Monday, December 2, 2013

Smart Kids R US - FAQ

Frequently Asked Questions (FAQ)
Selection of Game Developers:
1.            Identify the game development companies, who already have portfolio of games in the market.
2.            As a second preference, we can also work with companies who may not be currently developing games and may only be doing it as an on-shore or off shore company for international market. However, these companies should make business, financial and market commitments to set up facilities, team and infrastructure for a specified country or regional market with demonstrated commitment.
3.            As the third preference, we can also work with companies, who are not in the game development business, but are willing to make financial, organizational, team and organizational commitment to develop games for a given market
Analysis and Selection of Games:
1.            We will review the portfolio of the games with the game development companies
2.            We will select games that are suitable to embed educational content in the games. The educational content is an ordered collection of "Educational Bytes",  or "Knowledge Bytes" or “Intellibytes” matching with the actual age or age group and their respective school curriculum. The age group is from 5 through 13, corresponding to grades 1 through 7. With in this age and grade group, we plan to form subgroups with following example: Grades 1 and 2; Grades 3 and 4; Grades 5 and 6; Grade 7 - Totally 4 subgroups
3.            Depending on the game company, and their portfolio, we may select percentage for embedding educational content.
4.            We will enter into an agreement with the game company and license the selected games.
5.            We will collaborate with game company and its game development team to show them ways to embed the educational contents into the different games. The actual coding will be done by the game company team, and NOT by us. We do NOT take over their game development work.
6.            Each education embedded game will be independently tested, verified and certified by a pool of pedagogy experts.
7.            We will take responsibility to market the education embedded games and give a revenue share to the game company. The actual share may vary depending on the actual game, its total active life in the market (each game will have different active life, as new games come into the market).
8.            We may advise the game company on effectively designing the games for their respective educational efficacy. Our unique methodology will always impart educational value to students / kids and increase their scores in standardized tests.
Value to Game Companies
•      Increased usage and sales of their games, because of the value to kids / students and their parents.
Value to Kids / Students
•      Increased and effective learning, enhanced understanding of the subjects and especially the concepts, better memory as they are playing and having fun, it is challenging and the kids welcome challenge as along as it is fun.
•      It is play and fun to learn for kids. 
Value to Parents and Schools
•      The parents will be happier with smarter kids.
•      The schools benefit as the kids understand the concepts and remember them
Overall Value
•      What you read, you may forget; if you played and fun, while learning, you understand and remember them very easily and for a long term
Value to the Nation
•      The kids become smarter, while having fun.
•      Less stress on the kids, parents, schools and society
•      Happy kids, parents and schools
•      Smarter next and future generations
•      The country can become the Number ONE country in the world
•      The country can becomes a leader and a country of excellence in video games, education, animation, graphics.
•      Arts students can use their creativity and be employed
•      Numerous jobs created in graphics, animation, computer software, studio and production.
•      The country becomes a leader in 3D animation.
•      The country can export video games to the world.
•      More opportunity for schools, colleges and university departments in video game development.
•      New growth dimension for entrepreneurs and investors.
•      It is a NEW type revolution, growth and dominance in the world for the country.
How is the video game delivered ?  Is this via sever, CD , DVD"s?
•      The kids / students download the games from our internet server. Once the game is downloaded, it can be played off-line anytime.
•     All games are NOT played online. For the countries with internet penetration, we will offer both offline and online games.
•      We can also offer multiplayer games in countries with needed infrastructure,

Empowering Future Leaders of the World

Empowering Future Leaders of the World
Smart Kids R US

Education must be Fun. Kids should be eager about education, as they are eager about having fun. If it is fun, as playing a game is for the growing kid, education automatically happens. Once we are born, we all learn most of what we know through fun activities. It is very natural for a kid to play. It is also very natural for a kid to also learn while playing. We bring back the fun in kids life. We bring fun in education, by making education no different and indistinguishable from playing. Even the animals learn playing.

Have you noticed a kid and seen that the kid is intensely engrossed while playing? The kid is very focused while playing. Focus and concentration is the key to not only learning, and it is also for remembering. 

The kid is in an excited state of mind and body while playing. That is when the whole mind - body experience happens. That is when the kid is perfectly ready to absorb all information faster than a sponge.

If education is mixed in the perfect proportion with fun of playing games, the kid is in the perfect state of mind to learn; it is in a perfect mind to remember that is learned. 

The kid does not have to sacrifice and sweat; the kid does not need to be forced or disciplined. The kid needs no more motivation than fun of playing games.

Our fun video games are entertaining. They are interactive. Interactive fun is inviting to the kid. We magically make the fun of video games also educating at the same time.

Learning basic concepts is a very important foundation for learning for kids. Once the basic concepts are well understood, the kid is ready and able to learn more and more details of the subject. Our games lay the concept foundation and start building additional "educational bites" one at a time, into a strong knowledge foundation.

If games are considered addiction by the society, we make that addiction a hunger for knowledge. The more the kid learns, and learns well with solid foundation, the kid is ready for even more knowledge. We want to empower Indian kids through innate and genuine hunger for knowledge.

