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[A Project Report submitted by in partial fulfillment of the requirements of the degree of MBA (Full-time) of Dibrugarh University and approved by AICTE]
Submitted By: Suman Gill MBA 2nd SEM (A) Roll no-65
PREFACE
The project report is an integral and a basic part of the education being imparted to students. The submission of this project report is a part of the Entrepreneurship Development course paper in 2nd Semester curriculum of the 2years (full time) course of Master of Business Administration, affiliated to Dibrugarh University, approved by AICTE. Knowledge gained from books is of much help only if it can be practically applied in the real work situation. This project gave me a firsthand experience to apply my theoretical knowledge gathered from the subject, in practical usage. The project entitled A Project Report on FUN-LEARN is related to the use of some musical rhymes to be played at the touch of a button in a soft toy.
ACKNOWLEDGEMENT
Preparing a project of this nature is an arduous task and I am fortunate enough to get support and encouragement from a large number of persons to whom I shall remain thankful forever. To begin with, I would like to thank Mr. Samannoy Baruah, our project guide, for his constant support and help in the preparation of this entire project report. I would also be grateful to Mr. Jiten Kalita, the librarian of Indian Institute of Entrepreneurship, Guwahati for his help in guiding us with different books to complete the report. I would also like to thank my friends Priyanka Sharma (MBA, Auro University, Surat) and Azima Parwin (MBA, NERIM, Guwahati) for guiding me with the problems faced in the completion of this project report. And lastly, I would thank my parents who made me realize the power of music in the journey of learning process and the benefits of how it can help in the developmental stage of a child and thus help me in developing the concept of FUN-LEARN.
DECLARATION
I, Suman Gill, a student of NERIM, affiliated to Dibrugarh University and approved by AICTE, hereby declare that the project, to the best of my knowledge and belief, is an original piece of work and it is the outcome of my own sincere effort and has not been submitted, either in part or in full, to any other institute or University for the award of any Degree or Diploma.
Signature:
Suman Gill
CONTENTS
1. EXECUTIVE SUMMARY 1
2. ORGANISATION SUMMARY
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5. FEASIBILITY STUDY
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6. MANAGEMENT SUMMARY
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7. PERSONNEL PLAN
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8. FINANCIAL PROJECTIONS
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9. CONCLUSION
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: A Project Report on FUN-LEARN : FUN-LEARN : 1st floor, Geeta Bhawan, Makum Road, Tinsukia
4. Contact number
: 9435745846 9706582191
5. Form of Organization: 6. Name of the proprietor 7. Qualification 8. Work Experience 9. Family background
: Sole Proprietorship : Suman Gill : BBA (Finance) :Nil : Mr.G.S.Gill, father, is a businessman and Mrs. Jyoti Gill, mother, is a house-maker.
10. Total Capital Investment 11. Source of finance 12. Rate of Return 13. Break-Even Point 14. Primary Objective
: Rs. 7, 59, 000 : Self-financed : 48.86% : 48.39% : To help growing kids learn rhymes and tables with audio-visual aids in a playful manner.
: a. To create a profitable company. b. To develop innovative, educational toys. c. To improve the learning curve for children through the use of interactive toys. 1
2.1 INTRODUCTION
Fun-Learn is an exciting start-up company that has developed a line of educational toys and tools for children that are fun and engaging. The organisation has been founded by Suman Gill and is a sole trading concern. Fun-Learn will be profitable by the end of year one and will have a steep increase in sales for the first several years. Fun-Learn is initially offering three different educational toys. The first is a Soft-toy, a fun toy that has a sound chip installed in it which has been customized in such a way that rhymes get played when this toy is pressed hard.. The second product is Fun-Disk which helps children quickly conquer the alphabets as well as learn tables and rhymes with the help of animated videos. The third product is a jigsaw puzzle, a device that resembles that helps in better eye-hand co-ordination and also helps in developing the problem-solving skills in the child. While all the products are educational tools that develop core skills within the youngster users, the soft-toy and jigsaw puzzle are fun to play with, thereby encouraging tots to use them often. Fun-Learn has identified three keys to success that are instrumental in the sustainability of the business. Number one is the need to develop creative, educational, engaging toys. The second key is to adopt strict financial controls. The last key to success is the need to listen to customer, effectively creating a feedback mechanism for product improvement. Fun-Learn has identified two customer segments that it will go after. The first group is individual customers. These are parents or grandparents who will be purchasing the product for their child or grandchild. The second market segment that will be addressed is wholesale purchasers, typically organizations that are purchasing the products for their clients to use. These organizations are typically some sort of care center or nursery/preschool.
The likelihood of success of Fun-Learn will be ensured by its strong management team, lead by the entrepreneur and also the need to develop and make effective use of idle brain of a developing child.
Office supplies and equipment for five employees including desks, laptop, cubicle dividers. Assorted equipment for manufacturing soft toys with sound chips such as threads, needles, fabrics, sewing machines, customized sound chips etc., compact disks for fundisk and thick poster board, coloured picture papers, maps, glue, scissors etc. Fax machine, telephones, computers, printers.
SOUND CHIPS
2. Fun Disk: To make these customized fun-disks, blank disks shall be bought in lot and self-animated videos of nursery rhymes and multiplication tables shall be written on these CDs and will be lauched as an audio-visual learning aid for children.
NURSERY RHYMES
MULTIPLICATION TABLES
3. Jigsaw Puzzles: a. First, we need to purchase thick poster board stock from a graphics or hobby supply store, balsa wood, or find an old cardboard box to work with. The job will be easier with the poster board or balsa wood, but slightly less expensive with the corrugated cardboard.
b. Next, we shall opt for a thicker piece if working with cardboard. Select a thick piece of cardboard approximately 1 square foot in size and 1/8 to 1/16 of an inch thick.
