-based learning environment contains hundreds of authentic classroom scenarios gathered from experienced teachers around the world. These experiences were gathered by the management team at requin technologies during professional development conferences, online discussions with and surveys from colleagues around the world, and from the hundreds of textbooks available on the subject.
  16. The Scenarios Users will also be able to submit their own experiences to the verhalten team, who can create additional scenarios based on these scenarios. Scenarios will range from simple behavioural issues to severe threats to the health and safety of the teachers and students.
  17. The Methods & Techniques The methods and techniques used in verhalten are based on the latest philosophies in classroom and behaviour management. These methods and techniques were informed by and gathered from the latest scholarly research, conference proceedings and textbooks on the subject, and will be constantly updated to reflect changing philosophies in the subject.
  18. Game Play verhalten will be based on other 3D learning environments on the market which allow users to: explore the virtual environment make decisions based on information at hand interact with virtual people interact with virtual objects
  19. Game Play The virtual teacher will be given a brief context of the classroom, including: number of students whether there are any students with special needs or medical issues a few of the “classroom rules” lesson being taught
  20. Game Play Once the context has been given, game play will begin. During game play, students may begin to misbehave, and teachers are required to take action as necessary. To take action, the user clicks on the student with which they wish to interact, and are given a few options.
  21. Game Play The action chosen by the user will occur, and may, or may not be the appropriate choice. A short interlude will occur with each interaction, with a short blurb about what happened. Within the interlude, a link for further information will be available should users wish to learn more about the method or technique chosen in that instance.
  22. Game Play If the decision was incorrect, or failed to address the issue at hand, further decisions must be made. Users will be notified when the scenario finishes, and a short summary of the actions taken during the scenario will be available for consumption.
  23. Curriculum Integration In order to assist our clients with a seamless integration of verhalten into their curriculum, our team will work with institutions to help them adopt the program. We will also provide workshops to instructors to demonstrate how to play the game, and become acclimatized to the software.
  24. Market Analysis A summary
  25. Summary The market for teacher training and development software can be segmented into a primary and secondary market. The primary market is teacher education programs at the university level, and the secondary market is schools, districts or organizations offering professional development opportunities for teachers. These two markets were identified for verhalten as they are the main purchasers of products for individuals dealing with teacher training and development. The market is currently dominated by textbooks, consultants, and conferences aimed at teaching classroom and behaviour management. Where these items fall short is their inability to provide authentic, risk-free learning experiences for users - they are usually passive ways of learning about classroom and behaviour management
  26. Market Segmentation Primary Market: Teacher education programs: There are currently 56 universities in Canada and 814 universities in the United States offering teacher education programs (AACTE, n.d.; SAEE, 2008). Users in these institutions would likely use the program multiple times throughout an introductory classroom and behaviour management course, and additional times in other courses if specializing in this area.
  27. Market Segmentation Secondary Market: Schools, districts and professional development organizations Users in schools and school districts would likely use the product multiple times, especially when new methods and techniques are introduced. Users of the product during events put on by professional development organizations would likely only use the product once.
  28. Industry Analysis Simba Information (2006) reported that professional development for educators is a $5 billion market, wide-open in terms of need, potential growth and providers. The current competitors to verhalten are: Textbook companies such as McGraw-Hill, Pearson, etc. Consultants such as Ruth Sidney Charney, Richard L. Curwin and Allen N. Mendler who frequently publish and speak about classroom and behaviour management methods and techniques Conferences put on by organizations such as ASCD
  29. Why verhalten over these products? Being a game-based learning environment, verhalten has benefits that other products lack: Gaming environments closely [mirror] the real-life environment which learned content will be used. Students receive immediate and non-judgmental feedback. Students are encouraged to experiment and explore different styles Students receive individualized instruction Gaming environments appeal to multiple senses/learning experiences (Cordova & Lepper, 1996)
  30. What About the Cost? Textbooks: Textbooks for classroom and behaviour management courses typically cost between $25-80 per student (Amazon.ca, n.d.). Consultants: A one-day workshop for a university class can cost around $2 100, with the cost of a week-long workshop costing up to $14 500 (Responsive Classroom, n.d.). This works out to about $70-90 per student. Conferences: A one-day conference will typically cost between $100-200 per attendee (Responsive Classroom, n.d.).
  31. What About the Cost? verhalten costs only $40/user, regardless of the institution or organization that purchases the product. This is in line with what textbooks, consultants and conferences cost, and can be used as many times as the user wishes each year.
