Education Startup

Young Creators Academy

An EdTech Startup Model

The Challenge of the Pervasiveness of Digital Exclusion

A global interconnected world requires creative and digital skills. Without them youth grow up to be at a great disadvantage and risk being excluded from the opportunities and advantages of an ever more complex and competitive world.

Computers, Electricity, Internet Access, Appealing Training Material and Skilled Trainers remain a significant barrier for wide reach and adoption of tech and development of creativity skills almost anywhere.

The Young Creators Academy Solution

Young Creators Academy offers schools and organizations the tools, content, capacity building and guidance required to offer successful creativity and tech programs to youth and kids anywhere in the world using inexpensive Android tablets, offline visual apps and online web platform. Our program is also available directly to youth and families as a freemium subscription model with monthly, seasonal and locally relevant projects and exercises.

About The Academy

Our Approach
what we do and how

Young Creators Academy promotes applied creativity and practical skills in kids and youth through a multidisciplinary framework of software coding, storytelling, dance, art and robotics, strengthening social and human values in contact with people and nature.

Young Creators learn to invent and tell their own interactive stories where the reader plays an active role by creating video games with tablets. And in doing so, they develop math skills, practice problem solving, learn about variables, logical statements and spatial coordinates at an early age... all while having fun.

We combine tech with dance, music, visual arts and special projects through sessions and interactions with professionals who accompany them in generating artistic and social creations while stimulating and actively engaging their senses.

We partner with local and educational institutions to offer our programs or train local trainers with whom we share our know-how, strengthening local capacity.

Diferential Value Proposition/Technology
what makes us special and different

We use tablets for freedom of movement combined with active sessions with dancers, artists, storytellers, environmentalists, filmmakers, etc. to turn the software development creation process into an interactive experience that engages the senses and physical activity beyond plain intelectual challenges. The abstraction inherent to software development is complemented with an initial process of group discussions and physical activities to invent stories that are translated into written drafts and paper drawings before evolving into interactive video games through coding.

All processes are supported by detailed evaluation tools and templates and supporting mobile e-learning platforms available for the kids, the educators, the guests and the parents or tutors.

Key in all this is our original content, exercises and program, which combine analog, physical and sensory stimulating activities with content relevant to youth context on digital skills development projects.

Accomplishments and Roadmap

Achieved Milestones
what we have done and accomplished so far
  • Completed courses for private schools, community centers and non-profit organizations in.
    • Dominican Republic.
    • Haiti.
    • France.
    • Singapore.
  • Special Sessions and Workshops celebrated with world renowned Hollywood film directors, professional dancers, musicians and visual artists.
  • Initial paying customers, who have asked for additional contracts.
  • We have a set of tablets and laptops for delivering classes ourselves.
  • Fully functional online campus, ready with digital content and lessons.
  • 4 complete different capacity building programs, ready to use, complete with lessons, exercises and step by step instructions.
  • Partnerships with:
    • Centros Tecnológicos Comunitarios in Dominican Republic.
    • Association Aurore in France.
Future Roadmap
our next steps, goals and projections

Launch of Online Web and Mobile Paid Subscription Program

  • December 2018.

2019 Goals and Impact

  • 7,000 impacted youth:
    • 4,000 digital subscriptions.
    • 3,000 workshop participants.
  • 30 Innovative Youth Projects and Prototypes.
    • Environmental, Sports and Open.
  • 10 Associated Centers.
  • 4 Countries.
    • France.
    • Malaysia.
    • Dominican Republic.
    • Mexico.

2019 Revenue and Profit Projections

  • $675,000 Revenue.
  • $123,000 Gross Profit.

International Competition

  • In France, Dominican Republic and Malaysia.
  • International Robotics Creation Weekend in December 2018.
  • International Robotics Competition Week in February 2019.
  • Partners:
    • Centros Tecnológicos Comunitarios.
    • Association Aurore.

Launch of Young Creators Academy México

  • Mid 2019.
Market Expansion Plan
international local presence

We start with the markets we know and the 3 languages we have already worked on. Then we expand to larger markets, leveraging the content, experience and product validation lessons. In addition to our on-going projects in France and the Dominican Republic, we have received solid interest from partners in Mexico and Malaysia.

  • Year 1: Dominican Republic, France, Malaysia and Mexico.
    • We already have on-going projects in the Dominican Republic and France.
    • We have received solid interests from potential partners in Mexico and Malaysia.
  • Year 2: Spain, Singapore and USA.
    • We have good connections and partners in Singapore, plus the content already in English.
    • The USA is the larges English speaking market.
    • Spain is close to our operations in Spain and we already have the content in Spanish
  • Year 3: Argentina and Switzerland.
    • Argentina is a large market and our content is already in Spanish.
    • Switzerland is a premium market close to our operations in France and we already have the content in French.
  • Year 4: Brasil, Colombia and Chile.
    • Colombia and Chile are good markets and we already have the content in Spanish.
    • Brasil is a large attractive market, but the content needs to be translated.
  • Year 5: Central America and Perú.
    • Leveraging our Latin America presence and content in Spanish.

Review the embedded figures below, or
click here for our detailed 5 year plan figures.

