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Abstract
This article presents an analysis of
active crowdfunding campaigns posted on
ten crowdfunding platforms in May 2013
to provide a glimpse of the recent trends in
the crowdfunding of educational technology
startups. We describe the characteristics of the
most successful crowdfunding campaigns in
educational technology and identify the most
popular crowdfunding platforms. This research
provides important implications for educational
technology entrepreneurs. Top performing
educational technology fund raisers tend to
a) request a modest but reasonable amount
for each phase of the project, b) focus on the
informal, out-of-school, rather than formal
contexts of learning, c) attract supporters with
a tiered system of rewards, and d) communicate
with supporters and inform the public of the
status of the project through periodic updates
and progress reports. Directions for future
research include conducting an in-depth
content analysis of archived data and exploring
the perspectives of successful educational
technology entrepreneurs using qualitative
interviews.
Keywords: crowdfunding, entrepreneurship,
project design
Introduction
Numerous students and alumni in
educational technology and related fields choose
to pursue careers as designers and developers of
educational technology products and services
(Ritzhaupt, Martin, & Daniels, 2010). For
example, in 1996 three instructional technology
graduate students from Utah State University
formed the 3GB group (3 Guys in the Basement)
to create an online learning management
system entitled Syllabase. The system quickly
gained popularity and was adopted by several
36
lutionized with the advent of 21st century information and communication technologies. Social
media such as blogs and social networking applications have allowed people to post their project
ideas on the Web, spread the word via their network, and collect donations immediately through
services like PayPal. The popular crowdsourced
online encyclopedia Wikipedia has covered its
costs with the help of private donors since 2003.
Yet, the advent of dedicated, social media based
crowdfunding platforms, designed specifically to
support project campaigns seeking donors, has
resulted in a crowdfunding boom that is transforming the way artists, entrepreneurs, software
developers, educators, and filmmakers secure
seed funding for their creative projects.
Despite subtle differences, most crowdfunding sites provide the same basic functionality.
First, the fund-raiser sets up a webpage for the
campaign and posts a description of the concept
asking for contributions from the community
to support the project or a phase of the project.
This description typically consists of a video
and supporting text and images illustrating the
concept. The entrepreneur is usually given a certain amount of time to reach the campaign goal
and, if this goal is not reached, the supporters or
backers are not charged.
Although crowdfunding has emerged as
a viable and popular model of funding new
ventures, little peer-reviewed research has been
published on the topic. Schweinbacher and
Larralde (2010) reported what was probably
the first empirical study of crowdfunding using
the case study method. A series of more recent
studies have focused on the role of supporters
in crowdfunding. Belleflamme and colleagues
(2012) offered insights on constructing a
theoretical model of when donors choose to
crowdfund. Kuppuswamy and Bayus (2013)
analyzed the patterns of donor support on
Kickstarter varies depending on project success
and timing. Agrawal, Catalini and Goldfarb
(2010) examined crowdfunding in the context
of musician campaigns to understand the
geographic distribution of crowdfunding donors.
Burtch, Ghose and Wattal (2011) examined how
timing and exposure affected 100 pitches for
new journalism stories. Mollick (2012) analyzed
a dataset of over 48,500 projects with combined
funding over $237M and provided insights on
the underlying dynamics of success and failure
among crowdfunded ventures. This study
suggests that crowdfunding projects mostly
succeed by narrow margins, personal networks
and underlying project quality are associated
with the success of crowdfunding efforts, and
that geography is related to both the type of
Volume 58, Number 6
Definitions
Our definition of educational technology
startups is informed by the Association for
Educational Communication and Technologys
(AECT) definition of educational technology as
a field:
Educational technology is the
study and ethical practice of facilitating
learning and improving performance
by creating, using, and managing
appropriate technological processes and
resources. (Januszewski & Molenda,
2007, p. 1)
A startup is defined as a venture or a new
business organization in the earliest stages of its
development designed to search for a scalable
business model (Fonseca, Lopez-Garcia, &
Pissarides, 2001). The term startup became
popular internationally during the dot-com
bubble when a great number of dot-com
startup companies were founded (Hellman
& Puri, 2002). Whether the idea behind a
startup involves the invention of a product, the
manufacture of goods or the selling of things,
entrepreneurs concern themselves with the
issue of business capitalization and profitability
(Mann, OSullivan, Robbins, & Roberts, 2003).
Based on the above definitions, an
educational technology startup was defined in
this study as an emerging business organization
designed to profit from the production and/or
distribution of products or services that facilitate
learning and improve performance by creating,
using, and managing appropriate technological
processes and resources. Examples of such
products may include educational videos,
learning management systems, multimedia
learning materials, digital games, and educational
e-books (Molenda & Boling, 2007). Examples of
educational technology services that companies
may offer include technical support for
educational organizations, consulting, planning
and implementation of educational technology
related events like robotics competitions
(Donaldson, Smaldino, & Pearson, 2007). These
37
38
Method
Results
Category
Requested
Generated
Backers
1) Practical Python
e-book
$800
$21,150
2,007
2) Learn Wordpress
tutorial
$900
$20,508
678
3) Magicians
serious game
$3,000
$34,056
1,025
hardware
$5,000
$56,590
701
tutorial
$700
$7,005
702
e-book
$600
$2,500
180
7) Teagueduino
hardware
$22,000
$76,697
390
entertainment game
$2,000
$7,095
253
instructional film
$1,650
$4,852
112
training
$5,500
$10,235
178
39
References
Agrawal, A., Catalini, C., & Goldfarb, A., (2010). The
Geography of crowdfunding. Social Science Research
Network. Retrieved May 3, 2013 from http://papers.ssrn.
com/sol3/papers.cfm?abstract_id=1692661
Belleflamme, P., Lambert, T., & Schwienbacher, A. (2012).
Crowdfunding: Tapping the right crowd. Social Science
Research Network. Retrieved May 3, 2013 from http://
papers.ssrn.com/sol3/papers.cfm?abstract_id=1578175
Branch, R.M. & Deissler, C.H. (2007). Processes. In
A. Januszewski, & M. Molenda (Eds.), Educational
technology: A definition with commentary (pp. 196-211).
New York: Routledge.
Burtch, G., Ghose, A., & Wattal, S., (2011). An empirical
examination of the antecedents and consequences of
investment patterns in crowd-funded markets. Social
Science Research Network. Retrieved May 3, 2013 from
http://papers.ssrn.com/sol3/papers.cfm?abstract_
id=1928168
Chasan, E. (2012). Crowd-funding industry braces for
regulation. Wall Street Journal, April 5, 2012. Retrieved
April 24, 2013 from http://online.wsj.com/article/SB100
01424052702303302504577326200304117034.html
de Witt, N. (2012). A Kickstarters guide to Kickstarter:
How to successfully fund your creative project. Retrieved
from
http://kickstarterguide.com/files/2012/07/AKickstarters-Guide.pdf
Donaldson, J.A., Smaldino, S., & Pearson, R. (2007).
Managing. In A. Januszewski & M. Molenda (Eds.),
Educational technology: A definition with commentary
(pp. 175-193). New York: Routledge.
Fonseca, R., Lopez-Garcia, P., & Pissarides C. (2001).
Entrepreneurship, start-up costs and employment.
European Economic Review, 45(4), p. 692705.
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