  32. Financial Analysis A summary.
  33. Background Information - Canada The SAEE (2008) states that universities in Canada graduate over 18 000 new teachers a year. This breaks down to an average of 321 graduates in each of the 56 teacher education programs across the country each year. With teacher education programs typically being 2 years in length, each institution will have on average 642 pre-service teachers enrolled each year.
  34. Projected Revenue - Canada Average number of graduates per year group 321 Year groups in university 2 Teachers per university 642 Cost of program per year Can$40 Revenue per university Can$25,680 Estimated number of programs in Canada 56 Canadian revenue Can$1,438,080 Total Revenue: Can$1,438,080
  35. Background Information - United States The AACTE (2010) states that universities in the United States graduate over 259 000 new teachers a year. This breaks down to an average of 318 graduates in each of the 814 teacher education programs across the country each year. With teacher education programs typically being 2 years in length, each institution will have on average 636 pre-service teachers enrolled each year.
  36. Projected Revenue - United States Average number of graduates per year group 318 Year groups in university 2 Teachers per university 636 Cost of program per year Can$40 Revenue per university Can$25,440 Estimated number of programs in United States 814 United States revenue Can$20,708,160 Total Revenue: Can$20,708,160
  37. 5 Year Projection These are modest projections, and the number of institutions and revenue figures could be higher in Years 3-5. Starting in Year 2, requin technologies will emphasize verhalten in the United States due to the large nature of the market.
  38. Background Information - Expenses Serious games are less expensive to make than their commercial counterparts. The underlying technology of many serious games is the same technology that powers the commercial games (Kalning, 2006). Budgets for the development of serious games range between $400 000 and $1 000 000 (Engage Learning, n.d.).
  39. Expenses - Year One Item Cost verhalten development $750 000 Payroll $340 000 Office lease $10 000 Computers, furniture $15 000 Utilities $5 000 Insurance $5 000 Miscellaneous $10 000 Total: $1 135 000 Payroll consists of: 3 members of game development team @$70 000 (industry average) 2 general staff members @$40 000 5 members of management team @$10 000
  40. Expenses - Year 2 and Onwards Item Cost verhalten maintenance/upgrades $20 000 Payroll $155 000 Office lease $10 000 Utilities $5 000 Insurance $5 000 Miscellaneous $10 000 Total: $205 000 verhalten maintenance/upgrades cost includes cost of one-off contracts with developers Payroll consists of: 2 general staff members @$40 000 5 members of management team @$15 000
  41. Cash Flow Forecast Year One Year Two Year Three Year Four Year Five Revenue 255600 638400 1275600 2295600 3061200 Expenses 1135000 205000 205000 205000 205000 Net Cash Flow for year -879400 433400 1070600 2090600 2856200 Opening Cash 100000 -779400 -346000 724600 2815200 Ending Cash -779400 -346000 724600 2815200 5671400 Notes: Opening cash in Year 1 is from funds previously raised by the management team. Salary of management team stays consistent throughout five year forecast; however, as of Year 3, dividends will be paid to said team based on company/product performance.
  42. Secondary Markets There are over 300 school districts/boards in Canada alone. There are over 700 000 teachers in Canada (Statistics Canada, 2009). If verhalten was used by even 1% of the teachers in Canada as a professional development tool each year, it would equate to a revenue stream of $280 000.
  43. Exit Strategy requin technologies looks to continue developing game- based learning products for the teacher training and development industry beyond verhalten in the future. We are aiming to hire those that will keep requin technologies’ vision alive, and will likely hand the company over to people within our company once we wish to leave. If requin technologies runs into difficulty, we will approach companies such as Breakaway Ltd. or Virtual Heroes, who specialize in serious games for learning in the health care and military industry.
  44. Strengths and Weaknesses
  45. Strengths verhalten is the first game-based learning environment available for the teacher training and development industry. The product’s features help alleviate fears associated with stepping into a live classroom by providing a risk- free environment in which new teachers can experiment with methods and techniques - no other product offers this type of environment. The product is based on other commercial/entertainment games on the market, so students will likely be familiar with the game and the nature of the game play. Multilingual nature makes it easy to adapt to other countries around the world. The management team has many contacts within the industry, which translates to a large list of potential clients. The management team is very familiar with the nuances of the industry, and as a result, can stay on top of new developments to keep the product current and fresh. There are well over a thousand teacher education programs in the world, translating to a very large market for the product. The cost of the product to the buyer is relatively low when compared to that of the cost of a textbook, consultant or conference.
