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Game-based Learning International’s (GBLI) Market Opportunity Forecasts

By Cassy Weber on January 27, 2018

Welcome!  With unprecedented growth over the next five years expected in Game-based Learning, this market opportunity summary, presented by Game-based Learning International, Inc. (GBLI), provides insights into what is driving growth and what particular segments will be the major catalysts.  Co-founders, CEO Brian Haas and Chief Creative Designer Cassy Weber, provide compelling insights into the world of game design, the explosive growth in the company’s user-base coupled with anticipated high growth in revenues, and most importantly, a look into some of the key competitive differentiators.  Third party validation is critical, and therefore, expert opinions are provided by two leading analytics — Docebo and Metaari, both highlighting over 22% (CAGR) in annual revenue growth in this hot segment from 2018-2023 with revenues topping US $8B. GBL International provides a sneak peek into their award winning design process for adaptive game-based learning, and insights into their plans to capitalize on this market.  Please see videos by Brian Haas, GBL co-founder and CEO and, Cassy Weber, GBL co-founder and chief creative designer, as posted below:
Brian Haas, YouTube Preview Image

https://gamebasedlearningetec522.weebly.com/

Cassy Weber,   

Finally, please visit GBLI’s website to gain deeper insights into this exciting market opportunity!  https://gamebasedlearningetec522.weebly.com/
Authors:  Brian Haas,  Cassy Weber — ETEC 522, Winter 2018
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4 Feb Posted on Game-based Learning International’s (GBLI) Market Opportunity Forecasts

The following comment is what I wrote the GBL Team’s “Feedback” Padlet: Thank you for being the first group to go and present your venture topic. I thoroughly enjoyed the information you provided. There was a great variety in text information, videos, interactive games and the ability to provide feedback. The venture was organized and structured well within this weebly website and I appreciate the effort it took to create this in such a short time. There was also a great variety in market topics, actual games, proof, support and resources which worked well as a whole. While I provided many opposing views and/or disagreed with some of the content, I enjoyed the ability to present my opinion in relation to the provided content. Personally, I would provide a little more clarification on certain subjects. For example, under the "market opportunity" where we had to choose between 1 of the 4 options for purchasing GBL, it left a lot up to imagination or required a background in a relative study. As a current teacher who purchases a lot of software for the classroom, I found myself reading and re-reading a few aspects of the data that was presented. For the games section, I was wondering how many of those games are currently used and how effective they actually are. I provided feedback and my classmates did as well on their first play of the games, but I would like to see anecdotal reports of real students playing the games as well. Overall, amazing project and I enjoyed my time combing through your website. I hope my group and others can maintain the standard and the high bar you two have set for us.

4 Feb
0 Thumbs Up!
derek wong @derekw92

The following comment is what I wrote the GBL Team’s “Feedback” Padlet: Thank you for being the first group to go and present your venture topic. I thoroughly enjoyed the information you provided. There was a great variety in text information, videos, interactive games and the ability to provide feedback. The venture was organized and structured well within this weebly website and I appreciate the effort it took to create this in such a short time. There was also a great variety in market topics, actual games, proof, support and resources which worked well as a whole. While I provided many opposing views and/or disagreed with some of the content, I enjoyed the ability to present my opinion in relation to the provided content. Personally, I would provide a little more clarification on certain subjects. For example, under the "market opportunity" where we had to choose between 1 of the 4 options for purchasing GBL, it left a lot up to imagination or required a background in a relative study. As a current teacher who purchases a lot of software for the classroom, I found myself reading and re-reading a few aspects of the data that was presented. For the games section, I was wondering how many of those games are currently used and how effective they actually are. I provided feedback and my classmates did as well on their first play of the games, but I would like to see anecdotal reports of real students playing the games as well. Overall, amazing project and I enjoyed my time combing through your website. I hope my group and others can maintain the standard and the high bar you two have set for us.

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4 Feb Posted on Game-based Learning International’s (GBLI) Market Opportunity Forecasts

Hi guys, you have definitely not only set the bar but raised the bar for the rest of us to follow. I LOVED the design with the font, the image viewer, the timeline and the formatting you used to insert the information. Although you provided a lot of text that needed to be read, you formatted it in such a way that was very easy to read. The accompanying images you included provided even further background for the concepts you introduced. I loved that way you embedded or linked everything so that I could actually stay in your site the whole time.   You guys did a great job of scaffolding - taking us from the bottom and slowly providing us with information around the "who, what, when and how" of GBL.  I especially liked how you differentiated between GBL and gamification.   I am a bit skeptical, however, on your figures you used in your "Monetization" page. Although I do realize this is based on figures reported by Docebo using Ambient Insight's information, I would say the love of playing a game does NOT directly translate to profit earned - especially in the educational industry. I'm just thinking of the games I played through this site which were very simplified in terms of graphics and user interface. As an educator, I would definitely NOT direct any of my budget towards purchasing or paying subscription fees to play these. I hear this on a regular basis in the educational field, that there just isn't enough of a market to make them truly financially feasible to develop them to the point that the commercial games have. Minecraft is successful as it was developed for the commercial market BUT found a great educational application of it. Lastly, I loved your concept of setting it up as an actual venture for the users to explore.  Great job and kudos.