Smart Kids R US games are not only interactive between the kids and our games, we make then socially interactive, and interactive playing for the kids between each other. We encourage them to share their joy of learning with their friends. We make the act of sharing itself joyful. We make the kids to feel proud of their knowledge, and the enhance the pride of sharing with their friends. It is important for all of us, especially parents, to recall and remember that we all reinforced our knowledge through telling, teaching, and sharing with others. When our friends asked us for clarification, or simply asked a question or even when challenged us, we had to think again and be sure that we understood it well. This process made the explaining and learning minds to both grow at the same time.

Sharing is social. The process of sharing builds and reinforces the bond of friendship. It also strengthens both souls. Social bonds are the foundation for a healthy community or any and all parts of the society. The social bonds are important at neighborhood level, school level and at a larger societal level. It lays the foundation for a great nation. We all want to build a great nation, and a great nation for our kids, who are the future citizens of the country.

Let us empower our future citizens through strong education, knowledge, societal foundation and empower them to be effective leaders.

Smart Kids R US is an Education based Video Games company.

Our overall international market includes 100 countries covering all continents.

Our portfolio of video games and animation companies are in other related areas, that we will be glad to release to interested strategic alliance partners, investors and potential country level franchises.

Smart Kids R US Games 

Leadership, International Expert Team and Strategic Partners

We are in discussions, meeting and follow up for strategic alliances with video game companies, pedagogy experts, schools and school chains about our video game based education targeted for K-7 grade kids education.
:
  • Smart Kids R US  Games is in the business of aggregating, re-purposing and publishing video games from existing video companies.
  • Smart Kids R US Games will be open, as needed, to establish separate business entities for different national and regional target markets.
  • We customize and brand for each country to suit the country
  • We create local jobs, local centers of excellence, empower local schools and other educational institutions, business and most importantly the kids, who are future citizens to become world leaders.
  • For example, look at Edu Bharati
  • India potentially is the largest market in the world, with most or all schools having English medium, the country being the largest English speaking population in the world.
  • This company in India is completely Indian = By India, for Indian kids, to serve the interests of Indian parents and families, all technology developed and embedding of educational content, called "syllabytes" developed by Indians, all investors, owners and stake holders will be Indians.
  • Other English speaking countries, at school level and professional level, are USA, UK, Australia, Canada, India, Sri Lanka and many of the common wealth countries.
GOAL and VISION (For Example India)

We customize every thing with this as an example for many market in different countries of the world.
  • To make India the leading country and Center of Excellence in Education through FUN Games.
  • To make India as the Center of Excellence in Video Games
  • Our initial market is 250,000 private schools in India and 60 million kids in private schools.
  • The price per kid for subscription to UNLIMITED use is less than Rs 3 per day (six cents in USA) on an annual subscription basis.
  • All funds and profits will remain in India (or any country where we do business). Only 10% of revenue to be given to  Smart Kids R US, USA for providing gameology (subject games and game development) and pedagogy (subject of child education) expertise and intellectual property.
  • The total world demographics of kids in grades 1 through 7 is about 700 million.
  • We will set up alliances with schools, game developers, Indian pedagogy experts and will have first few existing games in Indian and world wide market, including USA, converted or re-purposed with "syllabytes" market traction will be set up, by our proprietary embedding know-how.
  • Marketing strategy is Hub and Spoke model.
  • In India, for example, we will go to major cities: Bangalore, Hyderabad, Chennai, Mumbai, Ahmedabad and Delhi (National Capiital Region = NCR). Later, will go to next level of cities like Mysore, Managlore, Belgaum, Hubli, Dharwad in Karnataka. Other city examples are Pune, Nagpur, Baroda.....
  • We will also go to school chains, starting from the largest.
  • Our customers are: kids (Players), Parents (Payers).
  • Channel: Schools and School Chains.
  • Total number of games to cover from KG through Grade 7 = between 200 and 450.
  • Our Theme and Differentiation:
    • Learning Beyond School Work and Home Work.
    • Learning through Fun
    • Kids are very relaxed when playing games and their mind absorbs the REAL FUNDAMENTALS during fun
    • Improvement to be validated by pedagogy experts
    • The evaluation and willingness to play and learn will be based Crowed Source Techniques = Kids rate it!
    • Kids will rate the games on FUN, Educational "syllabytes"
Any interested investors may contact us as early as possible, so that we will make arrangements to put funds in an escrow account. We will have an internationally reputed accounting company to handle escrow.

CONTACT:

KRS Murthy
Santa Clara, CA 95014

Join the Elite Smart Kids

Join the Elite Smart Kids

Global Leaders in the Making


We are committed to creating global leaders through Education Empowerment
Education must be Fun. Kids should be eager about education, as they are eager about having fun. If it is fun, as playing a game is for the growing kid, education automatically happens. Once we are born, we all learn most of what we know through fun activities. It is very natural for a kid to play. It is also very natural for a kid to also learn while playing. We bring back the fun in kids life & fun in education.