Pitch Deck December 18, 2020 Kristoffer Engebø Hundershagen CEO & Founder Eduplaytion AS - Numetry
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Executive Summary Today, there is a rising demand for quality education with a modern and interactive approach. This gave birth to Eduplaytion – a Norwegian-based EdTech company made Key Milestones up of experienced teachers and skilled game developers on a mission to create high-end, game-based learning solutions for the international B2C and B2B market July ’18 Dec ‘18 July ‘19 Dec ’19 Sept ‘20 Dec ‘20 Pre-Production Production Beta Launched Brass Tacks Created and user-tested the Created various tools and Published games through an first prototypes, choosing supporting technologies, online portal, first paying user ≈ 25% $ 480 USD technology, ensuring financial buoyancy, hiring team ensuring financial buoyancy, established a system of rolling in, collected feedback and automated metrics. The amount of 5th graders word-wide members, creating story feedback metrics and parent rapidly iterated user The yearly amount spent by US parents concept and characters, finding controls, created a workflow experience based on data, demonstrating difficulties with maths on video games for their children the voice of the game to follow academic guidelines preparing to scale 8/10 4,000 Children (aged 8–15) in Nordic countries The number of users Eduplaytion’s first title, who play video games daily Numetry the Math Game, currently holds Market Trends 30 Go-Getters We don’t wait for things to happen. We make them happen The global game-based learning market worth listed in B USD 0 2020 2025 MNOK 11 +20 Schools The total amount of money raised from The total of amount of partner schools The Proof is in the Pudding private investors and public grants we work with to ensure quality The biggest provider of math-based solutions is Prodigy. Since their humble University of Agder 3 Continents beginnings back in 2011, they have grown from 3,000 local users to more than 50 million users. Today, they are bringing home $ 56.1 M USD in annual revenues A two-year R&D project to be initiated The team is strategically positioned to Jan ‘21 with an acknowledged university scale business in Europe and America
Why is That? • Lack of FUN experiences when learning • Mostly ABSTRACT concepts presented in textbooks • There is NO EASY WAY to access adaptive content and stay informed
Solution Numetry – a game-based learning experience where children aged 9 to 12 … PLAY MASTER ACCESS as they mathematics through tailored material that their explore and learn relatable and meaningful parents can track gameplay; and
Numetry’s Core Loop Numetry CAPTIVATES … presents them with students through RELATABLE missions as exciting storytelling … they travel through space … gives their parents real- … grants them COMPELLING time INSIGHT into their rewards upon completion; children’s academic journey and …
Key Crew Members Lead Pedagogue CTO Creative Director Community Manager CEO & Founder • Well-known lecturer and • +10 years experience • Author of six books • +8 years experience • Master’s in international TV persona leading small and big on game design running one of Norway’s business software projects most popular YouTube • Author of numerous • Experienced, highly- channels • Extensive international educational titles • Strong business skills sought narrative network and language designer • Well-known by our skills • +15 years of teaching • One of the biggest target audience experience shareholders in • Previous entrepreneurial Eduplaytion AS & teaching experience
Shareholders per October 25, 2020 Aadland Invest AS 0.50% Magnus Berglund Informatica EPP 4.55% Acquire AS 2.25% Malo Invest AS 1.09% Angel Challenge AS 0.50% Missi Holding AS 5.58% Breivik Invest AS 1.49% Orage AS 1.01% Endre Johan Bukkøy Natvik 0.87% Patrick N. Holleman 0.09% Forlagshuset Vigmostad & Bjørke AS 5.95% Procopius AS 1.49% Fjord Invest Såkorn AS 4.49% Produksjonsboksen AS 1.24% Fjordvekst AS 2% Sogn og Fjordane-Fondet AS 1.50% Germán Barros 0.50% Soput Acceleration AS 2.50% Ganymede AS 0.50% Tjora Undervisning AS 0.87% John Helge Lunde 0.98% Vatek AS 1.50% Kristoffer E. Hundershagen 51.84% Vestlandets Innovasjonsselskap AS 2.48% LAÅ Holding AS 0.98% Vitali Holding AS 3.24%
How We Make a Difference 1 2 3 4 Embodiment & Skins Engaging Story Relatable Missions Analytical Tool
Business Model Consumers & Schools Price Model Recurring Model Highly Scalable • Parents are target buyers • Free for everyone • The Premium plan will be • Supports rapid creation of offered as a subscription new content • Early adapting teachers to • Access to all features requires a spread the game in their school premium account • Seamless cashier solutions, such • Fast and cost-efficient and local school districts as Vipps, Stripe, or payments via localization • Identifying the most valuable mobile provider features for schools, then have • Virtually all code is reusable them upgrade to Premium
Dipping our Toes – Establishing B2B 1 2 3 Comparative Advantage Video Game Mercenaries Growing Another Arm • Eduplaytion’s comparative advantage lies in • In today’s day and age, this skill is highly • That is why Eduplaytion aims to close our our ability to transform the syllabus into sought after. That is why we, in additional first B2B sale in 2021, with the hope that highly entertaining video game experiences to selling our own products, see a this could turn into an additional revenue tremendous opportunity in offering our stream for the company services to learning content providers, such • Unique team composition and well- as publishers • This could yield a higher compensation, established and proven successful without us needing to worry about sales partnership with schools • These actors already have customers but and marketing might not have the know-how in how to effectively digitalize and gamify their content to meet today’s high standards.
