Sei sulla pagina 1di 37

nte P rese

d By

E REN T R E P 2011 EN -20, BAL G LO MBER 14 Y IS E N OV A PPL O

HIP URS

WEE

D DEA

2 0 TH R TO B E OC
LI N E T

Table of Contents
Page 3 ...................... NFTEs World Series of Innovation Overview Page 4 ...................... Curriculum to support the World Series of Innovation Page 4 ...................... Submissions Page 5 ...................... Judging Page 5 ...................... Deadline Page 6 ...................... Overview of Challenges Page 7 ...................... Microsoft Corporation Challenge: Overview Page 9 ...................... Microsoft Corporation Challenge Example #1: Game Design Page 10 ...................... Microsoft Corporation Challenge Example #2: App Design Page 11 ...................... The Coca-Cola Company Challenge: Overview Page 12 ...................... The Coca-Cola Company Challenge: Innovative Beverage Example Page 13 ...................... J.C. Penney Company, Inc. Challenge: Overview and Sustainable Style Example Page 14 ...................... Franchise Source Brands International Challenge: Overview Page 15 ...................... Franchise Source Brands International Challenge: New Franchise Idea Example Page 16 ...................... U.S. Department of Education Challenge: Overview Page 17 ...................... U.S. Department of Education Challenge: College and Career Readiness Example Page 19 ...................... Sample Submission Page 20 ...................... Sample Submission Example #1: Game Design Page 22 ...................... Sample Submission Example #2: App Design Page 24 ...................... Frequently Asked Questions

Presented By

NFTEs World Series of Innovation


A featured event of Global Entrepreneurship Week November 14-20, 2011

The Network for Teaching Entrepreneurships World Series of Innovation, presented by Microsoft, is a fun, experiential classroom activity that allows students to think creatively and invent new products or services that address every-day opportunities. Start off the school year right! Inspire creativity and innovation in your students and see the benefits for the entire year. Give your students chances to win prizes and awards. Groups of at least five students and their teachers or program leaders will pick at least one of six innovation challenges and come up with a new, unique, innovative product or service to address that market niche. Show us how the product or service will impact peoples lives on a day to day basis, and how you will get the word out about your great new innovation. Teachers or program leaders may enter the World Series of Innovation with more than one classroom or program group. All students in the class or group should be encouraged to participate actively since the project is intended to increase teamwork among classmates. Students may participate in smaller groups if they prefer, so long as there are a minimum of five (5) students per group. This kit contains a set of activities designed to encourage creativity and innovation in preparation for the challenge. NFTE recommends using at least two full classroom periods to prepare for the challenge and two full periods for brainstorming and completing the submission form. Microsoft is the presenting sponsor for the 2011 World Series of Innovation. The innovation challenge categories are: 1. 2. 3. 4. 5. 6. Mobile Game Design Sponsored by Microsoft Corporation Mobile App Design Sponsored by Microsoft Corporation Innovative Beverage Sponsored by The Coca-Cola Company New Franchise Idea Sponsored by Franchise Source Brands International Sustainable Style Sponsored by J.C. Penney Company, Inc. College and Career Readiness Presented in cooperation with the U.S. Department of Education

The winning students will receive prize packages from this years sponsors and their sponsoring classrooms, schools or youth groups will receive grants of $2500 from the sponsors and NFTE. If a winning student group is not affiliated with a school or non-profit youth serving organization, the $2500 grant will be donated to a school or non-profit of their choice.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

Curriculum to support the World Series of Innovation


Entrepreneurship 11th Edition Chapter 1: Introduction to Entrepreneurship Chapter 6: Opportunity Recognition In-class Activities

Opportunity Recognition Game Product Innovation Activity Invention Contest Activity Lego Exercise Activity

Submissions
Submissions must use the SUBMISSION FORM included in this toolkit. Submissions will consist of six parts: a description of the innovation opportunity, an explanation of the product or service, a defense of the innovative nature of the product or service, a marketing pitch for that product or service, a customer profile, and a 30-second commercial. 1. Describe the OPPORTUNITY: Each submission will include a paragraph on the innovation opportunity. What category is your innovation in? Is the innovation something for a for-profit business or a non-profit organization? How does it impact peoples lives? Are there currently any other product or services that address this issue? If so, what are the flaws with those product or services? Explain the Product or Service: Each submission should include a descriptive paragraph on the innovative new product or service, and on how the product or service will address the issue. What is changed with this new product or service? How is this product or service better than the current options? Will this product or service be easy to use? Can it be made available to everyone? How will it address this issue better/more efficiently/ for less money than products or services currently available? How is this new product or service the way of the future? Defend your INNOVATION: Explain to the judges what the innovative nature of your product or service is. Why is this product or service needed? How is it different from other products or services? What makes it unique? Is it fresh and innovative? Yours should be as new an idea as possible, trying to avoid duplicating products or services that already exist in the marketplace. If you base your idea on another persons idea, product, service, or image, please show exactly how it is new and different. MARKETING pitch: Each submission should include a marketing pitch of the product or services to customers, investors or donors (non-profit). WHO is the customer?: Complete a basic profile indicating your understanding of the needs of the customer or beneficiary. A 30-second commercial: Finally, a 30-second commercial for your product should be produced and emailed as part of your submission package. See Sample Submissions on pages 18-21

2.