Business Model

Customer Segments and Target Markets
who's our target
  • End Customer:
    • Children and Youth Age 4 - 16. (via their parents)
  • Target Markets:
    • Middle Class and higher Parents.
    • Private Schools.
    • Ministries of Education (Public Schools).
    • Community Centers.
    • Non-profit associations and organizations.
Business Model Type

Depending on the customer, our model falls into one of the common categories:

  • Business to Business:
    • We train and build internal capacity of organizations so that they can offer them to their own students.
  • Business to Consumers:
    • We offer training directly online and in person to young students.
  • Business to Business to Consumers:
    • We offer our programs and content to consumers via partner organizations who host and promote them to their own students.
  • Business to Government:
    • We offer our programs to government organizations working to increase digital literacy and computing skills of youth, including Ministry of Education, Public Community Centers, Tech Academies, etc.
Product / Service Type
  • Services:
    • Our kids and youth education programs and institutional capacity building programs.
  • Content:
    • Our content, programs and lessons.
  • Software as a Service:
    • Our mobile and web learning platform.
  • Software:
    • Our mobile app (pending).

Revenue Model

Revenue Sources
where the money comes from / who pays?
  • Individual Subscriptions:
    • Mobile or web subscriptions made directly by families on our app or web portal to gain access to additional content and exercises, updated every week as well as mentoring and support by tutors and report cards.
  • Associated Centers:
    • Centers where our programs are offered, usually by the center's staff. A monthly fee is used for the right to use the platform, training, support and for exclusive monthly content.
  • Workshop Participants:
    • Students pay a fee to participate in the associated centers or our own workshops. We make $25 or more from each participant, after workshop costs or as commission.
Revenue Models
how we make money
  • Subscription:
    • Parents subscribe to the service so that their children gain access to content, exercises, tutoring and guidance.
  • Licensing:
    • Organizations pay for the right to access and offer our content and programs to its students, receiving mentoring and capacity building as a bonus.
  • Affiliation:
    • Local partners offer our program to local organizations for licensing.
  • Freemium:
    • Some content and courses are made available for free to hook students and organizations in.
  • Direct Services:
    • We offer special courses like summer camps to increase market penetration, visibility and income.

Growth Strategies

Local Penetration Strategy
  • Local Workshops for Youth.
    • Monthly, quarterly and season/specific dates based (Summer, Christmas, Halloween, Easter, Independence, Carnival, etc.).
  • Local Talks for Parents.
    • Monthly, quarterly and season/specific dates based (Vacation, Back to School) on the role of creativity and tech in youth development and their future.
  • Local Workshops for Educators.
    • Quarterly to build capacity and awareness on educators and institutions and the local ecosystem in general.
  • Local Media Engagement.
    • Participation in TV and radio shows and publication of articles on local newspapers.
  • Modest Local Marketing.
    • Posting flyers and special offers at schools and centers. Participation in local education events for visibility.
Digital Growth Strategy
  • Frequent New Learning Content.
    • 1 software and 1 robotics monhtly projects free and premium.
  • Frequent Relevant Content.
    • Weekly blog, podcast, maker interview and showcased initiative.
  • Active Virtual Community.
    • With spaces for questions, collaboration and showcasing projects.
  • Active Social Media Engagement.
    • Daily posts and responses on Facebook, Twitter, Instagram, Youtube, Pinterest.
  • Digital Advertising.
    • Ads on Facebook, Instagram, Twitter and Google networks.
Markets Consolidation
International Competitions
  • 3 Competitions a Year.
    • Environmental Innovation, Digital Sports and Open Disruption.
  • 4 Areas.
    • Robotics, Software and Videogames development, Open Creative Innovation.
  • Expenses.
    • Expenses and awards covered by both local and global sponsors.
  • Hosts.
    • Hosted by local associates and partners.
  • Bridging.
    • Connects our local and digital communities around the world.
  • Impact.
    • Innovative, curated and mentored projects are created.

Financial Model

Growing Profitability

The business is sustainable and profitable from its first year with profit margins growing significantly as we expand from a modest $100,000 profit in the first year to over $6 million annual profit and $12 million accumulated profit by the 5th year.

Economies of Scale and Digital Focus

The quick rise in profits comes from significant economies of scale obtained by intensively growing the online penetration and its low cost digital infrastructure while maintaining a slower expansion pace for local offers which requires physical infrastructure and other expenses.

Required Investment and Small Pilots

The projected growth and revenue is achievable building from our existing experience with a modest initial investment of $250,000. Alternatively, a smaller 6-12 month pilot can be executed with a smaller funding of $50,000 to $150,000, depending on the desired pace of deployment.

Cost Structure
  • Monthly: $46,000/mo
    • Digital Infrastructure 1,000.00
    • Content Development 5,000.00
    • Academic Coordination 5,000.00
    • Trainers and Mentors 5,000.00
    • Software Development 5,000.00
    • Management 10,000.00
    • Marketing 5,000.00
    • Administrative Expenses 5,000.00
    • Other Expenses 5,000.00
  • Annual: $552,000/yr

Details at http://go.civ.do/young-expenses

Financial Data
spreadsheets, charts and figures

For detailed consultation and review of our financial model, click here.

Investment and Partnership Opportunities

What are we seeking?
how and with whom we seek to grow
  • Funding.
  • Partners.
  • Visibility.
  • Talent.
  • Clients.
  • Strategic Partnerships.
  • Incubation and Acceleration Programs.
  • CoWorking Space.
  • Expanding to other Cities and Countries.