In the education field, Jason’s Galapagos strives to develop integrated learning platforms to ease learning processes for young people. We are constructing more effective methods to process, retain and understand contemporary knowledge by making information in natural, formal and social science an effortless learning experience in our daily life.
At the forefront of the startup world, we are focusing to deliver this promise today by combining gaming and education. We know that just from mobile alone, people spend 1.15 billion hours every month on games. We are confident that adding education to the convention of gaming will make big impact!
We started our live crowdfunding from the 21st of may. If you are interested in supporting this project, the opportunity is still open until July.
Paving New Solutions
Jason in Greek is a word which means healer & the Galapagos is a renowned volcanic archipelago noted for it’s entirely unique animal and plants as the result of being separated from the rest of the world. As a social startup, Jason’s Galapagos aims to cure social issues with new approaches, daring to be literally different just like Galapagos is from the rest of the world.
Today, the 21st century situates us to make critical decisions as we face serious challenges. First, our world is getting overpopulated. The UN estimates an increase of the world population over 9 billion in 2050, 40% more than today. While this is happening, climate change is changing our environment rapidly which could cause problems with our food supply, eco system disturbance, etc. By 2050, UN estimates that 66% of our population will be living in urban areas, creating competitive workspace. Healthcare, wealth distribution, preservation of basic resources like water are some other our generation will need to face. In fact, today, the substantial reason why people could live longer is being eroded by time. The European Centre for Disease Prevention and Control have stated that our last-line antibiotics are failing. We need a way to empower young minds to find new solution toward these challenges. In order to do that, they have to be able to learn many of the knowledge that we have accumulated and work on those to create discover new insights to better the world. To stimulate that, we need to make our young generation motivated to learn. As suggested by papers released from Center on Education Policy (CEP) at the George Washington University many students are perceived as unmotivated. Further, modern technology like the internet create trends like social media which tempts people to spend time with them instead of learning. A study conducted by non profit group Common Sense Media concluded that teenagers spend an average 9 hour consuming media products. There is a need is a need for a solution to increase learning motivation. For the first time ever, “nation needs an education system that excites and stimulates children, providing them with the learning they need – and deserve – to fulfill their potential” teachingtimes.com.
Simply, we are confident that motivation could be gained when we have fun. This is why we want to break the convention that major games (media in general) are not tools for learning important subjects. Through technology, the following are the two key “relief” we want to revolutionize in the education field.
- Better Education & Lifelong Learning “Why do I have to learn these stuff?” is a question which is familiar to many students. In an annual survey of 81,000 high school students conducted by Indiana University’s HSSSE program, 73% said they don’t like school and 60% doesn’t find value in the work they are doing. Another poll that was asked to 500,000 high school student reveals that 4 of 10 students in feels not engaged in their learning (bored). This figure speaks as a representative that there are serious issues regarding student’s learning motivation. Students will become our civilization’s future and in a world where they were not motivated to learn new things, we will witness a scene of unprecedented danger & pitfall.
- Scientific Literacy & Insightful Lifestyle Living in the age of information, we are pressed with issues concerning critical decision making. For instance, should we encourage Genetically Modified Food development? Scientific literacy is a nessary tool to have today! It helps decide what to do with our life, family, etc (for instance, being literate regarding sugar consumption will help us decide a good diet that increase lifespan).
We envision a world where learning is an effortless experience. 2020 is the year we hope our impact could be visible. We hope to achieve this through our short-medium term plan by focusing on the development of video game products which integrate education in it. Here are an example of our prototype:
CURRENT : In the RPG gaming category, there is a game called “Don’t Starve” where the main protagonist is a young boy living in the wilderness, constantly getting resources to survive and craft weapons like “Dark Swords” with the aim of defeating the ultimate evil dark lord.
THE IDEA FOR OUR TYPE OF GAMES : We would change the main protagonist as an engineered controllable cell living in a body of a person. Just like other organism, the cell has to gather nutrients & resource (exploring different chemical names, etc), craft weapon such as antibody (get to know medicine) to defeat ultimately, the Ebola Virus (great story line to keep people engage). Gamers ranging from students to even adults can subconsciously explore how the body works, extent their scientific literacy and even be motivated to learn about the topic.
In the same manner, we are similar with education games but our key difference is the continuity editing aspect which makes learning experience subconscious. This can be translated as making truly unaware that they are learning the topic.
What would be the end result of our products?
