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 the value proposition that OSE can offer?

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.
  1. Ranked #307 on Entrepreneur Magazine’s Franchise 500 2019
  2. Ranked #428 on Entrepreneur Magazines’s Franchise 500 2018
  3. Number 1 STEM/STEAM Franchise in the World by Entrepreneur Magazine’s Franchise 500 2019
  4. Entrepreneur Magazine’s Fastest Growing Franchise 2019
  5. Number 1 STEM Franchise on Entrepreneur Magazine’s Franchise 500 2019
  6. One of Entrepreneur Magazine’s Best Franchises Under 50K 2018 and 2019
  7. Parents Picks Award 2018
  8. 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? Do Franchisees get involved in curriculum and organization, or are they more customers of the product than developers of the product? How does CI address continuing product development?

What is their back end ifrastructure in terms of support staff, core team, website, operations, etc? How do they collect payment?

Who makes purchasing decisions on the side of the customer?

  • Parents, naturally?

What is the total available market for enrichment programs? How much is currently tapped?

What is the age group served?

  • 4 to 14+ [6]
  • Parents and seniors

Collaborative nature - Are they willing to collaborate by sharing knowledge or running OSE STEAM Camps? Would they be interested in offering our open source curriculum, where we train their franchisees in open source collaborative product development?

  • Not curriculum -Our proprietary curriculum seamlessly intertwines ELA, STEM, History, Social Studies, Arts, Geography and much more into one thrilling Island adventure!

What is the CI annual revenue?

How many employees do they have on their back end, outside of 100 franchisees?

How did Challenge Island start, and who invested in it?

Who is their competition?

How do they market their products/ acquire customers?

What is their Cost of Customer Acquisition?

What is their biggest lesson learned regarding their success?