EARLY DAYS

  • Personal Problem: The journey began when Steve and Sheila’s son, Stone, came home with a big problem—he said he hated school, especially math and engineering. This came as a shock, given that both Steve and Sheila used STEM in their daily work. In response, they asked, “Well, what do you love?” That simple question sparked a 4-year adventure exploring all things speed and robots.

    As a family, they traveled to Japan, Italy, and China, building kits and creating comic books to document their experiences. Even Sheila’s father, an engineer, and Steve’s father, an entrepreneur, got involved during holidays. Ultimately, this journey helped Stone thrive. He went on to start his own firm while still in high school and later pursued studies in engineering and marketing in college.

  • Wider Realization: As I saw the struggles of learners across the country, it became clear that the need extended beyond my son. This led to the decision to retool and develop a program capable of scaling for a vast number of students.

THE PROBLEM & SOLUTION - REDIFINE FAILURE

  • Research & Findings: Through research, we discovered that many learners have fear of failure, leading to disengagement from traditional education. The organizing principle we developed was simple: we needed to suspend their disbelief.
  • Engagement Through Fun: We recognized that kids spend up to 8 hours a day engaging with video games, social media, music, and sports, where they can fail and still love it. The solution became embedding education into what they love most.
  • HEPH ED GAMIFIED LEARNING: Our approach became clear: “You can’t fail if you can respawn.” This gamified learning mantra encourages resilience and growth, with failure being just another step toward success.

HEPH - DESIGN THINKING, STUDENT RESILIENCE AND THE FUTURE

HEPH

HEPH programs are problem-findinghands-on, multidisciplinary, individualized, gamified learning, delivered through a sass platform, that embeds core educational content into the activities students already love—such as video games, social media, music, and sports.

HEPH programs engage learners through story, subjects and technology they love.  Our learners often describe a HEPH experience as, “learning without feeling like you’re learning.”  Our story-filled, gamified programming is design to quantum leap learners past their fears into worlds where they can find out who they truly are – beyond societal expectation and social emotional roadblocks.  Immersed in HEPH worlds, learners discover that they can learn anything they want, primarily because they can fail without judgement. Then, just like any other game, pick themselves up to press on!  

The program is aligned with educational standards, ensuring that while students enjoy the experience, they are meeting essential academic benchmarks in math, reading, science, and more. We use AI tools to assist both teachers and students by generating summaries and evaluations, which helps in tracking progress beyond traditional grades. Instead, we embrace a more holistic method of journaling, allowing both students and teachers to reflect on learning experiences.

HEPH ED follows a Montessori-inspired philosophy, incorporating self-determination, prepared environments, and student-led activities. We draw from Jean Lave’s thinking, encouraging learners to participate in the world, though the worlds they explore in our platform are not always based on Earth.

Our approach also emphasizes teamwork, with our trademarked Dream T.E.A.M.S. (Technology, Engineering, Art, Math, and Science), encouraging collaboration among students in multidisciplinary ways. It’s like going to Stanford without the delay.

We license characters, stories, and video game content from FLUID, a company with a proven track record, including a NIH-contracted video game on immunology, an Emmy for Reading Rainbow, and a Silver Parent’s Choice Award for its own production, Avenue E along with brand building 

HEPH IN ACTION

To follow is a view of an AUTOROBO middle school program from 30,000 feet.

The AUTOROBO program was designed specifically for middle school learners. While the subject matter focuses on math and reading, the sub-context of the program explores themes of self-agency, teamwork, self-assessment, leadership, and resilience. These crucial areas of development are essential for students as they transition from childhood to adolescence.

During this particular engagement District D-97 assessed that HEPH programs delivered 95% engagement and 75% of the learners advanced in math and reading. 

WHAT TO LOOK FOR

Note:

  • the intensity of the learners. After 2 months – they all wanted more. 
  • the use of technology as a conduit to group and physical activity.
  • the way teachers as playful participants that take the journey with the learners. 
  • Heph staff teaching teachers in new techniques and ways of teaching.
  • the amount of reading throughout the program. This is a constant in any of our programs. Without reading and the ability to express oneself there is no preparedness for the new world.
  • the use of gaming and social media as connective tissue that allows Heph to work in school, summer school, after school,  or at home. Safe and distant from Facebook, Instagram, Tik Tok, Youtube but with all the fun of those platforms. 

  • What you don’t see is these experiences take place over vast periods of time.  Anywhere from 2 months to 13 weeks and then can pick up again as a new “season”.

HEPH and Sustainability

  • HEPH was conceived with the goal of ultimately phasing out philanthropic donations to become a self-sustaining model that gives back to communities in need. As we meet our milestones and benchmarks, we can prudently phase out philanthropic support and transition to a model where HEPH itself becomes the primary donor to underserved communities that utilize our programming. This ensures long-term sustainability while continuing to uplift learners.

    Inspired by the revenue models of Sesame Street, Nickelodeon, Scholastic, and Roblox, HEPH offers not just educational content, but also tools that meet the rigorous demands of preparing learners for the 21st century. Our focus is on creating year-round revenue streams that allow us to scale without relying solely on traditional school funding cycles.

    These revenue streams include:

    • Gaming: Through in-game purchases, power-ups, and special features, students engage with educational tools beyond the classroom, into homes and communities. The gaming industry, generating over $200 billion annually, provides vast opportunities for revenue generation.
    • Licensing: Characters and stories from the HEPH platform will be licensed, following in the footsteps of successful educational franchises like Sesame Street, Dora the Explorer, and Blue’s Clues, which have generated billions in revenue through merchandise, media rights, and partnerships.
    • Products: Educational kits, books, and other resources will be marketed directly to homes and communities, extending the learning experience beyond the classroom and creating additional revenue streams.

    By implementing this strategic approach, we aim to create a self-sustaining ecosystem where HEPH can continue to serve learners and communities without the need for ongoing donations. Our long-term vision is to provide free or subsidized programming to those in need, backed by a financially independent model.

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