3.

4.

5.

6.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

Judging
Submissions will be reviewed by a panel of judges to determine three finalists in each category. Submissions will be evaluated based on:

Opportunity Recognition: 19% of score Innovative Concept and Creative Design: 19% of score Understanding of Customer Profile: 12% of score Feasibility of the Business: 12% of score Description of Product, Service or Business model: 12% of score Market Research: 18% of score Business Growth Opportunity: 6% of score Supporting Materials/Commercial: 2% of score

Deadline
Submissions must be sent to nfteawards@gmail.com by 5pm local time on Thursday, October 20th. Late submissions will not be accepted. Between November 7 and 18, the general public will be asked to vote online for their favorites in each category to determine the winning entries. Should your group be a finalist, your pitch video and submission forms will be available online for voters to make their decisions. Winners will be announced immediately following Global Entrepreneurship Week on November 21, 2011.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

Overview of Challenges

1
Your Challenge: Design a fun and useful mobile game for student use that is relevant to school and education. (See more on pages 7-9)

2
Your Challenge: Design a fun and useful mobile app for student use that is relevant to school and education. (See more on pages 7-8, 10)

3
Your Challenge: Come up with a new and innovative beverage that a Coca-Cola customer would want to buy! (See more on page 11-12)

4
Your Challenge: Invent a stylish product (clothing or home furnishing) that an environmentally conscious consumer would want to buy. Remember to consider the product materials (organic, renewable, or recycled) as well as the impact its production has on the environmente.g. packaging, carbon footprint, etc. The more stylish and sustainable your creation, the better. (See more on page 13)

5
Your Challenge: Come up with a new franchise business idea! It can be an entirely new idea that you think would work well in a franchise model, or an existing business that you think should be franchised. Show us not only why its a good business but why it would make a good franchise and why you think it should be replicated. (See more on page 14-15)

6
Your Challenge: Design an education innovationwhether for-profit or non-profitthat addresses one or more of the listed objectives for middle school and/or high school students, or you may choose your own objective(s). The product or service must be free of charge or low cost to students, parents, and teachers. (See more on page 16-17)

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

1, 2 Microsoft Corporation
Overview

Category:

Mobile Game and App Design

Background:

The mobile phone market has been growing at an incredible pace, and the sales of smartphones (phones that can run apps and games) have grown over 70% in the last year, alone. Microsoft has built our company by providing platforms for innovative software designers and developers, and we recognize the incredible opportunity that the mobile market presents to new innovators and entrepreneurs. The market for smartphone apps and games is especially exciting because the barrier to entry is relatively small, yet the potential customer reach is great. This means that a great idea supported by the right, dedicated people has a very good chance for success, even without much financial investment. Microsoft has been helping with this through the release of new technologies, such as Windows Phone 7, as well as major initiatives for students and educators, such as DreamSpark, the Innovative Educator Forum and the Imagine Cup competition. We believe that these efforts, in conjunction with NFTEs programs and outreach, will help spark great student innovators and the businesses of tomorrow.

Your challenge:

Design a fun and useful mobile game or app for student use that is relevant to school and education.

Design a game: (Option 1)

Design a mobile game that helps raise awareness for student or school issues. The game should be a simple graphics or text-based game that could be played on a smartphone. It should be easy to learn and playable by middle to highschool students. Games can include any or all of these capabilities: 2-D graphics, touch interface, sound/music, local data storage, geolocation services (GPS), accelerometer (motion sensing), and Internet access.

Design an app: (Option 2)

Design a smartphone app that can be used by students to help them be more effective in school or deal with common student or school issues. The app should be quickly learned and useful to middle to high-school students. Apps can include any or all of these capabilities: text or simple graphics, touch interface, local data storage, geolocation services (GPS), and Internet access.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

1, 2 Microsoft Corporation
overview (continued)

potential game or app theme ideas: (but students are not limited to this list)

Helping new students find their way around a school Making friends and building the school community Managing school and class schedules Dealing with bullying Improving the school grounds (cleaning it, building new features) Improving school safety Helping students and schools protect and improve the environment Help students get and stay healthy Simple learning gameshelping students learn subjects (math, geography, science, history)

Note:

In addition to the below examples and sample submissions, we will be publishing some guidelines and templates to help teachers and students build their game design. This will include details that should be included in each submission area, templates for app and game storyboards, as well as in-class guides and student materials that will help envisioning and brainstorming, and to help insure that your submissions are complete.

relevant links:

Microsoft DreamSpark: http://www.dreamspark.com Microsoft Imagine Cup: http://www.imaginecup.us Microsoft Innovative Educator Forum: http://www.microsoft.com/education/uspil/USIEF/default.aspx Use the link below to access the Innovation Inspiration Toolkit A complete kit of resources ceated just for teachers to launch the Microsoft category of the World Series of Innovation. This toolkit includes: Teacher Quickstart presentation Student Overview presentation I Can Design a Hot App for That! Lesson Plan Hot App Activity Sheet Template Sample App Submission Teacher Roadmap and Curriculum Guide https://skydrive.live.com/?cid=9e28f6f3712a19ce#cid=9E28F6F3712 A19CE&id=9E28F6F3712A19CE%21426

Network for teachiNg eNtrepreNeurship

World Series of Innovation 2011: Tool Kit

Presented By

1 Microsoft Corporation
Game Example

Opportunity:

Learning new words and doing vocabulary exercises can be tedious and boring to some students. Students need a fun and exciting way to build their vocabulary and word skills, and using a game would be a great way to accomplish this. Furthermore, a mobile game would allow them to do work on their skills anytime and anyplace.

