Learning Launch- Gaming device 

 Challenge and selection The most useful tool to my team has been the learning launch , or marketing prototype , to make   sure the idea we has is feasible and viable in the current market . Learning launches involve   small test groups and can prove useful in low cost scenarios were there are low stakes with our   potential customers and users . Our learning launch would include a classroom of friends and   relatives who are working with us to test the gaming device my team would like to produce .   During this launch , we would use video recording of the scene as the gaming device is being   played . We would also include surveys of the students in the classroom to make sure the   purpose and key elements of the game are identiﬁed by the players . This learning launch would   help us gather real life understanding of how our customers ( schools ) and users ( students )   would interact with the game in a controlled setting . 

 Application 

 We would start the process by inviting the students in the school to an after school activity which   would be monitored by our team and school ofﬁcials . To develop the launch we would allow   students to play in teams of up to three but no less than two , with one adult facilitator . Each   team would receive one set of the gaming device and one set of instructors on the three types   of games they could play with the dice . The materials would include a survey for the facilitator of   the response from the children and how easy each of the games were to understand . After each   team has played for 30 minutes to 1 hour . The test student groups could range from ages 7 - 14 . 

 The facilitator could collect the survey data from each group to ensure that all the questions   have been answered . The ﬁve questions in the survey could include : How exciting was this   game ? ( 1 - 10 scale ) , How is easy was this game to understand ( 1 - 10 ) , Did you learning a lot   about math ? Did this game teach you to think quickly about math ? ( 1 - 10 ) , Do you think math is   fun ? ( 1 - 10 scale ) , What do you wish was included in the game ? These questions could be   asked before and after the games are played to make sure that the information collected can   provide us with insights into how the game feels to be played in a target audience in a   monitored setting . 

 After the demonstrations are completed it may be useful to offer a forum for all the children to   receive a presentation on what this gaming devices purpose , functions , and applications are   from the creator ’s perspective . For instance . the creator of the gaming device could talk about   the games and show the students how the games could help the students . We could then ask   the students to brainstorm with the presentation team about the effectiveness of the game with   regards to creating an excitement for math , teaching them to think in their minds about answers   to math problems , and further applications about statistics and math . We could share also   insights about the survey with them and use this information to gauge how receptive our   audience would be to paying any amount for the gaming device . 

 It may be best to record all of this process to gather insights both during and after the launch   sessions . It may be difﬁcult to garner approval for video information to be made public in the   public school setting involving children but if at all possible the video could be used for further   marketing purposes and the video would ensure robust interpretation of our target audience 

 reaction to the gaming device . I would incorporate this feedback on the gaming device into our   portfolio about the idea and use the feedback to inform whether we have the right target   audience . I would also set up scales to organize positive feedback of the data 90 % positive and   above would lend conﬁdence to pursuing the idea and 89%-70 % would be lend more careful   research into the gaming device and anything below 69 % positive response according the the   scaled data would cause me to advise our team of tabling the idea and revisiting the framework   by which the idea was developed . 

 Insight and approach 

 I have learned that learning launches give business venture a new and fresh outlook to   exploring an idea . Rather than investing on projections our team can invest based on   information and surveys . Using this framework we can garner more support and information   early on and not waste time making faulty or fraudulent assumptions . Instead , we can use   surveys , video , and collaborative brainstorming to investigate early on , details we may have   missed while developing the idea . 

 Moreover , we can identify real needs with the consumer to make sure the need is present and   that our gaming device addresses this real unmet need . We can also identify what we do n’t   know , what we need to know more about , and how reliable are our assumptions about this   game . Analysis of buying patterns and the likelihood that our target market would purchase the   gaming device would help us develop more information about the ﬁnancials for this venture .   This learning launch is very useful in insuring that before large investments are made in the new   product , we have tested the product with our target audience and insured that the need exists in   the market . This resource and information is invaluable to a new venture . 


