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A complete package of extremely easy-to-use, on-line teaching tools that permits a business or technology class to convert itself into an actual sports-marketing company. The class researches and learns about real-world marketing and promotional concepts. It then delivers them using a live Web site and traditional marketing tools. The class actually goes to work for one of your school's interscholastic sports teams to increase school and community interest in the team and to drive more spectators to the team's games. There are seven steps to completing a successful eCommSports Kit with your class. These steps are:
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A typical project will take a class of 15-25 students meeting 80 to 120 minutes per week, three to five weeks to complete the first four steps of an eCommSports Project. Once a class has reached Step 5 and activates its Web site, the site remains live for the entire semester. During this time, Steps 6 and 7 are completed. Keep in mind that the duration of your eCommSports Project can be adjusted in direct proportion to the number of athletic contests you wish to promote as part of the project. For example, instead of promoting the full season of games for your school's Varsity Boys' Basketball team, you can choose to promote just a select number of them at the beginning, in the middle, or towards the end of the team's season. |
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Your students create a live Web site for the team using the wizard-based, template driven Web site development technology included in the eCommSports package. This makes it possible for eCommSports students to create amd design fully professional sports team Web sites without needing to know anything about HTML programming or Web site design. All that is required is the ability to read instructions, click a mouse, and do keyboard entry with two fingers. You can try the eCommSports Web site tools yourself and see how easy it is to create a homepage for your eCommSports.com Web site. |
Each eCommSports Kit includes:
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Sale of Web site banner ads and sponsorships by local businesses It is also possible that a local business or organization in your community is very supportive of the educational and community oriented goals of an eCommSports project and is willing to subidize your school's cost to purchase the eCommSports Kit. Increased Ticket/Game Revenues If the team your class selects to promote does not charge an admission to its games, there is the option of selling raffles, team souvenirs, or other items connected to the team to generate funds. Charge for Fan Club Participation |
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eCommSports is made possible by the partnership of two organizations that have each established outstanding traditions of serving the curriculum and classroom resource needs of business educators in schools throughout the US and Canada. The eCommSports Web site was created and is copyrighted by Genium Group, Inc. This 1984 spin-off of the General Electric Company has spent the last two decades publishing information products and Web sites for both industrial and educational applications. A pioneer in the integration of classroom curriculum with the Internet, Genium was presented the 2005 Hobart H. Conover Friend of Business Education Award by the Business Teachers' Association of New York State in recognition of "innovative hands-on business education programs." Genium also publishes the eCommEd Curriculum package. Genium Group, Inc79 The Mall PO Box 46 Amsterdam, NY 12010 877-284-1963 www.ScoresUp.com eCommSports@genium.com |
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