Problem 7: Schools
Problem 7: Schools
According to a Business Insider report in 2018, the U.S. ranked 38th in math scores and 24th in science. Globally 2/3rds of children in school will not reach the minimum proficiency in reading. Also, 60% of school adolescents do not grasp what they are learning. 40% of children with disabilities in low and middle-income countries cannot read correctly. Since education is correlated to the economy, developing countries have nothing to lose with models like Play2Learn.
Market size:
The global gamified education market was pegged at $860.13M in 2021, poised to reach $11671.18M by 2030, at a CAGR of 33.61%. 74% of teachers have digital game-based learning to improve their teaching. 93% of class time is expended on class work when using game-based learning.
Solution Q4 2023:
The free gamified education path underwritten by brands helps developing countries that can’t afford it—the lowest hanging fruit selling the first government after a 12-month sale cycle and trial. After success in a developing country for six months, then developing countries will start to listen and start selling to developing countries in 2025.
The same model can be sold to developed countries with funds that don’t want brands to incentivize learning but create internal rewards. Understanding gamified education is exponentially more efficient than the majority of most current education systems. The USA is a prime target for Play2Learn as the standards are low. It is not a one size fits all solution. Knowing the future of the internet is web3, even the height of education in Finland could devote 5% of their curriculum to web3 gamified education, knowing it connects them to the rest of the world learning what they don’t know.
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