mitchell weisburgh - how do we increase the use of games in school?
TRANSCRIPT
How Do We Increase the Use of Games in School?
A Look at the Education and Education Games Market
© 2014 [email protected]
© 2014 [email protected]
© 2014 [email protected]
© 2014 [email protected]
© 2014 [email protected]
© 2014 [email protected]
© 2014 [email protected]
© 2014 [email protected]
Target Decision Maker Superintendent District
Administration Principal Teacher Librarian
Size of Problem
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
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
US K12 Decision Makers
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District Size and Population
13,640 Districts 115,062 Schools (24k Private) 3.8 Million Teachers 54 Million Students (5.9m Private)
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© 2014 [email protected]
Education Game Market Projected 1 Year US preK-12
Total Market K-3 3-5 6-8 9-12
General/Other 17.5 4.3 4.3 4.5 4.5 Math 43.9 10.7 10.7 11.2 11.2 ELA 61.4 15.0 15.0 15.7 15.7 Science 22.8 5.6 5.6 5.8 5.8 Social Studies 17.5 4.3 4.3 4.5 4.5 Arts 7.0 1.7 1.7 1.8 1.8 Social/Emotional 5.3 1.3 1.3 1.3 1.3
Total 175.4 42.9 42.9 44.8 44.8 © 2014 [email protected]
Evaluate Need Analyze Verify Decide Implement
Purchase
Present Benefits
Provide Choices
Prove Efficacy
Refer Peers
Deliver & Integrate
Support & Expand
Build Awareness
DM and Distribution
What the Decision Makers Do
What the Game Developers Need to Do
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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 [email protected]