Solution:

WordMine is a simple and fun word game for Windows Phone that helps build vocabulary and word skills. The game focuses on fast word recognition for a variety of different languages. The goal is to assist students in learning new words for whichever language they choose, while having fun. You can see more information and a video of WordMine in the ASU students 2011 Imagine Cup entry at: http://on.fb.me/nfteimaginecup

Marketing Pitch:

Windows Phone owners can download the game at: http://bit.ly/nftewordmine WordMine is a challenging and addictive word game that involves selecting words among a collection of randomized letters. Its a fantastic and fun way to build your vocabulary and word skillseven in different languages! Since it runs on your smartphone, you can use it almost anytime, anyplace! Sample screenshot from WordMine:

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

10

2 Microsoft Corporation
App Example

Opportunity:

Nearly every school publishes a handbook, and most have web sites that contain important information, such as school directory, maps, class information, athletics, latest news, and other details that are important to students. When people arent at a computer, however, its often difficult to get this information. In addition, school administration and faculty need a quick, centralized way to get new information out to students and parents.

Solution:

MySchoolApp is a Windows Phone app that provides school information to students and parents, such as news, school events, important links, faculty directory, and school maps. School administrators can publish information and notifications via the app as easily as updating their school web site. Windows Phone users can download the version for Bentley University here: http://bit.ly/nftebentley

Marketing Pitch:

MySchoolApp gives you access to school news, faculty directory, school calendar, maps, sports, alerts, and notificationsright from your smartphone! Its great for students and parents, as they can get the information anytime and anyplace, and its great for schools as it will help them communicate information quickly and efficiently. Sample screenshots from Bentley Universitys MySchoolApp:

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

11

3The Coca-Cola Company


Overview

Category:

Innovative Beverage

Background:

Did you know The Coca-Cola Company offers a portfolio of more than 3,500 products in over 200 countries? Well, they dofrom Inca Kola, a sparkling beverage found in North and South America, and Samurai, an energy drink available in Asia, to Vita, an African juice drink, and BonAqua, a water found on four continents, their product variety spans the globe! Coca-Colas beverages include soft drinks, of course, but also coffees, energy drinks, juices and juice drinks, sports drinks, teas and waters.

Your challenge:

Come up with a new and innovative beverage that a Coca-Cola customer would want to buy! Maybe its a new flavor combination? (like Coca-Cola Black Cherry Vanilla) Maybe its a special enhancement? (like electrolyte enhanced Glacau smartwater)

Maybe its a cool new energy drink? (like Full Throttle Blue Demon)

Relevant links:

Check out the Web site at www.virtualvender.coca-cola.com/ft/index.jsp to learn more about existing products, and then come up with one of your own! Go crazy - and go tasty and fun. The more innovative and marketable your idea, the more likely you are to win the World Series of Innovation!

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

12

3The Coca-Cola Company


Innovative Beverage Example

Opportunity:

Most American iced tea drinks are made from the lower quality tea powders and concentrates vs. real tea leaves. They also are typically high in calories and loaded with artificial ingredients. What if there was a bottled tea that was brewed with real tea leavessomething not too sweet, with plenty of flavor, and made with organic ingredients?

Solution:

Honest Tea was created by Seth Goldman and Barry Nalebuff in 1998, using organic ingredients, fresh brewed real tea leaves and natural sweeteners. The teas are also Fair Trade Certified and made with a commitment to sustainability. Honest Tea was initially brewed in Seths kitchen in five flavors: Gold Rush Cinnamon, Kashmiri Chai, Black Forest Berry, Moroccan Mint Green, and Assam Black. Seth and Barry first sold in Honest Tea to Whole Foods and it is now available in retailers nationwide.

Marketing Pitch:

Honest Tea is a delicious, healthy tea produced with the health of our planet and our consumer in mind. There are now more than 36 different flavors and different lines, including Honest Ade organic thirst quenchers and Honest Kids drink pouches. Our state-of-the art tea brewing and filtration system is certified organic and we have implemented a number of sustainability initiatives on recycling. Our customers know that they can have it allgreat taste, fewer calories, and organic ingredients. Honest. Nature got it right. We put it in a bottle.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

13

4J.C. Penney Company, Inc.


Overview and Sustainable Style Example

Category:

Sustainable Style

Background:

jcpenney recognizes that in todays global market, there is increasing focus on social and environmental issues. As one of Americas leading retailers, operating over 1,100 department stores throughout the United States and Puerto Rico, as well as one of the largest apparel and home furnishing sites on the internet, jcpenney continues to build on its legacy of responsible corporate citizenship. Through its ongoing commitment to championing youth afterschool, supporting local communities and protecting the environment, the company strives to make a positive difference in every jcpenney community.

Your challenge:

Invent a stylish product (clothing or home furnishing) that an environmentally conscious consumer would want to buy. Remember to consider the product materials (organic, renewable, or recycled) as well as the impact its production has on the environmente.g. packaging, carbon footprint, etc. The more stylish and sustainable your creation is the better.

