This document describes an educational game-based learning platform called SkateKids and Ramps to Reading that is designed to improve literacy and cognitive skills for K-8 students. It was developed based on research in cognitive science and aligned with Common Core standards. Research studies have shown the programs are engaging for students and significantly improve reading fluency and comprehension compared to non-users. The platform employs games and a virtual world to motivate long-term student engagement in developing important literacy and thinking skills.
1. A Digital Game-Based Learning Platform
Built Upon Cognitive Science and Common Core Alignment
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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.
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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.
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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
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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
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www.SKOlearning.com
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
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www.SKOlearning.com
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
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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
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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
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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
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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.
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www.SKOlearning.com
17. Common Core and Multi-State Alignment
Detailed documentation outlines alignment on a game-by-game basis
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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
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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!!!”
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Notas do Editor
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
The games in R2R combine to teach a range of thinking and reading skills
As do the games in SKO
This diagram of the brain illustrates the location within the brain where these processes occur. Let’s see how they work and are interrelated.
There was such a high demand for the use of SKO, the literacy leader opened the lab before school.