Timez Attack Cubed

Times Attack Screen Capture
Times Attack Screen Capture

CUBE Analysis for Timez Attack

 

Timez Attack (http://www.bigbrainz.com/index.php) is an educational or “meaningful” game designed to help children learn their times tables. It has an engaging and intuitive interface and players learn without realizing they are doing so.

Face 1 – Market Focus

            This product is really aimed at the K-12 sector and more specifically the K-7 portion of that sector. Having said that, it could easily be used in a remedial program in a high school setting.

Face 2 – Type of Offering

            This is definitely a content type of offering. It is a pre-packaged “meaningful game” that can be used as either a stand alone or a school district wide application.

Face 3 – The Buyer

            This product really has several different types of buyers. An individual could buy a stand-alone copy for home use (as I did when my son was having a hard time learning his times table!). A district could purchase the software for installation on all its computers or a school could purchase it for the same application. It also might be possible for a clearing house such as EBSCO to buy this software and then be able to offer volume discounts to educational buyers that are members of its consortium.

Face 4 – Global Market

            While there are a variety of buyers for this product I feel there are numerous markets for it, also. The first potential market is “wired Anglophone countries”. The product is American and all the language is American English. However, because there is a limited amount of actual language and the game is quite intuitive (even my 5 year old daughter was able to figure out what to do) I can see European and Asian countries as being other potential markets. Because it is a game with a need for a fairly good monitor and game card, it is somewhat limited to developed countries. Having said that, the home page advertises that their product is used in 200 countries. The product is available in English and Spanish at this point and I would imagine that, given a large enough demand, it could be translated to other languages fairly easily.

Face 5 – Development of the Market

            Educational or meaningful gaming is on the rise and students who have high quality graphic games at home are not easily impressed with poorly designed games. I would think that the market supports a game like this only in relatively developed and wealthy countries and communities. While the game itself is not too expensive, you need a good computer to play it. This particular game was developed by an educator, giving him some “cred” in the market. His product is fun to play and unique and as such is, in my opinion, well positioned in the North American market place at the very least.

Face 6 – Educational Integration

            Timez Attack is a game that would works well in a school setting, as extra reinforcement and practice for students who are learning the concepts taught. It would also work well in a home school setting. I do not think you would want to use it to replace the teacher, nor do I think the designer would desire such an outcome.

Although we were not asked if we would invest in this company, I am certainly a satisfied customer and would invest if I had the opportunity!

September 22, 2009   6 Comments

Second Life Cubed

Second Life (SL),  owned by Linden Lab, is an online 3D world created and maintained by its users (residents).  Click here for a short video. Although not originally intended to be, the Second Life platform is emerging as a learning technology.

Face 1 – Market Focus

The SL platform offers opportunities to all three market sectors on the cube. Higher education institutes like colleges and universities have raced to establish themselves on the SL grid to offer distance/blended course offerings and to create virtual learning spaces. The corporate world serves as another market because companies, both private and government, can establish a presence in SL and use the platform for training and development. To a lesser extent, the K-12 sector represents another market focus. Although the potential is there for profit from the K-12 markets, growth has been slower due to several restrictions and barriers.

Face 2 – Types of Offerings

As a learning technology, SL offers infrastructure as a mechanism for providing online learning opportunities. Although general membership and participation in SL is free, those wanting to create learning opportunities must purchase land and pay other service fees.  Content and subject matter is the responsibility of the users/clients. Varying levels of technical support only is offered by SL to its paying customers.

Face 3 – Who is the Buyer?

Typically, SL as a learning technology is purchased by corporations, school districts, and higher education institutes. According to the cube, I suppose it is either “learning bought for learner” or “learning bought centrally” depending on how the purchaser intends the technology will be used and whether the use of SL is imposed on learners and institutions. Interestingly, there is an opportunity for revenue from individual learners once immersed in the learning technology because SL has its own currency system and market that entices users to make purchases, sometimes costing real world funds.

Face 4 – Global Markets

The SL platform is best suited for regions with excellent Internet infrastructure. Regions where Internet and bandwidth is limited or restricted will experience far too many problems using SL as learning technology. In fact, broadband Internet and above average computer hardware are minimum recommendations for using SL. Regarding the issue of language, the SL platform is available in English, French, German, and Chinese. This could be viewed as a restriction, however, because SL is created and maintained by its users creative ways to translate the interface have been used including an in-world translator.

Face 5 – Development of the Market

I’m hoping this face of the cube allows for some blurring of the boundaries because I’m not exactly sure where SL as a learning technology fits in regarding development of the market. As previously stated, poor Internet infrastructure, potential language barriers and poverty creates unfavourable market conditions for selling SL as a learning technology in some regions. It simply is not a good fit in some countries. However, generally speaking, the global market freely imports  and exports learning technologies. Potential buyers are free to consider using SL. While SL does face a small number of competitors in the virtual world market, its popularity gives it a slight edge.

Face 6 – Learning Technology Competing with Other Forms of Learning

SL is a learning technology that “works with a well developed learning system”. SL is likely going to be used to enhance teaching and learning by those who have chosen to explore the benefits of the engaging environment of 3D virtual worlds. In some cases, however, I could see that the use of SL as a learning technology could be imposed on a system as a cost and time saving means of delivering instruction and training. Corporations, for example, might make it mandatory for employees to enroll in professional development delivered in SL as opposed to the more traditional means of expensive face to face training sessions and conferences. In this case, drawing from the cube, the technology is “imposed and competes with existing learning systems”.

September 21, 2009   8 Comments