Opportunity:

With rising energy costs and the amount of natural resources to produce energy, customers continually seek affordable products that help them to live green by reducing their energy consumption in their day-to-day lifestyle

Solution:

The Linden Street Quick-Dri towel dries rapidly in the dryer to save time and money.

Marketing Pitch:

Saving energy isnt just a big plus for Mother Earthit also helps customers to save on their energy bills. Customers can find helpful energy saving tips on jcp.com, which highlights an array of energy-saving products available at jcpenney such as the Linden Street QuickDri bath towels and a selection of window treatments that help to reduce heating and cooling costs by up to 40%.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

14

5Franchise Source Brands International


Overview

Category:

New Franchise Idea

Background:

Franchise Source Brands International is a network of synergistic franchise brands. As an organization, they are extremely passionate about two things: Fueling and growing the economy through Entrepreneurship and Small Business, while helping business owners reclaim their original vision of their business and reach their goals. Franchising has become one of the most popular ways to grow a business in the United States. Franchising allows individuals to operate a business without being completely on their own. The franchise approach lets business owners open quickly, experience success rapidly, and develop a customer base faster, reducing risk and becoming more profitable.

Your challenge:

Come up with a new franchise business idea! It can be an entirely new idea that you think would work well in a franchise model, or an existing business that you think should be franchised. Show us not only why its a good business but why it would make a good franchise and why you think it should be replicated. Some fun franchise models to look at: www.docpopcornfranchising.com or: www.abrakadoodleinc.com or even: www.aussiepetmobile.com

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

15

5Franchise Source Brands International


New Franchise Idea Example

Opportunity:

Everyone needs their junk hauledno matter where they live! And who better as a workforce than local college students, who need the money? College Hunks Hauling Junk was born when a group of college buddies borrowed a van and started moving items for people in their neighborhood. Now, through franchising, it is a national company as well as a household brand name. While a lot has changed since that first summer, College Hunks Hauling Junk remains committed to providing friendly, knowledgeable and clean-cut employees. College Hunks Hauling Junk is also the largest employer of college students in the nation. College Hunks Hauling Junk has systemized the business model so it is easy to learn, providing resources to support franchise partners as they grow. The central command center fields all inbound calls, allowing partners to concentrate on growing thier business, staffing, and truck fleet. The growth and success of College Hunks Hauling Junk is due to its powerful brand, marketing program, website and e-commerce strategy, publicity and media relations campaigns.

Solution:

Marketing Pitch:

Franchising is about going into business for yourself, not by yourself. College Hunks Hauling Junk is one of the fastest growing private companies in the nation. We are a powerful brand that creates a buzz unlike any other home service business in history. Now YOU can share in our success and share in our vision. College Hunks Hauling Junk has raised the bar in the home service industry. Our residential and commercial clients choose us because they trust our employees and love our brand. If you are a leader and share in our commitment to the community, we invite you to join us as a franchise partner! Visit www.collegehunkshaulingjunk.com today to find out more!

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

16

6U.S. Department of Education


Overview

Category:

College and Career Readiness

Summary:

Students choosing this category will develop innovative, real-world solutions to help middle school and high school students stay and succeed in school, make informed choices about college and career options, and enter high-quality postsecondary education programs ready for college-level work.

Background:

Today, more than ever, a world-class education is a prerequisite for success. More and more jobs require at least some postsecondary education. America was once the best educated nation in the world. A generation ago, we led all nations in college completion, but today, were in 9th place. The countries that out-educate us today will out-compete us tomorrow. We must do better. Together, we must achieve a new goal, that by 2020, the United States will once again lead the world in college completion. We must ensure that every student graduates from high school well prepared for college and a career. And while government officials, school leaders, parents, educators, and private-sector partners are hard at work on this, we must also empower students to develop their own ideas for achieving this goal. The U.S. Department of Education (ED) is working to engage youth in a national conversation about improving education and increasing student success. This topic for the NFTE World Series of Innovation competition College and Career Readiness - is part of that effort, which was launched during a National Youth Listening Tour in 2010 and the first-ever National Youth Summit in February, 2011. ED officials heard from over 2,000 students from more than a dozen communities across the country. Now, were inviting students to come up with innovative, real-world solutions to help students stay and succeed in school, make informed choices about college and career options, and enter high-quality postsecondary education programs ready for college-level work.

Your challenge:

Design an education innovation whether for-profit or non-profit that addresses one or more of these objectives for middle school and/or high school students, or you may choose your own objective(s) that will help ensure that students are college and career ready. The product or service must be free of charge or low cost to students, parents, and teachers, though schools and school districts may be target customers, among others. (continued on next page)

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

17

6U.S. Department of Education


Overview (cont.)