We have seen a major organization empowering their primary activity through video games. In particular the military is an interesting study we could use to compare the end result we wish to achieve. We know that military uses video game to recruit people and train soldiers. Why? Because simply seeing is believing. When we consume media, we are not able to distinguish wether it is real or not. Therefore, when we have fun while playing games or if we understanding the content of the game, it would be equivalent as doing the actual thing. This is a concept which military use to 1. recruit soldiers because there is an assumption that military is cool, 2. retain them by allowing the brain to establish fun connection with the military, 3. train soldiers by allowing their subconscious mind explore the knowledge the game content that would be boring if it wasn’t presented in the for of a game. A truly practical example we can give is how people can identify all different type of guns, warships, planes, etc when they are engaged in a militaristic game. Imagine trying to having the same pool people people learning these subjects through lectures and traditional teaching style without having prior experience in any of these type of games. We believe that there will be different learning motivation and results if they had played the games before and if they didn’t. Simply Video game help us store information of the plot subconsciously and improve our motivation because we associate those knowledge with fun.
In the same manner imagine purposely empowering our young mind with this ability but in subjects such as natural, formal and social science an effortless learning experience in our daily life. We would be able to make a big difference! We will have young minds motivated to learn even further on the topic game that they are playing.
Who would benefit and consume our products?
In our business model analysis, we indicated that young people, gamers, teachers, schools and parents/local community will be able to receive benefit from our games. We empower productivity into many people life by changing an activity that is usually considered counter productive and making it a insightful but effortless learning experience. Understand how big this market is!
$115 Billion Primary : Current Gaming Industry
Driven by digitalization, rapidly evolving devices and internet connectivity, the video game industry is expected to see a substantial increase in demand similar to digital advertisement and broadband. In fact, in the entertainment industry the revenue generated by video game is bigger than the revenue of movies and music media combined. According to McKinsey & Company 2015 Global Media Report, Video Games had enjoyed a 9.2% growth with projected compound annual increase of 8.1% over the years to come which is a good indicator of industry growth.
Further, Other experts and analyst shares similar positive expectation with different growth valuation such as Newzoo’s 6.2% increase in compound annual growth rate. The primary driver of the growth is propelled by the increase in the mobile game demand by MIlineals and Generations X. Jason’s Galapagos is expected to enter the growing huge market which have a very high monetization capability.
(taken from http://www.goldmansachs.com)
$182 Billion Trend : VR and Augmented Reality
Innovations from technology are expected to happen in the gaming industry. Virtual reality and eSports are already visible trends which is increasing the value of the industry. The Goldman Sachs Equity research firm expects virtual and augmented reality as the next big computing platform. Given the current state of late VR/AR technology development the firm outlines three possible scenarios in 2025 where they evaluated a base of $82 billion market value for the industry and 2 other scenarios, the “accelerated uptake” of $182 billion market value in and ““delayed uptake “ scenario of $ 23 billion market value. This scenario is primarily based on the limited mobility of battery life. The video game industry is expected to become a major contender of an industry which will be impacted by the rise of VR alongs with healthcare, entertainment and education. VR will be able to allow us to venture into new fresh field.
Here we present to you our analysis of the business model we are building. We have consulted some experts in the field when building the canvas.
Key Issues and Mitigation Plan
We are aware that we have some weaknesses in our business model canvas. We have made mitigative plan to counter them when we launch our business.
1. Team lack key ability to generate desired product
Reflecting from past evaluation and also from investors, we understand that we need to recruit expert in the field. In particular, Jason’s Galapagos needs to establish contract with high quality programmer, data scientist, graphic designer, media engineer and PR team. Therefore, it make general sense to work with existing company to bring the product to a reality. For our games, we are expecting to build the project by working with game development companies. We have identified several service we are interested to use which includes; ilogos, bravezebra, sperasoft, juegostudio, etc. In this type of colloboration, Jason’s Galapagos will focus on establishing the market, quality control and communicating the product.
2. Need to establish more partnership;
We currently lack key partner such as schools, universities, venture capitalist, and individual teachers. The primary reason for this is because we have not been able to develop our product. We have showed our prototype to many organization and they present a high interest in the Jason’s Galapagos games. However due to the nature of the organization we are going to work with (Schools), they are unable to make formal decisions until they are bale to test the prototype. We are expecting to contact them again once a prototype is ready to be tested. Further we do have fair interest from investors who are willing to invest, no formal decisions or partnership will be established until we finish this competition.
3. How will we monetize?
Although the video game industry is growing significantly, it is still a challenging landscape especially for a new startup like Jason’s Galapagos due to the amount of competition which exist. Our strategy is to primarily establish the company and focus on costumer acquisition and retention by making people love the games! We will build trust for Jason’s Galapagos products so people would want to use it and use our future products. Only we are truly able to get revenue stream!
3. Limitation in products
We understand that the current technology limits the type of subjects we could teach to people. However, with the major abduction of VR, it will open a new path to explore other topics!
We started with once person whom join the competition. Over the past few months, the team have grown to several people who are willing to contribute toward this particular cause.
Founder : Jason Sujaya
Business Consultants : Ngadiman, Dr., S.E., S.H., M.Si. – Owner of D Hotel and Lecturer at University Tarumanagara
Current Programmer : Indah Shafira Zata Dini
Graphic Designer : Yohan Panjatian