Key Features and Description
The Venture Concept
Teachers created a "classroom farm" and the game generated the number of student accounts they need. From the teacher dashboard, teachers could change the grade level for individual students, create assignments and quizzes for their young farmers, view assessment reports, and manage accounts.
The Venture Plan
No matter how good the idea was, it probably has already been done. This was something I learned during the first project where we had to do an opportunity analysis on an existing venture (e.g., Minecraft Education). Having to address pain points, differentiation, and competition made me appreciate the existing ed-tech games that 'made it' but it also showed me why so few games are successful.
This venture pitch was a pipe dream and we were able to run with whatever numbers we wanted--within reason. Educational games, such as SV:EE, or Minecraft Education, required a lot of resources. At the school level, getting classes to pay $7-$12 for each student, per year, was actually asking for a lot of commitment. Not all games were as fortunate as Minecraft who was backed by Microsoft and already had a huge following.
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Even the popular Sims only had a brief run in the education sector. In addition, many schools may lack the system requirements needed to run these games to justify this expenditure. Educational games may hit a period of popularity, but to maintain that level of profit was quite challenging for most. There were thus very few quality educational games developed because they were typically not sustainable, lucrative ventures.
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