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.

A NEW GROUP OF HEROES

  • 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 - A SPOONFUL OF SUGAR

HEPH

HEPH programs are built to help learners find their why.  The 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 - BEHIND THE SCENES

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”.

COVID - PIVOT

 

  • Rushed by Demand: During COVID-19, 25 schools wanted our blended program. However, we lacked the capacity to serve all the learners who needed our program. 
  • Temporary Capacity: We managed to serve 200 students during the pandemic but knew that more was needed.
  • Retooling for the Future: Recognizing that underserved learners were gaining access to equipment and Wi-Fi during this period, we decided to take 18 months to retool and build a learning platform that could handle thousands of students simultaneously.

CURRENT STATUS

 

  • Platform & Market Demand: Now, after 18 months, we have a robust platform ready to scale. We’ve maintained active marketing and have 50 schools in the Chicagoland area interested in our program.
  • Funder re-upped and reoccuring funder meetings
  • Strengthend the team with additions to the board and the addition of a development person
  •   

GO TO MARKET PLAN

We have a comprehensive 3-year plan designed to grow steadily and refine the product along the way. Here’s how we’ll execute it:

  • Pilot Program:

    • Launch with a pilot of 2 school – Friends of the Children Chicago and Kensington Creative & Performing Arts High School
    • 30 learners in each school.
    • Gradually scale up to 90 learners, then to 270 learners
    • This controlled approach allows us to tweak the product and gather data at each phase.
  • Simultaneous Marketing:

    • While running the pilot, we will actively market to schools, communities, and parents.
    • This helps build awareness and engagement early on, even as the pilot progresses.
  • Community Seeding:

    • As we expand in schools, we will also seed the program into the communities surrounding those schools.
    • The goal is to create awareness through affinity, ensuring communities are familiar with and engaged in the program.
  • Assess and Pivot:

    • At the 270 learner mark, we will reassess the model, gathering feedback to adjust and improve the program.
    • Based on this, we’ll plan for rapid expansion into both schools and homes. 1050 learners to start (which we believe is doable since we already have 50 interested schools in Chicagoland alone) 
  • Expansion Model:

    • Our strategy will resemble a travel sports team model, where:
      • Communities first engage with themselves.
      • Then, they compete against neighboring communities.
      • Eventually, the program expands at the state level and beyond.
  • CRM and Stakeholders:

    • As we grow, we will integrate CRM (customer relationship management) to build strong ties with community stakeholders.
    • This will also give us insights into how we can provide more value to participants.
  • Digital and Gaming Component:

    • The digital and gaming aspects of the program allow us to expand beyond geographic limits.
    • We’ll follow an Indie game rollout strategy, combined with a 13-week television schedule similar to Bart Simpson’s interstitial programming, making the expansion more manageable.

      Kensington Creative & Performing Arts High School50

 

  • 4 million learners k-5…
  • Pilot Launch: We are ready to pilot the program with one school and 30 students, using a control group to collect meaningful data.
  • Expansion Plan: Following the pilot, we will expand to 4 additional schools, each with 60 students. The plan is to double that number in the next quarter as we continue to scale.

SUSTAINABILITY

HEPH was designed not only to provide educational tools that meet the rigorous needs of preparing learners for the 21st century. The program draws inspiration from the revenue models of Sesame Street, Nickelodeon, Scholastic, and Roblox—with the ultimate goal of transitioning away from philanthropic donations over time. As we achieve our milestones and benchmarks, we will prudently phase out philanthropic support, transitioning to a self-sustaining model.

Our approach includes year-round revenue streams through:

  • Gaming: In-game purchases, power-ups, and special features that extend beyond the school environment into homes and communities. The gaming industry is a multi-billion dollar market, with global revenues exceeding $200 billion annually, offering immense potential for revenue generation.
  • Licensing: Characters and stories developed within the HEPH platform will be licensed, similar to successful educational brands like Sesame Street and Dora the Explorer, which generate significant income through merchandise, media rights, and partnerships. For example, Sesame Street alone has generated billions in revenue through character licensing, with Dora the Explorer and Blue’s Clues also contributing to Nickelodeon’s multi-billion dollar empire.
  • Products: Educational kits, books, and other materials will be marketed directly to homes and communities, reinforcing learning beyond the classroom and creating an additional revenue stream.

By achieving key milestones and benchmarks, HEPH will be able to prudently phase out philanthropic donations and shift to a model where the program itself becomes the primary donor, providing free or subsidized access to communities in need. This transition ensures that underserved learners continue to benefit from our programming while maintaining financial independence.

Through these strategies, HEPH will offer year-round programming, avoiding the challenges of traditional school funding cycles, and creating a self-sustaining ecosystem that supports both educational growth and community empowerment.

WHY THIS TEAM - WHY NOW

The film below is a message from Bert Cambridge, one of Steve Conner’s mentees. Steve first met Bert in grade school when he noticed Bert’s impressive chalk drawings on his way home from work. Curious about Bert’s interest in technology, Steve asked if he ever used computers. Bert replied, “No, I use chalk.” This conversation marked the beginning of a lifelong mentorship that guided Bert through middle school, high school, and college. Eventually, Steve gave Bert his first job as an editor, after tricking Bert into FINALLY working on computers, by digitizing Bert’s music into an editing program. Bert couldn’t resist – the rest of the story, Bert will share in the film.

Not only did Bert thrive, but most of his friends ended up working for Steve’s companies, helping keep the Conner firms at the cutting edge of the industry. Together, they built computers, developed software, and even created mechanical camera equipment.

Steve and Sheila Conner have been at the nexus of education, career development, brand building, marketing consulting, entertainment, and edutainment for over 30 years. Their commitment to promoting talent from within made their ad agency and production company well-known for its internships and professional development opportunities. This reputation led to Procter & Gamble retaining the Conners to provide minority talent for all of their production work.

The Conners’ companies were regarded as secret weapons, thanks to their unique ability to advise companies strategically and then build and produce campaigns and products. Notably, the Conners helmed the famed Budweiser Whassup campaign and led marketing efforts for Verizon and Softsheen-Carson Global, achieving double-digit growth year over year.

Steve has also developed shows for Children’s Television Workshop and Nickelodeon, earning an Emmy for writing the “Follow the Drinking Gourd” episode of Reading Rainbow. Additionally, the Conners received a Silver Parent’s Choice Award for their original children’s content, Avenue E.

With their extensive experience in education, content creation, and business strategy, the Conners are well-positioned to not only empower learners but also to build a thriving, self-sufficient foundation through the HEPH Foundation. By leveraging their skills in innovation, education, and business growth, they aim to ensure that HEPH not only survives but thrives for years to come, sustaining its mission of empowering the next generation.