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Scaling Up Classroom Grown Games

It’s no surprise that classroom teachers design some of the most innovative and relevant games for learning. With deep subject area expertise, knowledge of learning context and direct access to test subjects, teachers can make the kind of games that not only engage and educate students but also are also easy for their colleagues to understand and use. The scale of these “classroom-grown games” holds significant potential for sustainable market returns and social impact. Partnerships between teacher innovators and entrepreneurs in the games for learning space are critical for realizing that potential.

This panel will bring together a group of teacher entrepreneurs and leading educational games publishers who teamed up to take games developed by and for a single classroom to students around the country. This panel will discuss the ups and downs, the benefits and challenges of forming an effective and equitable partnership between classroom teachers and edtech publishers.

Learning Objectives

  1. How to pick a winner? Participants will hear from publishers and investors who listen to hundreds of game-based learning pitches from entrepreneurs, many of them teachers, every year. They’ll share their views on what makes a classroom grown game a good candidate for market distribution and how they go about evaluating and building relationships with teacher entrepreneurs.
  2. How to do the deal? What are examples of agreements between educator and industry that work? Panelists will share what they’ve learned about how to build a relationship in order to ensure that the final product benefits not only from the great starting asset, but also from the educators’ institutional knowledge and professional networks in the field.
  3. How to get to scale? How to develop a global distribution strategy for a game that was developed by and for a single classroom?



Rick Brennan, Curriculum Director, Ripley House Charter School

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