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The Company

 

EduJourney is owned by The Gill Corporation. This company is a growing publisher and distributer of educational technology products. The Gill Corporation creates high quality video games and the virtual reality device, EduJourney

 

CEO and Team

The CEO and founder of The Gill Corporation is Kuljinder Gill. Gill is a teacher and avid gamer. After exploring the benefits of video games in the classroom (Barab, Gresalfi & Arici, 2009; Beavis, 2012; Squire, 2003) during her Masters of Educational Technology program, she decided to combine her two passions to develop a product that helps enhance student learning.

 

To make product visions a reality, the talented team was there to make it happen. The team consists of twelve members, with ranging backgrounds and experience levels. 5 members are teachers, with an accumulated 60 years of teaching experience, at elementary, intermediate and high school levels. The remaining team members have 8-12 years of experience each, working for large video game companies such as Microsoft, Sony, Naughty Dog, and Nintendo. All team members work closely together to create the best educational experience on EduJourney

 

The market size for EduJourney is vast. Consumers spent $21.53 billion dollars on video and computer games in 2013 (ESA, 2014). This shows how large the potential is in this market. 

 

The purpose of this venture is to reach out to its target market of teachers, students, homeschoolers, tutors, and parents. The Gill Corporation offers a growing list of gaming products and services to help maximize shareholder value. 

 

Marketability

References

 

Barab, S. A., Gresalfi, M., & Arici, A. (2009). Why educators should care about games. Educational Leadership, 67(1), 76.

 

Beavis, C. (2012). Video games in the classroom: Developing digital literacies. Practically Primary, vol.17 (1), 17-20.

 

Entertainment Software Association (ESA) (2014). 2014 Sales, Demographic and Usage Data: Essential Facts about the computer and video game industry. Retrieved from http://www.theesa.com/facts/pdfs/esa_ef_2014.pdf

 

Squire, K. D. (2003). Video games in education. Int. J. Intell. Games & Simulation, 2(1), 49-62.

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