"Pay-to-play" Educational Software Games?

-link">today have a video game orientation.
Science Academy Software has developed a new8. The role of obsolescence: Books and printed
business model or paradigm for Education. It is amaterials wear, tear, and go out of date. Software on
web-based "pay to play" educational game site nameddisk or CDROM also go out of date or may not run on
ScienceAcademy.TV for high-bandwidth clients. Thisnewer machines. Upgrades also contribute to the
article discusses the issues and rationale behindlogistical nightmare to school computers management
Science Academy Software's educational gameand support. Not so with a Web application or services
portal ScienceAcademy.TV -- home to a new onlinethat can provide updates in a timely manner or
educational game called "BasketMath V3."on-the-fly".
Why "Pay-to-Play" educational games online?9. Warehousing-the need to track and inventory
Users get to have a learning experience in the form ofsoftware, license requirements, serial numbers, the
a game.need to enforce copy protection measures and
It's appropriate for audiences for instruction, testing, drillsecurity.
and practice.10. Cost? Does fit in my budget? Web-based
Web channel distribution allows learning to occur anyeducational games offer relatively small entry, they are
time any place.more cost effective when compared to the cost
The entertainment value of the software contributestraditional educational software's direct and indirect
to pleasing user experience.costs associated with purchase, storage and inventory.
It's low cost alternative to traditional classroom11. Freedom! - Can the software be used by students
instruction and educational software distribution.so as to free me to do other things (e.g. help other
Everyone benefits from subscribing (learning).students, fill reports, administrative tasks)?
Traditional Educational Software Delivery IssuesIt is not Cheap
A school teacher buying educational software, in theDeveloping web-based educational solutions costs
traditional sense, buys copies, lab packs or site licenses.time, money, and purpose. The money, earned from
They face a barrage of complex issues related tosubscriptions, pays for the talent of artists,
acquisition and use. Issues like:programmers, teachers, technical and support staff,
1. Is the software appropriate? This requires evaluationand the costs associated with housing, hosting,
in the form of asking: What is the instructionalmarketing, distribution, security and other web services.
component? Does the software provide testing andThe people involved in delivering web-based
assessment capabilities, is there a measurement ofeducational games make their livelihood by
achievement? Are results immediate (we all know kidscommunicating their craft in the only way they know
can't wait)? From a teacher's perspective, this meanshow. They are driven by their desire to produce a
having students practice those areas of weakness toproduct or service and, in a sense, they define
achieve mastery.themselves by the process and what they produce.
2. Can I use it in my class? Issues: will it serve myAs with video games, kids usually "burnout" or play
students? Is it safe? Are there school adoptiongames most during the first 24 hours. This is why
procedures or bureaucratic red-tape to the softwareScience Academy Software has adopted one day
acquisition? What political issues will I have to deal with,subscriptions. The amount of "PlayTime" left is
if any?displayed in the login page. This places the impetus on
3. Utilization - how much of this software really getsthe user, the player or student, to use the software
used by students? Will the software get reused afterwhile "the getting is good".
"newness" wears off? Students generally "burnout" orIn this "entropy economy" old business models are
frequently use the game in the first 24 hours; interestevolving. An e-commerce implementation use allows
thereafter declines.subscribers instant access. Payment processing is
4. Need for portability, Can I use it on all my PCs? Webimmediate so users can immediately play the
enabled machines make learning possible anytime - ateducational game.
school, in after-school programs, or at home (learningSubscribers of pay-to-play Web-based educational
occurs anytime any where).games are able to appreciate the educational and
5 Can instructional material be shared with diverse ageentertainment value. They already have DSL, cable, or
groups or learning disabilities (people learn differently)?on a network and may know someone, their children
6. Can instructional material provide supportor themselves, who could benefit from playing.
individualized attention (people learn at different rates)?Developers of these educational games are simply
It is great when you have a teacher, parent or tutor,using tools that are available for web-based delivery
but what if you don't? Educational software is the next(e.g. Flash, Java, Video, etc.). It also helps if you can
best alternative.have someone handle your e-commerce (e.g. PayPal).
7. Value is based on educational and entertainmentAdoption of these technologies make interactive
elements to the software. Entertainment value is veryentertainment and education an emerging web-growth
important to the delivery of educational software:industry segment.
Ideally, the content should engage the user -- aPerhaps your audience would be interested in knowing
characteristic of most video games. Most childrenabout this new paradigm?