Your challenge: (Continued)

Students learn about college and career options and select challenging, collegeready courses This may include but need not be limited to Career and Technical Education (CTE) programs of study Students pursue college and career pathways in Science, Technology, Engineering, or Math (STEM) Students succeed in challenging, college-ready courses and are ready for college-level work when they get there Students find coursework engaging and relevant Students including students at risk of not finishing school earn a high school diploma Students participate in internships and workplace-based learning experiences related to their college and career interests Students apply to multiple postsecondary programs and scholarships and complete the FAFSA Students learn to make informed financial decisions, including about college and careers Students compare postsecondary programs based on price1 and quality before making a choice Students enroll in high-quality postsecondary programs

Relevant links:

National Youth Listening Tour/National Youth Summit: http://www.ed.gov/college-completion/youth-summit

Actual price after grants and scholarships that dont need to be repaidknown as net price.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

18

6U.S. Department of Education


College and Career Readiness Example2

Opportunity:

Some teachers would like to spend more time providing instruction to students who need it most. Some students need extra help with their courses but cant afford to pay for private tutors. Providing students with free online instruction in areas related to their course work might help both teachers and students.

Solution:

Students succeed in challenging, college-ready courses and are ready for collegelevel work when they get there. Khan Academy is a free, online repository of instructional videos to help students learn basic concepts in math, science, and other subjects. The goal is to allow any student, at any time, to access an engaging lesson that can be started, stopped, and replayed by students at their own pace. Teachers can track which students use the program and how theyre doing on quizzes so teachers can target which students need extra help.

Marketing Pitch:

The Khan Academy is an organization on a mission. Were a not-for-profit with the goal of changing education for the better by providing a free world-class education to anyone anywhere. All of the sites resources are available to anyone. It doesnt matter if you are a student, teacher, home-schooler, principal, adult returning to the classroom after 20 years, or a friendly alien just trying to get a leg up in earthly biology. The Khan Academys materials and resources are available to you completely free of charge. You can see more information about Khan Academy at: http://www.khanacademy.org

This example is for descriptive purposes only and does not represent an endorsement by the U.S. Department of Education. This example is provided only as an illustration that you may find helpful. Inclusion does not constitute an endorsement by the U.S. Department of Education of any specific program, products or services.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

19

Presented By
A featured event of Global Entrepreneurship Week November 14-20, 2011

Sample Submission
World Series of Innovation Sample Submission Form

NFTE Program: (if applicable) School/Program Name: Teacher Name: Group/Classroom Name: (if more than one) Number of Students in Group: Address: City, State, Zip: Teacher Phone: Teacher Email:

NFTE New England

Zoom School Jane Doe 9A-21

25 Box 350 Boston, MA 02134 (781) 555-1212 jane.doe@bostonschool.com

Business Category: (circle one)

Mobile App Design

Sustainable Style

Mobile Game Design

Innovative Beverage

New Franchise Idea

College and Career Readiness

Business/ Product Name:

Write the business name here

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

20

Sample Submission Example #1: Game Design


Business/Product Name: School Power Patrol

1.

Describe the Opportunity Students around the country are passionate about protecting the environment and to making the world a cleaner, safer place. These students often do not realize the simple things they can do every day, at home and at school, to improve the environment. There are many information guides and websites that provide information about what students can do to reduce energy use, reuse and recycle, reduce carbon emissions, and other activities that benefit the environment, but such guides and sites arent attractive, engaging or interesting. Thus, many students never get the information they need to make a positive difference.

2.

Explain the Product School Power Patrol is a game where the player acts as the Power Patrol Monitor (PPM) in a school. The PPMs job is to patrol the school and fix anything that would be bad for the environmentsuch as turning off unneeded lights and appliances, closing doors and windows, turning off running water, and recycling bottles and cans. Unfortunately for the PPM, a group of gremlins plagues the schooland they constantly create problems by turning on lights, littering, and causing mayhem. The PPM must catch the gremlins and stop them by sending them to the Principals office (which can only hold a few gremlins at a time), stunning them with knowledge for a while, or converting them into Power Helpers who actually help the PPM. The PPM catches the gremlins by coming into contact with them, and then using special artifacts that the PPM finds throughout the school to stop them. Each level represents a different school, and to complete a level, the PPM must bring the carbon footprint of the school down to a target point. Each fix changes the carbon footprint differently (e.g., turning off a drill in the wood shop causes a big reduction, while recycling a bottle would be a small reduction). If the carbon footprint goes above a maximum point, the game is over. The game will feature 10 different schools, each with its own characteristics and special features, and unique gremlin types. The game will have many achievements that can be awarded to players, and will keep high scores for players on the Internet so that students can compete for the best score. The game will use simple 2-dimensional graphics, and players will use the touch screen to move and activate around the school. Between each level, the player will be shown information and examples of how things they can do every day to help the environment. This game will be downloadable to mobile devices, free of charge. We will have space for advertising in the game on the screens between the levels, and we expect that companies who provide educational services and conservation groups would be our main advertisers. Awareness for the game will be driven through word-of-mouth in schools. Artwork and storyboard for the game are attached to this submission.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

21

Sample Submission Example #1: Game Design


Business/Product Name: School Power Patrol

3.

Defend the Innovation This game will educate players about how they can improve the environment and it will also create a sense of responsibility to take action. The gremlins who waste and pollute are the bad guys, and PPM, who is taking responsibility for making things better, is the hero of the game. In addition, the characters in the game will make it interesting and fun for the student players. Having multiple levels and achievements will keep them engagedand the longer they play the game, the more they learn. Finally, the high score list will help create competition with students, and help get the word out about the game. We feel that this game is a great combination of education and fun, and will raise awareness about protecting the environment in a way that is more effective than other methods.

