Friday, December 17, 2010

EduGaming for youngsters


Preface

The objective of this project is to focus on an opportunity to address the issues as regards complexity in learning methods especially for people pursuing higher studies viz. CA, CS, ICWA, Civil service examinations, Medical and Engineering studies by way of presenting the tutorial content in a game based mechanism. Attempt is made to explain the business opportunity by way of discussing problems of some commercial courses viz. CA, CS, ICWA. However, the scope thereof is not merely confined to that as this will be equally applicable to other categories of course viz. Entrance exams like UPSC examinations, CAT, MAT, GATE. Also it will serve the purpose Game based education for young crowd especially when the disciplinary obligations after schooling become lighter and that leads to dis-interest in conventional book-based method of study.
Majorly this project throws light on evolution of business plan comprising of service to provide relevant academic tutorial content in user friendly, exciting and presentable way.











Source of Evolution:

In India the professional courses viz. CA, CS, ICWA are in great demand. Also, while it’s universally known that higher studies viz. CA, CS, ICWA are tough to pursue, following are the prime reasons for that:

·        One of the main reasons is that the course study materials are badly drafted. Their text matter does not contain clarity or continuity and their practical problems are not laid down step by step as they want in examination. Also, the guidance from these institutes is non-existent. Many times, guidance cells established by these institutes do not respond.

·        Although the exam syllabus remains the same, the expectation from students in exam changes drastically with reference to latest amendments in Accounting standards, Audit Standards, Tax and other laws. And the subsequent exam requires new set of books. Approximately, at least 30% or more of contents require to be updated on regular basis. These books are costly and difficult to understand as one has to go through the entire book again and again. Though there are books representing merely the amendments in the form of ready reckoner, but these still require the explanation of the application of such amendment in replacement of old one.

·        The option of coaching is also very costly as the coaching classes ridiculously charge around ` 20,000/- per subject.

·        Due to the aforesaid issues the result of these courses remains very low (Exhibit 1 represents the result of merely CA course )


Opportunity:

It’s worthwhile fact that where there’s problem there’s opportunity which can be translated into business. Thus considering the dilemma of Chartered or Cost accountants in India, the solution to this issue can become a great business opportunity.


How to address (in a nutshell):

The issues enlisted as aforesaid can be addressed in the following manner:

·        As an option to boring methods of reading through books, a new game based learning system would be introduced to cover the case studies in animated matter for various subjects covering various course contents with an option to select the game through which the content is to be transmitted.
·        These games would be regularly updated with latest amendments or event taking place for the time being in force.
·        Price for such product is discussed at later part in this project report.
·        These games would be audio-visual and descriptive at the first instance and would be based on push technology exhibiting any new event in scrolling on the screen.





Value Chain

Inputs:

·        Professors (Subject Matter Experts):
Professors from relevant backgrounds having sound teaching and explanation power and paper setting traits shall be hired for supplying the educational primary contents for corresponding subjects of various courses at. Not only would they provide the content but also they would set the mock test in the form of games after each animated round of cases explaining the content.

·        Gaming Concept Professionals:
These professionals would conceive the idea through which the game would be created. These professionals will play a sound role in creating the interest in study by way of designing the exciting and interesting games. Preferably these professionals need to be aware of subject matter.

·        Animation Professionals:
The next step is to animate the content for which the animation professionals would be hired. These professionals will also play a sound role in creating the interest in study as they would present the content in the form of game.

·        Software professionals:
These professionals would add value in terms of overall management of the gaming software




Process:

·        Server :
Server would be required to cater to the transmission requirements of EduGames on site

·        Data Entry Operators:
Data entry operators would key in the data as and when required to crat the text content of the game as well as for regular updation of game with reference to latest amendments upon receiving the same update.

Output

Output shall be customized considering the distribution channel as follows:

1.      Outsourced EduGaming Zones:
Own Educational gaming zone would be the concept which would be close to an internet café wherein students would be using the learning resources upon payment of time based charge. Initially, the games would be made available to Internet café operators by way of installation thereof on some of their PCs so that they sell this gaming service like normal internet café service. It’s important to note that they would run this service under our brand.


2.      Online Transmission:

a.      For Retail Customers:

                                                                          i.      Through DTH Platform:
This can also be distributed by way of supplying the resources to some DTH service operator viz. Tata Sky, Big TV, Videocon d2h, Dish TV etc. Direct to Home (DTH) Market – India. The Direct to Home (DTH) market in India has been growing steadily but continues to be a niche segment. Since its inception, DTH service has established its presence on a pan-India basis and is dominated by the northern and western regions. The growing middle-class and rising disposable income coupled with the rising number of television households over the years has assisted growth. Demand for enhanced viewing experience and various interactive services have been attracting investments in this market. Moreover 2.5 crore customer netwoerk brings gigantic opportunity for EduGames to be launched on. Thus this would be major platform for service delivery. This would require securing adequate uplink bandwith with the DTH service provider.

                                                                        ii.      Through Website:
Launching this service on web is also a line of service distribution especially for people having fast internet connection and having connection package of unlimited access of internet for a fixed sum. The Games would be available online on own website upon periodical subscription for some charge.


b.     For Institutional Customers:
This would also cater to the coaching class or institutions that need this service for their students through some online educational platforms viz. HughesNet, NIIT Imperia etc.



Revenue Generation:

·        From Outsourced EduGaming Zones:
Each café operator shall be provided a username and password which shall be utilized every time he needs to let the customer make use of it. Periodically such usage time shall be taken note of for account settlement. On the basis of such usage time and revenue so collected by him on a stipulated rate recovered from customer, revenue on agreed rate shall be shared amongst the net café operator and EduGaming Company.

·        From DTH Platform:
DTH service providers may not go for hiring EduGaming services at variable charge as they tend to hire the services on the basis of fixed charge and recover the subscription charge for the complete package. However, since this is going to be the first and unique service of its kind, fixed share in their per subscriber charge may be recovered as the DTH service subscriber base is as large as 2.50 crore in India which will derive huge chunk of revenue for EduGaming Service. E.g. if they charge ` 1 per DTH subscriber, the initial revenue would account for 2.50 crore / month resulting into ` 30 crore p.a. interms of revenue. 

·        From Web based services:
In case of web based service provision, subscriber has to subscribe to Fixed or variable plans and has to make online advanced payment for that.

·        From Institutional Customers:
Depending upon the customer requirement monthly or periodically fixed or variable subscription charge shall be recovered from institutional customers.











Future Prospects:
Future prospects of EduGaming service are obviously very bright as students are frustrated from the traditional book based dumb method of acquiring education and many of them really quit the studies due to it. Not only does this fulfill the requirement of learning but also it ameliorates this purpose by adding excitement to it by way of gaming approach. This will provide new edge to the acquisition of learning as this will enhance the passing result of even the tough courses inspired from which more and more students would get encouraged to join higher and tough to get through course and prove their worth. So by and large, while this service is going to enjoy bright future in terms of more and more market share, it’s in a way going to serve the purpose of corporate social responsibility.

Stay tuned for lot many other new business ideas.

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