  46. Weaknesses Game-based learning environments have been very successful for training people in the military and health care industries, but this has not yet translated to the teacher training and development industry. There is still some reluctance by those in the teacher training and development industry to use game- based learning environments to help teach content and practice skills. Universities may not want to take on the cost of the program, as textbooks and conferences are usually paid for by the students themselves. Being a brand new company, with a brand new product, universities may not be willing to take a risk on the product. The cost of developing the game may be well over the $750 000 estimate given in the financial analysis. Companies such as BreakAway Ltd. could be in the position to develop something similar to verhalten using their PULSE! platform, though they would lack the expertise in the teacher training and development industry. Little attention was paid to the secondary market, but statistics concerning that market are lacking.
  47. Reflection This assignment was unlike any other that I have completed in the past. It was both incredibly exhilarating and frustrating at the same time. It was exhilarating because I feel like I have a product that would actually be successful in teacher education programs. I would love to put this idea forward to a company such as BreakAway Ltd., or Virtual Heroes, who already have the 3D software needed to create verhalten. It was frustrating because I lack the technical knowledge to sufficiently explain my product, the financial prowess to accurately forecast revenues, and had a very difficult time coming up with any statistics concerning the teacher education and training market. I struggled to find information on the secondary market, and as a result, was not able to come up with much of an analysis for that market. This assignment also made me realize how much time and effort goes into crafting business ventures, and how difficult it is to make everything work. I will be interested to hear feedback from my peers about the venture, and whether or not they would invest in something like this!
  48. References AACTE. (n.d.). Is my institution a member? Retrieved July 24, 2010, from http://aacte.org/index.php?/ Membership/How-to-Become-a-Member/is-my-institution-already-a-member.html AACTE. (2010, April 15). An emerging picture of the teacher preparation pipeline. Retrieved from http://aacte.org/index.php?/Media-Center/Press-Releases/ aacte-releases-comprehensive-analysis-of-national-teacher-preparation-data.html Additude (n.d.). ADD [Photograph]. Retrieved from http://www.additudemag.com/adhd/article/1973.html Amazon.ca. (n.d.). Amazon.ca classroom management: books. Retrieved July 30, 2010, from http://www.amazon.ca/s/ ref=nb_sb_noss?url=search-alias%3Dca-books-english-tree&field-keywords=classroom+management&x=0&y=0 BBC (2000). Unruly children [Photograph]. Retrieved from http://news.bbc.co.uk/2/hi/uk_news/ education/677567.stm Engage Learning. (n.d.). Serious games industry. Retrieved July 31, 2010, from http://www.engagelearning.eu/wiki/doku.php?id=decision_making_tool:serious_games_industry Food Fun Lifeskills, & Bplans.com. (n.d.). Computer software sample business plan. Retrieved July 23, 2010, from http://www.bplans.com/computer_software_business_plan/executive_summary_fc.cfm Go Gaming Giant (2009, June 2). The Sims 3 [Digital Image]. Retrieved from http://www.gogaminggiant.com/2009/06/02/the-sims-3-a-new-way-to-live/ Kalning, K. (2006, February 2). Small industry, big plans [Editorial]. On the level. Retrieved from http://www.msnbc.msn.com/id/15500439/ns/technology_and_science-games/page/2/
  49. References Kid Liquorice (2008, March 28). Out to Lunch [Digital Image]. Retrieved from http://silverssimstuff.wordpress.com/category/sims-2/page/3/ Nintendo (2007). Wii [Photograph]. Retrieved from http://blog.mlive.com/manzero/2007/12/ get_a_wii_this_weekend_or_get.html Piotrowski, E. (n.d.). [3D Classroom] [Digital Image]. Retrieved from http://www.3dgo.org/ Queenbunnywitch (n.d.). People [Digital Image]. Retrieved from http://img341.imageshack.us/img341/ 6157/grp4rf9.jpg Responsive Classroom. (n.d.). On-site workshops and institutes - responsive classroom. Retrieved July 30, 2010, from http://www.responsiveclassroom.org/prodevelop/onsite.html SAEE. (2008). Teacher education in Canada. Retrieved July 24, 2010, from http://www.saee.ca/ index.php?option=com_content&task=view&id=728&Itemid=141 Simba Information. (2006, January 1). K-12 professional development market opportunities. Abstract retrieved from http://www.marketresearch.com/product/display.asp?productid=1278025&xs=r State of Connecticut (2009, August 31). University class [Photograph]. Retrieved from http://www.osc.state.ct.us/public/events/oct2007/uconn.htm Statistics Canada. (2009, August 27). Back to school...by the numbers. Retrieved July 31, 2010, from http://www42.statcan.ca/smr08/smr08_131-eng.htm

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