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The 10 Most Innovative EdTech Solution Providers 2019

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However, that’s not the end of<br />

the story. It turns out that making<br />

a successful business is more than<br />

just making an awesome product that<br />

your end users love. <strong>The</strong> remainder of<br />

this article will focus on the extreme<br />

challenges facing the ed-tech market<br />

today.<br />

1. Schools are slow. You won’t see hockeystick<br />

style growth with a product in schools,<br />

because the sales cycle can be up to a year.<br />

Furthermore, they’re slow to adopt -- in the curve<br />

of user adoption, schools tend to lump towards the<br />

“late adopters” side. Not good for startup sales.<br />

2. Schools are SLOW. Even after multiple playtests on site<br />

that had kids literally screaming about how awesome the<br />

experience was, and even after clearly learning fractions<br />

from our game, it wasn’t enough. At one playtest an 8-year<br />

old boy was using a sword to chop numbers. Half, Fourth --<br />

easy! Just chop the numbers up until you get the right<br />

amount. Until he got to 7/8ths -- that was a tricky one. He<br />

thinks aloud to himself -- what’s 7/8? It’s.....3 and a half<br />

4ths! Yes, Billy, it is, and congratulations, you’ve achieved<br />

a solid understanding of fraction composition. Jo Boaler<br />

would be proud.<br />

It didn’t matter. Communicating these kinds of results to<br />

schools is like trying to talk to a whale about global<br />

warming. It’s critical information, but whales are huge and<br />

don’t speak your language.<br />

3. Parents are difficult to reach. Every other math app out<br />

there -- and there are *thousands* -- claims to be as fun and<br />

engaging as ours. I’ve seen enough side-by-side playtests to<br />

tell you they’re flat out wrong, and can’t hold a candle to<br />

our game. I don’t mind saying it, because it’s really true.<br />

But it doesn’t matter. To a parent looking at marketing<br />

material, it all seems the same. Standing out is an expensive<br />

proposition, one that requires investor backing (or possibly<br />

some luck and skill that we missed). But even if you get<br />

that part right, there’s even more bad news.<br />

Charlie Van Norman<br />

Co-founder<br />

Mathbreakers<br />

4. <strong>The</strong> market is tiny. Math apps in the US are valued at<br />

about $1.2 billion for parents and teachers. If you don’t<br />

know anything about market sizes, I’ll give you two<br />

comparisons. Painting residential interiors is upwards of<br />

$50 billion. A single metal-scrapping company can be<br />

worth $1.2 billion alone -- the industry is worth $500<br />

billion globally. In other words, a $1.2 billion market size<br />

simply isn’t big enough for most investors to care.<br />

So what’s the future of games in education?<br />

<strong>The</strong>re will continue to be innovative and powerful solutions<br />

in ed-tech, but they will be small and you’ll have to hunt for<br />

them. <strong>The</strong> market will continue to be saturated by giants<br />

fueled by government grants and philanthropy, which<br />

makes the gems that startups create harder to find. So the<br />

future of games in education is fuzzy, but if you’re lucky,<br />

you’ll be able to find the pearls that will make a world of<br />

difference to the young learners that find them.<br />

www.insightssuccess.com<br />

August <strong>2019</strong><br />

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