Why Go Premium Level Up Ranking New Content Keep Up Why? Why? Why? Why? Kids love the prospect of being able to upgrade their We all love to beat our friends at something – and Whether it's daily quests or weekly challenges, kids Parents want to stay on top of their child's characters – and of course having the coolest skins particularly kids. Today, most kids play with and love getting new content on a regular basis. We will academic performance and growth, and with and decals amongst their peers. They can’t get against other kids from all over the world. With create new content constantly so that our users Numetry’s powerful analytical tool, they can. All of enough of them! Kids today beg their parents to pay Numetry, we can harness that love of online playing always have something new to do in the world of a student's progress is tracked, and our tools can 20 USD to unlock a dance in the online game to get kids to practice and master mathematics. Numetry. point out any weak areas in the student's learning, Fortnite. so that teachers and parents can intervene in specific skills.
Timing COVID–19 Digitalization STEM EdTech • COVID-19 has increased the • Norwegian students soon have • Tomorrow’s jobs require students • Great momentum within the demand for digital learning one computer each at school to master more and more STEM EdTech industry solutions fields • Developing countries’ digital • The global market for game- • Millions of students across the infrastructure is increasing • Many students experience based learning solutions world are either currently being learning difficulties in maths estimates to earn over $28 home-schooled or may be soon • The demand for high-end digital billion USD by 2025 learning solutions is only going up • Know-how in STEM is no longer • Even in developed regions just for select groups; everyone • Highly profitable market like Scandinavia, students, • More and more subjects in will need extensive knowledge parents and teachers are short of schools are being digitalized • Key-market players keep high-end digital solutions that • Drop-out rate at high-schools in acquiring and buying in on engages and motivates students • UN’s Sustainable Development Norway has been consistently at exciting EdTech companies to learn over time Goal # 4 – Quality Education 25% for the past years around the world
Market Validation Consumer Behaviour Outlook The Nordic Legacy Acquisitions • 8 out of 10 children play video • The global game-based • Norway – a pioneer in the world of • In recent years, we have seen games on a regular basis learning market was worth EdTech. We stand in high regard several acquisitions of game-based around US$ 7 Billion in 2020 with most of the world’s countries, learning companies • Parents spend $ 430 USD/year on which gives us a significant video games for their children • Looking forward, the market advantage as suppliers in these • The rapid user growth and scaling value is projected to exceed markets potential drives these acquisitions • Educational content is the most US$ 28 Billion by 2024 valued component when parents • Company such as Its Learning and • Company’s are being acquired from assesses a video game • Game-based learning Kahoot! have really put Norway on three to five years of operations the map expected to play an • Virtually every school in the world • Kahoot! alone acquired Dragonbox, important role in children’s uses ICT solutions as supplements, • The latter has already completed Poio and Drops for a total of 500 education in the years to with mathematics being the most several acquisitions of other games MNOK come frequent subject area
Case Study – Prodigy The biggest provider of math-based solutions is the Canadian company Prodigy. From their humble beginnings in 2011, they have grown from 3,000 local users to more than 50 million The Sky is the Limit users. We have analysed the strategic decisions that triggered their growth. The company is now spreading their wings as they aim to enter more markets. Below is a list of the estimated market size in some countries (children aged 9–12) User Growth 50,000,000 China Australia 53,000,000 930,000 34,200,000 India UK 66,000,000 2,000,00 25,800,000 Brazil Mexico 11,000,000 8,000,000 12,200,000 4,300,000 1,200,000 3,000 130,000 Key-Take Aways 2013 2014 2015 2016 2017 2018 2019 2020 Highly profitable market with great opportunities to scale $ 56.1 M USD +300 Employees Their Secret Sauce Prodigy’s annual revenue stream, They look for a cultural fit, that is, people The freemium model has been a great way to try to find product-market fit. Prodigy generated from 1.8% of their users who have a growth mindset and grit figured out the core features people love, and then withheld some of them drive subscription. Moreover, deploying the game for the web (rather than as an app) and Math is Math Data-Driven linking all content to a math curriculum were paramount for their success. The nature of math has made it easy to Build things based on what the scale the product and enter new markets customer actually wants
