| 研究生: |
邱懿潔 Chiu, Janice |
|---|---|
| 論文名稱: |
玩程式商業計劃書 ‘CodeFun’ Business Plan |
| 指導教授: |
何富年
Ho, Foo-Nin |
| 口試委員: |
劉秀明
Liu, Sandra 林月雲 Lin, Carol |
| 學位類別: |
碩士
Master |
| 系所名稱: |
商學院 - 國際經營管理英語碩士學位學程(IMBA) International MBA Program College of Commerce(IMBA) |
| 論文出版年: | 2020 |
| 畢業學年度: | 108 |
| 語文別: | 英文 |
| 論文頁數: | 50 |
| 中文關鍵詞: | 寫程式 、課程 、訂閱服務 、應用程式 |
| 外文關鍵詞: | Programming, curriculum, subscription services, application |
| DOI URL: | http://doi.org/10.6814/NCCU202000860 |
| 相關次數: | 點閱:305 下載:0 |
| 分享至: |
| 查詢本校圖書館目錄 查詢臺灣博碩士論文知識加值系統 勘誤回報 |
Programming will be introduced into the curriculum of junior high schools and high schools in Taiwan, but for most parents they can't accompany their children to study. Therefore, they have to spend a lot of time to find a suitable cram school for their kids. In fact, many parents don't feel free to send their child to camp, they like to grow and learn with children. CodeFun, Ltd (henchforth called "the company") aims to provide the most effective program in helping students and parents in learning programming. It will not only save time and money but also lets parents accompany their children to study, and provides a variety of subscription services. The curriculum will be monthly subscription, which can be ordered through website or APP. The format of the course and content is based on paper card and application. It will be light, waterproof, and environmentally friendly that is available on a variety of devices. The operation will be easy to understand and children can choose their own games according to their preferences, and the price is very reasonable depends on their own needs.
1. Introduction 1
1.1. Background 1
1.2. Company vision 4
2. Industrial environment and market analysis 6
2.1. Current status and development trend of the industry 6
2.2. The trend of high-tech toy development 7
2.3. Positioning of the company and how to pursue this opportunity 8
3. Description of innovative products (or patented technology) and services 10
3.1. Product value proposition 10
3.1.1. Main subscriptions 12
3.2. How it works(delivery/format/content) 15
3.3. Example: how to use the platform 15
4. Business model 16
4.1. Elements of the business model 16
4.2. Core Business Strategy 16
5. Competitiveness/SWOT analysis 27
5.1. Competitor Analysis: 27
5.2. Porter Force Analysis and SWOT 27
5.3. SWOT 29
5.4. Key success factors 31
6. Marketing strategy planning 32
6.1. Market demand determinants 32
6.2. Target market: targets the following five groups as the main market source: 33
6.3. Pricing 33
6.4. Promotion strategies 35
6.5. Online Tools 36
6.5.1. Search Engine 37
6.5.2. social network 37
6.5.3. Public relations :CodeFun will direct some of its marketing efforts on selected public relations (PR) events: 38
7. Operation and Organization management 39
7.1. Organization Chart 39
7.2. Core team members 39
8. Cost analysis and financial planning 42
8.1. Profit and Loss Projections. 42
8.2. CodeFun.Co Balance Sheet 44
8.3. CodeFun.Co Cash Flow 45
8.4. CodeFun.Co Break even 47
9. Future Business Strategies 48
9.1. Strategic alliance 48
9.2. Acquired by other(s) 48
9.3. Funding for scaling 48
10. Reference 49
11. Appendix 50
1. Research and report: "Chart of Supply and Demand for Toy Manufacturing", February 2019. Retrieved from Research on Taiwan Economic Research Institute's Industry and Economics Database
2. Internet:
a. Taiwan Global Education Promotion Association. "Children's Programming Design" , February 2019. Retrieved from Research on GEAT website: https://www.englishcareer.com.tw/geat/
b. INSIDE, "The program is compulsory from the age of 5 years old. Estonia, the United Kingdom and the United States have nurtured children's "computational thinking", February, 2019. Retrieved from Research on website: https://www.inside.com.tw/article/5137-coding-education
c. Bnext, "U.S. President Obama's 4 Billion Promotes Program Education"", February, 2019. Retrieved from Research on website: https://www.bnext.com.tw/article/38622/BN-2016-02-01-070820-81
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