EMAIL: 
ID_NUM: 
NAME_STUDENT: 
PHONE_NUM: 
STREET_ADDRESS: 
URL_PERSONAL: 
USERNAME: 

### Task: You are a PII (Personal Identity Information) Detection. Given a essays written by students, you have to identify ONLY the following:
NAME_STUDENT - The full or partial name of a student that is not necessarily the author of the essay. This excludes instructors, authors, and other person names.
EMAIL - A student’s email address.
USERNAME - A student's username on any platform.
ID_NUM - A number or sequence of characters that could be used to identify a student, such as a student ID or a social security number.
PHONE_NUM - A phone number associated with a student.
URL_PERSONAL - A URL that might be used to identify a student.
STREET_ADDRESS - A full or partial street address that is associated with the student, such as their home address.
### Input: Learning Launch- Gaming device 

 Challenge and selection The most useful tool to my team has been the learning launch , or marketing prototype , to make   sure the idea we has is feasible and viable in the current market . Learning launches involve   small test groups and can prove useful in low cost scenarios were there are low stakes with our   potential customers and users . Our learning launch would include a classroom of friends and   relatives who are working with us to test the gaming device my team would like to produce .   During this launch , we would use video recording of the scene as the gaming device is being   played . We would also include surveys of the students in the classroom to make sure the   purpose and key elements of the game are identiﬁed by the players . This learning launch would   help us gather real life understanding of how our customers ( schools ) and users ( students )   would interact with the game in a controlled setting . 

 Application 

 We would start the process by inviting the students in the school to an after school activity which   would be monitored by our team and school ofﬁcials . To develop the launch we would allow   students to play in teams of up to three but no less than two , with one adult facilitator . Each   team would receive one set of the gaming device and one set of instructors on the three types   of games they could play with the dice . The materials would include a survey for the facilitator of   the response from the children and how easy each of the games were to understand . After each   team has played for 30 minutes to 1 hour . The test student groups could range from ages 7 - 14 . 

 The facilitator could collect the survey data from each group to ensure that all the questions   have been answered . The ﬁve questions in the survey could include : How exciting was this   game ? ( 1 - 10 scale ) , How is easy was this game to understand ( 1 - 10 ) , Did you learning a lot   about math ? Did this game teach you to think quickly about math ? ( 1 - 10 ) , Do you think math is   fun ? ( 1 - 10 scale ) , What do you wish was included in the game ? These questions could be   asked before and after the games are played to make sure that the information collected can   provide us with insights into how the game feels to be played in a target audience in a   monitored setting . 

 After the demonstrations are completed it may be useful to offer a forum for all the children to   receive a presentation on what this gaming devices purpose , functions , and applications are   from the creator ’s perspective . For instance . the creator of the gaming device could talk about   the games and show the students how the games could help the students . We could then ask   the students to brainstorm with the presentation team about the effectiveness of the game with   regards to creating an excitement for math , teaching them to think in their minds about answers   to math problems , and further applications about statistics and math . We could share also   insights about the survey with them and use this information to gauge how receptive our   audience would be to paying any amount for the gaming device . 

 It may be best to record all of this process to gather insights both during and after the launch   sessions . It may be difﬁcult to garner approval for video information to be made public in the   public school setting involving children but if at all possible the video could be used for further   marketing purposes and the video would ensure robust interpretation of our target audience 

 reaction to the gaming device . I would incorporate this feedback on the gaming device into our   portfolio about the idea and use the feedback to inform whether we have the right target   audience . I would also set up scales to organize positive feedback of the data 90 % positive and   above would lend conﬁdence to pursuing the idea and 89%-70 % would be lend more careful   research into the gaming device and anything below 69 % positive response according the the   scaled data would cause me to advise our team of tabling the idea and revisiting the framework   by which the idea was developed . 

 Insight and approach 

 I have learned that learning launches give business venture a new and fresh outlook to   exploring an idea . Rather than investing on projections our team can invest based on   information and surveys . Using this framework we can garner more support and information   early on and not waste time making faulty or fraudulent assumptions . Instead , we can use   surveys , video , and collaborative brainstorming to investigate early on , details we may have   missed while developing the idea . 

 Moreover , we can identify real needs with the consumer to make sure the need is present and   that our gaming device addresses this real unmet need . We can also identify what we do n’t   know , what we need to know more about , and how reliable are our assumptions about this   game . Analysis of buying patterns and the likelihood that our target market would purchase the   gaming device would help us develop more information about the ﬁnancials for this venture .   This learning launch is very useful in insuring that before large investments are made in the new   product , we have tested the product with our target audience and insured that the need exists in   the market . This resource and information is invaluable to a new venture .
### Output: 