Challenge Island
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Leading STEAM franchise in the world?
What is unique about the way Sharon the founder teaches?
- Collaboration by working in tribes?
- Soft skills - collaborate, compromise
- Stepping away from digital devices to common objects - getting back in touch with physical world.
- Full hour to problem solve together - not found in classrooms.
What are their challenges to growth?
- They are fastest growing franchise, but what issues do they have regarding growth?
What can we learn from CI regarding value proposition?
What is their revenue model?
- Fee structure?
- Flexibility?
- Incentives for Franchisees?
What is their franchise model? Basic terms, etc.
- Owners of Challenge Island in different regions.
- Ranked #307 on Entrepreneur Magazine’s Franchise 500 2019
- Ranked #428 on Entrepreneur Magazines’s Franchise 500 2018
- Number 1 STEM/STEAM Franchise in the World by Entrepreneur Magazine’s Franchise 500 2019
- Entrepreneur Magazine’s Fastest Growing Franchise 2019
- Number 1 STEM Franchise on Entrepreneur Magazine’s Franchise 500 2019
- One of Entrepreneur Magazine’s Best Franchises Under 50K 2018 and 2019
- Parents Picks Award 2018
- Franchise of the Year Silver Award – Franchise Brokers Association
- Within a year, I have generated enough revenue to cover my initial investment
- Nearly 100 franchisees - [1]
- Full or part time basis
- Low overhead
What experience does Challenge Island provide? What do they do?
In-school field trips, afterschool programs, camps, parties, and much more! Focus on soft skills and collaboration - not just problemsolving. Similar angle to OSE. [2]. Theme: put down the phones, and get real.
- After school - 8-14 1 hour sessions; 90% return customer rate - [3]. Core socio-emotional skills 21st like collaboration, communication, and compromise are fostered and bonds and friendships are built in the process.
- In school - 60-90 minutes long and each challenge can cover a variety of different science and math standards. Can accommodate entire grades and even entire schools. (That would be useful for OSE Extreme Builds)
- Pre-school - [4]
- Camps - campers create entire worlds built around our exciting pop culture themes.
- Family Challenge Nights -
- Programs at Girl Scout events - [5]
- Senior programs - programs taken to senior citizens.
Who makes strategic decisions at CI?
Who makes purchasing decisions on the side of the customer?
- Parents, naturally?
What is the total available market for their products?
What is the age group served?
4 to 14+ [6]
Collaborative nature - Are they willing to collaborate by sharing knowledge or run OSE STEAM Camps?
- Not curriculum -Our proprietary curriculum seamlessly intertwines ELA, STEM, History, Social Studies, Arts, Geography and much more into one thrilling Island adventure!