Eduisfun is an edutech venture which aims to make learning fun, easy and accessible to everyone through games. Its games, currently live on the google play store -
Knowledge Kombat &
Snailrush (a trivia game) are designed around concepts of Maths, Physics and Chemistry with over 10,000 users across the globe reaping its benefits for learning and assessment purposes. The series of Knowledge Kombat edugames are self-sufficient for tutorial and revision for students of grade 7th, 8th, 9th and 10th. Snailrush, a trivia game is designed to help school students with preparation of their curriculum courses and also for preparation of Olympiad, NTSE and other such examinations.
Mumbai-based Eduisfun was founded in July 2014 by IIT-IIM Alumnus
Jatin Solanki and
Praveen Tyagi.
Historically, larger set of students have focused on their grade rather than on fundamental skills. Also, tests in schools are meant to motivate students. But a lot of students respond to testing by getting stressed out. Also, in this digital era, already established ways of learning, like books & physical classroom education, are now becoming slow in catching up with the pace at which education can be imparted to the fast-moving generation. “We thought there should be a better way to help students learn, change mindset and improve academic standards. So, Eduisfun is bridging the concerning gap, making learning fun for children by providing an enhanced gamified learning experience to facilitate conceptual learning taking care of child’s requirements and grasping potential,” said Praveen while talking about the inception of Eduisfun.
Eduisfun’s features include:
a) Interactive learning
b) Focused on conceptual clarity
c) Providing detailed insight to student
d) Games work offline
e) Performance reporting to parents/teachers
f) Rewards for good performers
g) Kombat games are based on school curriculum
Commenting on Eduisfun’s differentiation, Praveen mentioned, “Existing edugaming ventures are targeting a different set of audience like primary standard students, where as Eduisfun is targeting secondary students. Also the startup claims that the format of its games is quite unique and different from any other game available out in market.”
Eduisfun has raised an undisclosed amount of seed funding from a leading educational institute based out in Mumbai. It faced multiple challenges while setting up its business including:
1) Multiple Stakeholder : First challenge the startup faced was to reach to its target audience i.e. Students of secondary standards. There are multiple stake holders like admin staff, Principal, teachers, management and of course, parents and students. All of them affect its target market and play different roles. Approval from all of them is needed before making a successful sale.
2) Resistance To Change : Teachers and school staff are usually comfortable following traditional working and teaching methods. They find it difficult to adapt to the change and show resistance a lot of time.
3) Propensity To Spend Money Is Low : A large set of students belong to families which are good financially. So, it becomes difficult to bring them at a level where they spend for product which was not a part of system before.
4) Difficulty in explaining new concept : The concept of gamified learning is very new and a lot of efforts goes into explaining the need to buy these products.
Eduisfun successfully formed tie-ups with many central schools of Mumbai like DPS Ghaziabad and many central as well as international schools in a short span of last two months. It is in process of forming more B2B tie-ups. The startup claims that it received positive feedback from students/parents/teachers & also reported performance improvement in students.
“Collectively our users have solved over 2,50,000 questions & collected over One Billion points in the span of less than 30 days. Our games on the Google Playstore have got over 10, 000+ downloads with zero marketing budget, “ added Praveen.
The startup estimates that the education sector in India is currently pegged at a whopping $100 billion, of which school education contributes a significant 38.1%. Given the apparent size of the market, there is abundant opportunity to grow without any chance of getting statured in the future foreseen for the edugaming sector which is yet in its early stage. With increasing internet penetration and growing digitalization, it is bound to expand.