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Aug 25, 2016 4:20 EST

Bright World Adventures: A series of ground-breaking apps that excite children’s imaginations and help prepare them for future success, one word at a time

iCrowdNewswire - Aug 25, 2016

Bright World Adventures

 

Bright World Adventures

A series of ground-breaking apps that excite children’s imaginations and help prepare them for future success, one word at a time.

 

HIGHLIGHTS

  • Prepared to become the leader in ed-apps for children, a $2.3B market
  • Achived over 55,000 downloads in a 2-day marketing test
  • Poised for world-wide distribution in multiple languages

ELEVATOR PITCH

A child’s vocabulary at age 9 indicates their future economic success in life. BrightWorld is a fun-filled series of apps that blend exploring, reading and gaming in a vocabulary-rich environment.

 

COMPANY OVERVIEW

Problem:

Two out of every three fourth graders in the United States are not proficient readers. And, vocabulary is at the heart of reading comprehension. In fact, a child’s vocabulary at the age of 9 can affect his or her ability to pursue a professional career. And not just any vocabulary will do. Nonfiction reading is the most vocabulary-dense communication possible.

Unmet Market Demand:

Reading comprehension tests for K-3rd graders changed in 2015, creating new market demand for nonfiction content. For the first time, nationwide reading tests for 5-8 year olds require interpretation of NONFICTION texts, creating a business opportunity of unprecedented magnitude in both schools and homes. BrightWorld’s Solution: BrightWorld produces 3D immersive learning apps that combine 3 unique elements: nonfiction reading, 3D exploring and gaming targeted at the K-3rd grade levels. In combination, they are the foundation essential for success in children’s future educational and professional aspirations, especially in STEM fields.

Competitive Advantage:

The cream has yet to rise to the top of the App Store. BrightWorld competes for children’s attention against Fancy Nancy Dress Up, Mr. Potato Head, and Tap Tap Trillionaire; options that are mind numbing rather than brain building. Parents want what is best for their children. BrightWorld’s outstanding quality, inexpensive cost, and school relevance add up to guilt-free screen time -an easy purchase decision. BrightWorld is first to market with immersive nonfiction content for young children. Existing market leaders lack expertise in merging high-end animation with high-energy gaming and high-value educational content.

 

COMPANY SLIDESHARE

 
 

LEADERSHIP

Judy Carr Belletti

Judy Carr Belletti

Founder, CEO

 
Has been designing technology products to transform educational experiences since 1992. A former teacher, her aptitude for understanding the ways in which technology enhances learning experiences influenced products at Jostens Learning, where she designed some of the first educational software for school-wide purchase, at The Lightspan Partnership where school products were enhanced by Hollywood writers and artists, and at Classroom Connect where, before Skype, she delivered real-time content to classrooms across the country. As Director of Product Development at Lexicon Marketing she managed the creation of educational products sold direct-to- consumer.
John Estill

John Estill

Founder, COO

 
A C-level executive for over 25 years, has led numerous companies in the successful creation and execution of their business plans. He has worked in the fields of children’s book publishing, medical devices, electronics, and consumer products. He has secured multi-millions of dollars in funding for start-up and for growth. He was responsible for the acquisition of Blue Sky Medical and Intelligent Medical Systems by Fortune 100 companies. He has a proven track record of increasing companies’ value through strategic planning, efficiencies and innovative guidance.
David Hamby

David Hamby

Founder, Chief Creation Officer

 
Is an experienced designer and producer in both animation and interactive productions. With a background including CG animation design, interactive gaming design, educational product development, special visual effects, compositing, and post production, Mr. Hamby has been involved in several successful startups including American Film Technologies and The Lightspan Partnership. He also has experience as a past lecturer for Siggraph and is a computer animation co-patent holder.
 
 
Contact Information:

John Estill

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