4.

Present the Marketing Pitch School Power Patrol is an exciting new game where you control the environmental destiny for a school! You play the Power Patrol Monitor, and its your job to protect the environment by keeping the schools carbon footprint low. But beware! Each school is crawling with power-hungry gremlins who will try to thwart your plans for a clean and safe world. Stop the gremlins, contain and conserve resources, and make the school a better place for all! Features 10 exciting levels and plenty of fun and challenging achievements!

5.

Who is our customer? Location: The game will be available to anyone in the United States. Students will need to be connected to a wireless network to get the game, but the game can be played offline. There are approximately 64 million primary and secondary students in the US, and studies have shown that about 10% of them currently have smartphones, making the potential market about 6 million customers. The game is for students, but will appeal to people of all ages even if they are not passionate about protecting the environment. The game will appeal most to people who already play mobile games. Smartphone owners of all income levels will be able to get the game (its free). Users would need to be able to support smartphone plans, which start at around $30/month.

Population:

Personality:

Behavior: Income:

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

22

Sample Submission Example #2: App Design


Business/Product Name: Homework Helper

1.

Describe the Opportunity Students schedules and workloads are getting more demanding and complex every day, and keeping track of it all is an increasing challenge. Many students try to keep track of everything on paper or in their head, but this usually leads to mix ups and missed assignments, ultimately bringing down grades. In addition, it is difficult for students to keep track of the grades theyve received through the year and get a complete view of where they stand in every classso they may not know where they need to work harder to bring up their grades.

2.

Explain the Product Homework Helper is a mobile phone app that enables students to keep track of assignments in all of their classes so nothing gets forgotten or missed. The app allows student to: Enter assignments: students can enter all assignment information, including subject, topics, priority, due date, teacher, partners for the assignment, and other details. Enter upcoming tests and quizzes: students can put in test information, including subject, date, priority, test topics and chapters, required study time, and other details. Keep track of study time: students can enter the amount of time they spend working on assignments or studying for tests, including the amount of time spent, and other details. Update the status of assignments as they make progress: students can mark the status assignments and test study from 0% to 100% in 10% increments. Enter the grades received: students can enter the grades they receive on assignments and tests, allowing them to fully track their progress in subjects through the year. Set up alerts to notify them of upcoming due dates Get reports: Lists of assignments they need to work on (and sort the list) Time spent on each subject and class Overall performance across subjects Performance for each subject The app will be text-based, and users will be able to enter data using the touch screen and keyboard. All data will be backed up to the Internet and secured with a password, in order to protect against a lost or stolen device. This solution will be downloadable to mobile devices, and a trial version that has limited functionality will be available for free. The full version will cost $2.99 and can be bought at any time. The app will also have some areas for advertising, and we expect school supply vendors and local businesses to be the primary advertisers. Artwork and storyboard for the app are attached to this submission.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

23

Sample Submission Example #2: App Design


Business/Product Name: Homework Helper

3.

Defend the Innovation There are other apps available that allow students to keep track of assignments, but they are merely to do lists that dont provide specific value to students. Homework Helper allows students to keep list of assignments, and also allows them to manage their schedule and study time for tests and quizzes. In addition, alerts and reports actively help students stay on track. The most unique benefit of Homework Helper is that it can help students use their time more effectively, study better, and become better students. Using reports that show where their time was spent and how they are performing, students will gain insight into their habits that they did not know. This insight will help them improve their studying habits and get better grades.

4.

Present the Marketing Pitch Are you tired of missing assignments and finding out about tests last minute? Would you like to improve your study habitsimproving the value of your study time and helping you be a better student? If so, Homework Helper is for you! Homework Helper lets you keep track of all of your assignments and tests on your mobile phone, and notifies you when you have upcoming tests and due dates. Homework Helper also lets you track all of your grades and record the time you spend doing homework and studyingand as you use the app over time, you can see where you are spending your time, what subjects need more attention, and how you can optimize your schedule to help you be a better student and get better grades!

5.

Who is our customer? Location: The game will be available to students in the United States. Students will need to be connected to a wireless network to get the app, but it can be used without a network. There are approximately 26 million primary and secondary students in the US, and studies have shown that about 25% of them currently have smartphones, making the potential market about 6.5 million customers. This app will appeal to students who want to do well in school, are organized, and who like to keep records. This app is targeted at high school students who own smartphones, who are familiar with mobile apps, and who use tools to make them more efficient. The app is inexpensive ($2.99), so smartphone owners of all income levels will be able to get the game. Users would need to be able to support smartphone plans, which start at around $30/month.