POSTER BOARD
c. Now, we need to choose an image to apply to the top of the puzzle-in-the-making. The image can be a map, scenery, cartoon characters, animals or even the universe.
d. Next, we need to gather a pair of large, sharp scissors that will easily cut through the board with precision. Old, worn out scissors will make the job sloppy and potentially difficult. For more intricate pieces, a pen knife may work best.
e. White school glue with the required brush applicator shall be used to affix the paper image to the top of the puzzle.
f. Now, to make the puzzle we need to first decide upon the outer shape of the puzzle--do a circle, square or curvy shape
g. Then cut the paper image to fit the piece of poster board/cardboard/balsa wood.
h. Adhere the precisely cut image to the cardboard or wood by lightly coating the base with an even layer of glue. Carefully place the image atop the base, then smooth over evenly.
i. Allow the glue to dry for at least an hour before attempting to cut the puzzle into pieces. 7
j. Draw or stencil over the image of desired puzzle pieces/shapes. It may help to begin with a grid.
k. Cut pieces with your knife or scissors. Do this slowly and carefully.
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4.4.2 MARKETING STATEGY The marketing strategy will emphasize the fact that Fun-Learn's products are truly educational devices that are fun. This is an important message because parents will want their children to play with this type of toy. The element of "fun" in the product is used to keep the children engaged in the product, something often difficult to do with most educational devices. The marketing strategy will recognize and account for the fact that there are two distinct customer groups that must be attracted. To capture the awareness of both groups, FunLearn recognizes that the groups are very different regardless that they are buying the same product. Fun-Learn will use advertisements and direct mailings. The advertisements will be placed in magazines or journals chosen specifically recognizing who the target audience is. Magazines will be used for the individuals market and a combination of magazines and journals will be used for the businesses segment. 4.4.3 SALES STRATEGY The sales strategy will be tailored for each customer group. The sales strategy for individuals is to create enough awareness of Fun-Learn so that customers are asking their retailers to carry Fun-Learn for them. To address the business segment, it is Fun-Learn's goal that the businesses are not just buying one or two of the products but that they are buying all of them addressing different skills, all of which are important. This is especially important as businesses are generally repeat customers, meaning that if the customer is happy with the product, it is more than likely that they will become a longterm customer and not look for new vendors.
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Whether the required technology is available or not, Whether the required resources are available or not.
Once the technical feasibility is established, it is important to consider the monetary factors also. Since the proposed project does not require any high technology for bringing up its products, the project can be considered as technically feasible and its economic feasibility can also be checked upon.
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Fun-Learn have been founded and will be run by Suman Gill. She has brought in specific and valuable skills to the venture. A business administration graduate from NERIM (North Eastern Regional Institute of Management, Guwahati), she has always dreamt of bringing up something new that would be helpful in the primary education system in the country. She has also acquired a certificate course in animation. With this motive in her mind, she along with 4 other employees, have set up this venture. The organization is a sole proprietorship concern and, thus, would be solely managed by her. 2 out of 4 employees will be engaged in making out the soft toys and imbibing the pre-loaded customized sound-chips in these soft toys. 1 employee will be required for making the jigsaw puzzle and the owner of the concern will animate the required videos of rhymes for its product, Fun-Disk and 1 employee will be responsible for bringing in the raw materials and also for selling the products to wholesalers and retailers.
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Fun-Learn would require 5 employees to run the organization smoothly. It would require: 1. 2 persons for sewing the soft toys 2. 1 person to make the jigsaw puzzles 3. 1 person to animate the rhymes and multiplication tables for Fun-Disk 4. 1 person to help in office chores, bring the raw materials from market and will be responsible for sales and distribution
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c. Cost of tools (scissors, saw etc) - Rs. 1000 d. Electrical and Installation charges- Rs. 1500 e. Total Non-recurring expenditure: Rs. {(5000*12) + 40,000 + 45,000 + 60,000 + 1000 +1500)} i.e. Rs. 2,07,500
ii. Raw Materials (per month) a. Paper b. Fabric c. Cotton d. Soft toy accessories: black beads, plastic sunglasses, ribbons e. Compact-disks (360 @ Rs.10) f. Poster board (200 @ Rs.15) g Cardboard (100 @ Rs.10) h. Glue (10 @ Rs.10) Total Cost of Raw Materials iii. Other items of expenditure (per month) a. Electricity b. Transport c. Commission to distributors d. Rent e. Stationery f. Telephone g. Sales expenses h. Other miscellaneous expenses Total Other expenditure
Rs. 5,00 4,000 1,500 1,500 3,600 3,000 1,000 100 15,200 Rs. 1,500 1,000 2,000 5,000 500 1,500 1,000 1,500 14,000
iv. Total Recurring Expenditure (per month) = Rs. (22,000 + 15,200 + 14,000) = Rs. 51,200 v. Working Capital for 12 months = Rs. (12*51,200) = Rs. 6, 14, 400
Rs. 6,28,900
Rate
(d)
Total
(e)=(c)*(d)
4 10 2
600 100 80
Total Fixed Cost=Rs.3,38,500 iv. Break-even Point = (Fixed Cost *100)/ (Fixed Cost + Profit) =(3,38,500*100)/(3,38,500+3,61,100) =(3,38,50,000/699600) =48.39%
9.0 CONCLUSION
Fun-Learn is a sole proprietorship concern that produces educational toys and interactive disks that can help a child in their developmental stage. Fun-Learns product aims at increasing the concentration and retention curve of a developing child with the help of images, music and visuals so as to increase the dendrite branching between both the parts of the brain and successfully help the children to have fun as well as sub-consciously learn new things in a playful manner.
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