Prodigy vs. Numetry Characters / Avatars Story / Fiction Leaderboards / Competition Social Features Gameplay / Visual Design Learning Output / Relatable
Go-to-Market Strategy Two paths – same objective: recruiting freemium users and convert a certain percentage of them to premium Path #1 – Academic Credibility Path #2 – Community Building We take the role as credible content For the children, we take the role as the cool providers for the parents and teachers older brother that they look up to
Path #1 – Academic Credibility Cold-Calling Schools • Our team’s credibility, our • +2,000 users acquired from product’s appeal (and less than 30 calls to date Direct & Inbound Marketing freemium content) makes Legitimize trying out Numetry a no- • Managing these schools, brainer for schools turning them into ambassadors • Havard's academic reputation • Engaging content via blog • Ads in (local) newspapers to helps us reach out to schools and posts, photos, and general promote the game and our parents to make sales pitches information about our mission product • Our team’s composition gives us • Clearly communicate our user- credibility and depicts us as • Extensive SoMe strategy, driven approach and how we serious actors with an interesting driving people to our iterate based on user feedback angle website and game • Presence at educational fairs • Customers realize that we are one User-Driven • Paid Facebook and of them – we are parents and Instagram campaigns • Partnership with publishers teachers, we scratch our own itch • Organized as a TV series • Keeping engagement high • Strategic partnerships, e.g. with weekly content drops during the wait with new • We genuinely want to solve a content with ADO Arena, Bergen problem • Episodes, chapters and monthly meet-ups • Leaderboards and in-game rewards for players to collect •
Path #2 – Community Building Active Ownership • Children are invited to • Making customers feel a participate in every step of sense of ownership to the Engagement the development end- product, which Hitting the Trends eventually will lead to referrals • Engaging competitions • Creating engaging and • Partner up with up-and- • Preben Fjell ran one of Norway’s diverse content, driving coming youtubers with most popular YouTube users to our game +3,000 followers channels. 5+ years of content with as many as 350k views per video • Inviting children to engage • Digital and physical Meet and 252k subscribers with our community outside Ups to promote the game the actual game • Extensive knowledge in how to • Heavily referral-based build and engage audience • Strategic partnerships, e.g. through social channels Content Release with ADO Arena, Bergen • Leaderboards and in-game competitions • Helping us take the role as the • Organized as a TV series • Keeping engagement high cool older brother that they look during the wait with content with weekly content drops up to • Episodes, chapters and • Leaderboards and in-game monthly meet-ups rewards for players to collect
Estimated User Growth 2021 Two-step model: continue to gain traction and tune the product in the Norwegian market through Q1 of 2021. We plan to introduce it to the Brazilian market in Q2, where we already have a strong presence. # of Premium Users 73.000 65.000 58.000 51.000 45.000 # of Freemium Users 40.000 38.000 32.000 26.000 20.000 15.000 9.000 Jan 21 Feb 21 Mar 21 Apr 21 May 21 Jun 21 Jul 21 Aug 21 Sep 21 Oct 21 Nov 21 Dec 21
Feasibility For the past four weeks, some thirty Norwegian schools have been contacted by phone. Our team’s credibility, our product’s appeal and the free-to-play aspect, makes trying out Numetry a no-brainer. And from those thirty calls, around 2.000 accounts were generated. Now, we want to reach out to each of the almost 3.000 elementary schools in Norway and offer them the same thing. In order to do that, we intend to hire two students.
