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Mitchell Weisburgh - How Do We Increase The Use of Games in School?

Presenter: Mitchell Weisburgh, Managing Partner, Academic Business Advisors I will outline the different obstacles to introducing games in schools, and then outline different strategies that game developers, associations, educators, and administrators are using to overcome those obstacles. Attendees will be better prepared to develop games that schools can use, tap into school funding, and know whom to partner with.

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Mitchell Weisburgh - How Do We Increase The Use of Games in School?

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  1. How Do We Increase the Use of Games in School? A Look at the Education and Education Games Market © 2014 mitch.weisburgh@academicbiz.com

  2. Mitch Weisburgh © 2014 mitch.weisburgh@academicbiz.com

  3. Riding the Tsunami Wave: The Print to Digital Shift

  4. © 2014 mitch.weisburgh@academicbiz.com

  5. © 2014 mitch.weisburgh@academicbiz.com

  6. © 2014 mitch.weisburgh@academicbiz.com

  7. © 2014 mitch.weisburgh@academicbiz.com

  8. © 2014 mitch.weisburgh@academicbiz.com

  9. © 2014 mitch.weisburgh@academicbiz.com

  10. © 2014 mitch.weisburgh@academicbiz.com

  11. US K12 Decision Makers District Target Decision Maker Superintendent Administration Principal Teacher Librarian Semester, Multiple Grades, Multiple Schools Month+, Multiple Grades, Special Populations At least one grade, a few weeks At least one full lesson At least one full lesson Size of Problem Expected Spend $100,000+ $5,000 to $50,000 $2,000 to $10,000 Free to $200 Free to $500 Approval Cycle 18 Months 6-12 Months 3-6 Months 0-60 Days 0-6 Months Buying Power 60% 25% 7% <3% Number of people 15,000 60,000 100,000 3,900,000 50,000 © 2014 mitch.weisburgh@academicbiz.com

  12. District Size and Population 13,640 Districts 3.8 Million Teachers 115,062 Schools (24k Private) 54 Million Students (5.9m Private) © 2014 mitch.weisburgh@academicbiz.com

  13. © 2014 mitch.weisburgh@academicbiz.com

  14. Education Game Market Projected 1 Year US preK-12 Total Market K-3 3-5 6-8 9-12 17.5 43.9 61.4 22.8 17.5 7.0 5.3 4.3 10.7 15.0 5.6 4.3 1.7 1.3 4.3 10.7 15.0 5.6 4.3 1.7 1.3 4.5 11.2 15.7 5.8 4.5 1.8 1.3 4.5 11.2 15.7 5.8 4.5 1.8 1.3 General/Other Math ELA Science Social Studies Arts Social/Emotional Total 175.4 42.9 42.9 44.8 44.8 © 2014 mitch.weisburgh@academicbiz.com

  15. DM and Distribution What the Decision Makers Do Purchase Implement Decide Verify Evaluate Analyze Need Support & Expand Deliver & Integrate Refer Peers Present Benefits Prove Efficacy Provide Choices Build Awareness What the Game Developers Need to Do © 2014 mitch.weisburgh@academicbiz.com

  16. How do we increase the use of games in schools? • Increase Market Awareness • Target Policy Makers and Decision Makers • Support Teachers • Collaborate – Expand the pie © 2014 mitch.weisburgh@academicbiz.com

  17. mitch.weisburgh@academicbiz.com @weisburghm http://blog.academicbiz.com © 2014 mitch.weisburgh@academicbiz.com

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