Craig Murrell | Page 15

Because the gamification/Gameful Design market has been so turbulent, we want to avoid flaming out early.

There are many products out there, many game-based learning products, and many new players who are interested in a slice of the pie, so we want to do this in a methodical way.

To that end, we want to partner our initial phase with a private JHS/HS in Hong Kong for a proof-of-concept rollout.

Once that is done, additional prospective partner schools will be contacted by a sales team at educational conferences.

This affords us the opportunity to see how teachers interface with the product, learning from them how to customize the interface to make it as easy as possible for teachers to package their lessons within the platform.

This is a key to our plan for growth. We want to make our product the first of its kind that is EASY for teachers to use.

The second reason for a close partnership with schools is to evaluate the data on student engagement and performance. We want to track student performance over the range of language learning goals. This data can then be presented in a journal for review.

Our Target Market

The 2015 $87.4 Billion Global Language Industry (in US$ Billions) p14

In the chart on the left, you can see both the Digital English Language Learning market AND the Offling Language Learning Market. Both of which can be considered viable.

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