Why Invest in Eduplaytion 1 2 3 4 5 Great Timing & Product Industry Experts Go-Getters Make a Difference Launched On-Time From a one-man start-up Demonstrative ability to attract We are a scrappy team that As recent times have Product launched as scheduled operation to arguably being one and hold skilled personnel, doesn’t wait for things to demonstrated, investing in and are receiving great feedback of the most exciting EdTech successfully established a global happen. We make them happen. EdTech can easily turn highly to date. We are now starting to companies in Norway team from three continents. Offering a game-changing GTM profitable. Moreover, making a get our first paying customer Moreover, a corporate strategy and a highly scalable difference for millions of children rolling i governance is stablished business model across the globe ensuring good internal routines
Traction Beta Launched. Paying Customers MNOK 5.2 in Grants and MNOK 2.8 Investments Norwegian Res. Council First MVP & Partnership Recruiting MNOK 2.6 in with 12 Schools Team Grants and Members Investments The Birth of Early Concepts Eduplaytion & First Prototypes
Technical Road Map Phase I: Performance Phase II: New Content • Implementing version control • Increase the number of mini- allowing for faster builds games and expand each • Implementing addressables to existing mini-game’s playtime allow faster loading time and • General playtesting playtesting of that • Come April 1, min. 3 chapters Phase I Phase II Phase III Phase VI Phase V Phase VI Phase VII • Improve production routine and and a total of 13 mini-games Performance New Content Achievement Infinite Modes Tutorials Social Features project management Systems to be done • Continue to improve on- • Min. 5 chapters and 21 mini- boarding games come August 1 Phase III: Achievement Phase IV: Infinite Modes • Leaderboard support • Instead of having three levels • Profile screen inside each min-game, we will • (Daily) rewards keep adding more levels. The • Artifacts constant pursuit of new and rare • Character customization artifacts will incentives children to keep grinding Dec 2020 Jan 2021 Feb 2021 Mar 2021 Phase V: Tutorials Phase VI: Social Features • Making it easier for children to • Rewarding players that recruit understand what they should do friends in-game with each mini-game • My Crew – allowing players to • According to feedback, the top- create their own guild and see tree most important feature to each other’s avatars and implement/significantly improve achievements Phase VII: Systems • FEIDE integration • Beta version of the parent portal, and sending them weekly e-mails
Effectivization – Reducing Overhead 1 2 3 Structural Advantages Faster. Cheaper. Predictable. Reducing Burn • Numetry consist of a myriad of mini-games • Starting from Q1 2021, Eduplaytion will • The company has already identified areas on top of a platform start moving away from being dependent where we can improve our monthly burn on in-house developers to create our mini- rate by around 20% from February 2021 • This was a technical decision we took to games. We will put all our future mini- allow us to distribute work to developers all games out for outside agencies around the over the world and not be depending on in- world that can do the job fastest and house knowledge, these market players can cheapest without compromising the quality do things faster and cheaper than us • This will allow us to keep the burn rate more stable instead of having
Burn Rate 2021 JAN FEB MAR APR MAY JUN JUL AUG SEP OCT NOV DEC SUM Progragramming 203 194 194 194 194 194 194 194 194 194 194 194 2,600 Design & illustr. 121 106 106 109 106 127 106 106 109 106 106 115 1,300 Employees. & Ped. 142 142 142 142 142 142 142 142 142 142 142 142 1,700 Other Costs 126 109 196 165 141 140 208 114 132 121 212 120 1,900 SUM 567 526 614 585 558 578 650 531 815 538 629 546 7,100 CASH BAL. 4,400 3,900 3,300 2,900 2,400 2,200 1,900 1,500 900 1,900 1,500 1,300 Based on Eduplaytion AS – Cash Flow Forecast 2021.exe
Funding Needs Pre-Money Valuation MNOK 22 • Product released, strong feedback with Asked Amount 2021 4.500 users registered, of which 300 paying Innovation Loan 2021* • Strong momentum for EdTech solutions, ref. COVID-19 and Kahoot!'s acquisition of Poio MNOK and Dragonbox in 2019 MNOK • Significantly reduced both technical and Up to 4.5 market risk in establishing a unique 2 collaboration with ten pioneer schools in Norway and abroad • Successfully built a team of constructed of industry experts, such as Håvard Tjora & Preben Fjell • Phenomenal traction to date and a unique international team composition • Established R&D project with a university * Innovation loan from Innovation Norway is being considered
Media Coverage
Our Mission Becoming the global go-to provider for captivating and high-end quality learning solutions
User Feedback “ Som forelder opplever jeg at andre skolespill er trauste og ganske kjedelige. Dette spillet har jeg mer tro på fordi det engasjerer og ikke føles som skolearbeid. ” Jakob’s (10) Mom Aina Brekke Bergen Tlf.: 414 28 579
User Feedback “ Det føltes ikkje som, du veit, noko matte-aktig. Det var meir som eit vanleg spel – berre at du lærer i tillegg! ” Viktoria (11) Askvoll School Askvoll
User Feedback “ Numetry er på et helt annet nivå enn konkurrentene når det gjelder spillopplevelsen. Tegningene, lydene og det visuelle i oppgavene er gjennomført gode. Elevene har lyst til å løse utfordringene for å se hva som skjer videre i fortellingen. Til tross for at spillet er laget for at det skal være gøy har skaperne også tatt hensyn til det vi lærere ønsker: korrekt begrepsbruk, umiddelbar tilbakemelding og ikke minst problemløsning. ” Teacher Andreas Aanestad Godvik skule Tlf.: 988 57 283
Join our Quest Email: kristoffer@eduplaytion.no Phone: + 47 951 15 756 Address: Media City Bergen Lars Hilles gate 30 5080 Bergen, Norway
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