4 Feb
0 Thumbs Up!
shannon hagen @hagens

Hi guys, you have definitely not only set the bar but raised the bar for the rest of us to follow. I LOVED the design with the font, the image viewer, the timeline and the formatting you used to insert the information. Although you provided a lot of text that needed to be read, you formatted it in such a way that was very easy to read. The accompanying images you included provided even further background for the concepts you introduced. I loved that way you embedded or linked everything so that I could actually stay in your site the whole time.   You guys did a great job of scaffolding - taking us from the bottom and slowly providing us with information around the "who, what, when and how" of GBL.  I especially liked how you differentiated between GBL and gamification.   I am a bit skeptical, however, on your figures you used in your "Monetization" page. Although I do realize this is based on figures reported by Docebo using Ambient Insight's information, I would say the love of playing a game does NOT directly translate to profit earned - especially in the educational industry. I'm just thinking of the games I played through this site which were very simplified in terms of graphics and user interface. As an educator, I would definitely NOT direct any of my budget towards purchasing or paying subscription fees to play these. I hear this on a regular basis in the educational field, that there just isn't enough of a market to make them truly financially feasible to develop them to the point that the commercial games have. Minecraft is successful as it was developed for the commercial market BUT found a great educational application of it. Lastly, I loved your concept of setting it up as an actual venture for the users to explore.  Great job and kudos.

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3 Feb Posted on Game-based Learning International’s (GBLI) Market Opportunity Forecasts

The following comment is what I wrote the GBL Team’s “Feedback” Padlet: Wow! You two have set a high bar! This project is extremely well done. You have covered every base, and now I truly understand the assignment. (Thank you for that!) I am still a skeptic when it comes to GBL as the main teaching strategy, although I do use GBL as rewards, to reinforce the learning. It is undeniable that GBL is here to stay and that many students thrive in a game-enriched learning environment. Heck… I was one of those students!!! Oregon Trail and Lemonade Stand were highlights in my education, no question. Having said that, when Mrs. Wong (my Gr.5, Oregon Trail teacher) gamified our math class by having a prize for the student who finished the optional, supplementary math package, I worked for hours to get first place. And now I teach math. I can honestly say that Mrs. Wong changed my life!!! I have attached a FlipGrid video (https://flipgrid.com/e4943a) I made a few months ago that talks about how this experience set me up for my future life. The following link will take interested classmates or website visitors to my weekly ETEC 522 reflection on GBL: http://blogs.ubc.ca/danabjornson/2018/01/31/game-based-learning-an-opportunity-forecast/

3 Feb
0 Thumbs Up!
Dana Bjornson @danabjsn

The following comment is what I wrote the GBL Team’s “Feedback” Padlet: Wow! You two have set a high bar! This project is extremely well done. You have covered every base, and now I truly understand the assignment. (Thank you for that!) I am still a skeptic when it comes to GBL as the main teaching strategy, although I do use GBL as rewards, to reinforce the learning. It is undeniable that GBL is here to stay and that many students thrive in a game-enriched learning environment. Heck… I was one of those students!!! Oregon Trail and Lemonade Stand were highlights in my education, no question. Having said that, when Mrs. Wong (my Gr.5, Oregon Trail teacher) gamified our math class by having a prize for the student who finished the optional, supplementary math package, I worked for hours to get first place. And now I teach math. I can honestly say that Mrs. Wong changed my life!!! I have attached a FlipGrid video (https://flipgrid.com/e4943a) I made a few months ago that talks about how this experience set me up for my future life. The following link will take interested classmates or website visitors to my weekly ETEC 522 reflection on GBL: http://blogs.ubc.ca/danabjornson/2018/01/31/game-based-learning-an-opportunity-forecast/

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1 Feb Posted on Game-based Learning International’s (GBLI) Market Opportunity Forecasts

Thank you for all your effort and creating this comprehensive website that is very fun and informative. I had quite a time thinking about the questions you have posed in the proof page, and also loved the games you have chosen in Wondeville. Plus a comprehensive market analysis and a monetization scenario for future ventures. I appreciate your hardwork, thank you very much

1 Feb
0 Thumbs Up!
ebru bengisu @ebengisu

Thank you for all your effort and creating this comprehensive website that is very fun and informative. I had quite a time thinking about the questions you have posed in the proof page, and also loved the games you have chosen in Wondeville. Plus a comprehensive market analysis and a monetization scenario for future ventures. I appreciate your hardwork, thank you very much

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30 Jan Posted on Game-based Learning International’s (GBLI) Market Opportunity Forecasts

Great videos to introduce your opportunity topic! Brian, on your video, you mention to "click on the link below" and I didn't see it in YouTube. I realize that the link is in this post, but am pointing this out in case you were wanting it on your YouTube posting as well. Looking forward to exploring your "company" further!

30 Jan
0 Thumbs Up!
jessholder @jrholder

Great videos to introduce your opportunity topic! Brian, on your video, you mention to "click on the link below" and I didn't see it in YouTube. I realize that the link is in this post, but am pointing this out in case you were wanting it on your YouTube posting as well. Looking forward to exploring your "company" further!

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29 Jan Posted on Game-based Learning International’s (GBLI) Market Opportunity Forecasts

Thought I'd leave this here as well. Great job going first! It was fun to watch the videos and imagine this was a real company. Perhaps when it comes time to finalize and submit something to NMC, you could report on Wonderville directly, explaining the use in the classroom and some creative twists. I think that Wonderville is a great opportunity for teachers within the emerging/maturing market of gamified learning. If you provide creative application of this creative technology it definitely fits the bill.

29 Jan
0 Thumbs Up!
Robert Remmerswaal @rremmers

Thought I'd leave this here as well. Great job going first! It was fun to watch the videos and imagine this was a real company. Perhaps when it comes time to finalize and submit something to NMC, you could report on Wonderville directly, explaining the use in the classroom and some creative twists. I think that Wonderville is a great opportunity for teachers within the emerging/maturing market of gamified learning. If you provide creative application of this creative technology it definitely fits the bill.

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