Population:

Personality:

Behavior:

Income:

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

24

Frequently Asked Questions


1. My school or youth group is not participating in the World Series of Innovation yet. How can we get involved? Its easy to get involved! Ask your teacher or youth program manager to visit our website at www.nfte.com/innovation to register your group or class. Then just make sure to complete your submission form and any accompanying documents by the deadline. Can more than one classroom from a school or more than one group from a single sponsoring youth program participate in the World Series of Innovation? Yes! As many classrooms or small groups as want to are allowed to participate. Students must work in groups of at least five (5). One individual adult may be the representative for more than one student group. In the case of home-schooling, one parent must act as the contact for that group of students. How can we promote this to our other classmates and friends? Teachers and program managers and facilitators can print out the enclosed flyers to post and promote students involvement in the World Series of Innovation. How much time will the World Series of Innovation take? You can spend as much time outside of class working on it as you like, but we suggest at least 2 classes be dedicated to classroom activities and background work, plus 2 classes devoted to your innovation and the completion of the submission form. Can we enter innovations in more than one category? Yes, but remember you must fully complete each submission form and create a full commercial message for each idea you submit. That will take some time and effort if done well, so make sure not to over-extend yourselves by trying to do too much! Can a group of friends from different schools participate in the World Series of Innovation? Only if you are also part of the same youth development program. Each group of students presenting an idea must be working with a teacher or facilitator from a single school or youth development program. The winning prize will be paid to that school or program, with that teacher or facilitator as the primary contact. When will the winning innovations be chosen? Submissions are due to NFTE on October 20, 2011. From all the submissions, a panel of judges will select three (3) finalists in each category. Then during Global Entrepreneurship Week, the general public will be encouraged to vote for their favorite innovation in each category. The winners will be chosen by the number of valid, individual votes garnered from 8:00 am on November 7, 2011 to 11:59 pm on November 18, 2011. The winning submissions will be announced on November 21, 2011. What do we need to do to be officially registered as a participating classroom? Your teacher or program facilitator must first register at: www.nfte.com/innovation, and then should email your submission by the deadline as directed on the submission form. You will receive a response indicating that we have received the submission.

2.

3.

4.

5.

6.

7.

8.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

25

9.

Are there any registration fees? No, there is no charge to participate in the World Series of Innovation!

10. What will the winning ideas receive? The winning students will receive prize packages from this years sponsors and their sponsoring classrooms, schools or youth groups will receive grants of $2500 from the sponsors and NFTE. If a winning student group is not affiliated with a school or non-profit youth serving organization, the $2500 grant will be donated to a school or non-profit of their choice. 11. Who is the contact person from our classroom? Your teacher or program facilitators name, address, email and phone number will be used to contact your classroom. 12. How do we know if weve won? Your teacher or program facilitator will be notified first by email and then you will receive a formal announcement in the mail.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

Presented By
A featured event of Global Entrepreneurship Week November 14-20, 2011

Submission Form
World Series of Innovation Due: Thursday, October 20th

NFTE Program: (if applicable) School/Program Name: Teacher Name: Group/Classroom Name: (if more than one) Number of Students in Group: Address: City, State, Zip: Teacher Phone: Teacher Email:

Business Category: (circle one)

Mobile App Design

Sustainable Style

Mobile Game Design

Innovative Beverage

New Franchise Idea

College and Career Readiness

Business/ Product Name:

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011

Presented By

Business/Product Name:
1. Describe the Opportunity

2.

Explain the Product

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011

Presented By

Business/Product Name:
1. Defend the Innovation

2.

Present the Marketing Pitch

3.

Who is our customer? Location:

Population:

Personality:

Behavior:

Income:

Email submissions to: nfteawards@nfte.com by 5:00pm local time on Thursday, October 20.

Please feel free to use extra pages, and to attach any supporting documents, including the required 30-second commercial for your product or service.
NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011

Presented By

Product Innovation Game


In-class Activity Lesson Plan

Objective:

The students will be able to create and present a make-believe or real product from the items distributed. Students are encouraged to think creatively and out-of-the-box.

Materials Needed:

Basic arts and crafts supplies. Items from around your house. Q-tips, cotton balls, pipe cleaners, glue, tape, string, plastic cups, paper plates, paperclips, etc.

Set-up:

Split students into small groups and give each group a set of materials. All sets should be similar (differences in color are OK but supplies should be identical in size and quantity. Assign 20 minutes for product creation and 1 minute for each group to present. In groups, use your assigned materials to create a totally new product.

Outline of the Lesson:

Please prepare to present your idea to the class considering the following: 1. The name of your product 2. The features of the product 3. The benefits your product offers to customers 4. Who would be interested in this product (age, male or female, needs, interests, etc)

Assessment/ Evaluation:

Check for students understanding, and the reasons for the types of products they create. Be sure to listen to students justification for developing the product.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

Invention Contest
In-class Activity Lesson Plan

Objective:

Every student has the potential to invent a new product. The Invention Contest should be an ongoing class project once the Inventions chapter has been covered. The Schedule of Lessons suggests that you devote time for students to present the ideas and working models behind their inventions to the class at least once a week. You might want to structure it so that each class has one or two presentations, with students signing up, say, a week ahead of time. The challenge and excitement generated by a class invention contest is one of the most stimulating and rewarding aspects of NFTEs entrepreneurship curriculum. Encourage students to be free and crazy with their ideas, while still keeping a practical end in view. Remember, products and services that are taking for granted today were once considered wildly improbably. Heres how to run the contest: Resources describing various inventions

Materials Needed: Set-up:

Show students several inventions and discuss them in class. Simple examples might include: The disposable wooden toothpick, invented in 1869 by Charles Forster, who noticed, while traveling in Brazil, that Brazilians picked their teeth with slivers of wood whittled from orange trees. Foster invented a machine to produce wooden toothpicks but couldnt sell any to local restaurants in his hometown of Boston. To market his idea, he hired fashionable and successful young men to loudly ask for disposable toothpicks in expensive Boston restaurants. Soon the embarrassed restaurant owners were calling him! The potato chip, invented in 1853 by George Crum, a Native American cook in a restaurant in Saratoga Springs, New York. A customer kept complaining that the French fries were too thick so Crum cut some potatoes so thin that they could not be eating with a fork. Crum eventually sold the recipe to Herman Lay, who started Lays Potato Chips. Other examples of famous inventions that are easy to research online include Slinkys, Silly Putty, Post-It Notes, Band-Aids, Yo-Yos, and Frisbees.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

Invention Contest
In-class Activity Lesson Plan (continued)

Outline of the Lesson:

Explain that to survive as the basis for a business, an invention must satisfy a consumer need. Have students ask themselves: What need or problem do I have that is not met by products or services already in existence? Have each student write a memo detailing ideas for his or her invention. The memo should include a name for the product or service, how it would work, and the consumer need it would fill. Students should provide a sketch of the invention at the bottom or on the back of the memo. Stress that the illustration does not have to be great artistically to be a good tool for explaining the invention. Students should stand, one at a time, and present and discuss their inventions.

Assessment/ Evaluation:

To determine the winner(s) of the Invention Contest, let the students judge one another, with the teacher casting the deciding vote in case of a tie. A ratio of approximately one winner for every ten students is a good rule of thumb. Be creative with contest awardscertificates, cash, concert tickets, etc. can all be used to stimulate competition and provide students with the incentive to do their best. Try to hold at least two of these contests during the course. Check for students understanding, and the reasons for the types of products they create. Be sure to listen to students justification for developing the product.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

Lego Activity
In-class Activity Lesson Plan

Objective:

This game can be used to help students work out the Economics of One Unit for their product.

Materials Needed:

You will need a large quantity of Lego pieces, from a standard Lego set (no special pieces required). Adjust the unit cost list below to reflect the colors of the pieces used in your set.

Activity:

Lego has hired your product development team to create a new toy using Lego pieces. You have 50 minutes to complete the task. In groups you must do the following: 1. 2. 3. 4. 5. 6. 7. 8. Decide as a group what toy you want to make. Choose one delegate to collect the Lego pieces from display. Build the toy as a team. Using the cost sheet, determine the cost of materials using the unit costs listed below. Calculate how much time it took to build the toy to determine labour costs to produce the toy. Identity a target consumer. Give the toy a name. Calculate the selling price.

Unit cost per Lego piece:

Given the selling price, how much profit will Lego make on each toy sold? Color Red Blue Black Yellow White Orange Light green Grey Light blue Cost $.15 $.15 $.09 $.06 $.09 $.03 $.02 $.06 $.05

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

Lego Activity
Worksheet

Name of Toy:

Selling Price: Material Expense:

$ Color Red Blue Black Yellow White Orange Light green Grey Light blue Quantity

(A) Total Cost $ $ $ $ $ $ $ $ $

Total Cost of Materials:

(B)

Labor Expense:

Time production commenced: Time production completed: Total time taken to produce: Wage rate per hour: $ Total number of staff: Total cost of labor (staff x rate/hr x total time): $

(in hours)

(C)

Total Expense: (B+C) Total Profit: (A-D)

(D)

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011

Presented By

Opportunity Recognition
In-class Activity Lesson Plan

Objective:

Students will learn the how to differentiate sources of opportunity with real world examples.

Materials Needed:

Print out Opportunity Recognition game board. Cut out different business opportunities that represent the 5 sources of opportunity and place them in an envelope or bag (opaque). Put 5 cut outs into each bag (1 sheet per bag). Stop watch

Set-up:

Divide the class into groups of 3-5 students. Give each group a Board and a bag. Students should not open bag until instructed to do so.

Outline of the Lesson:

In their groups students will get 1 minute to post the cut outs on the correct opportunity box. The first group to say NFTE and that has the most number of correct answers wins. NOTE: students may be able to rationalize the answer. If the students show sound reasoning, allow the point. If there is a tie, go into lightening round have students identify the business or businesses that correspond to each opportunity. The team with the most correct answers wins.

Assessment/ Evaluation:

Check for student understanding and close the learning with their own examples of each source of opportunity. Learning Extension: Have students work in small groups and brainstorm opportunities and business ideas that they can do as students.

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

Opportunity Recognition Board Game


ANSWER KEY

New Discoveries:

Wireless Internet (Is replacing wired connections)

Change/Trend:

Eco-friendly business practices (Are becoming widespread as customer demand increases)

Problem:

Traffic congestion (Continues to worsen as population grows)

Existing Product and Services:

iPod (Improved design and functionality of portable music players)

Unique Knowledge:

Facebook (Required access to college student body to create)

NETWORK FOR TEACHING ENTREPRENEURSHIP

World Series of Innovation 2011: Tool Kit

Presented By

Opportunity Recognition Board Game

PROBLEM

EXISTING PRODUCTS AND SERVICES

CHANGE

UNIQUE KNOWLEDGE

NEW DISCOVERIES

Presented By

Opportunity Recognition Board Game


Cut-outs

WIRELESS INTERNET

ECO-FRIENDLY BUSINESS PRACTICES


IPOD

TRAFFIC

FACEBOOK

Presented By

Potrebbero piacerti anche