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The best way to gamify learning
Problem
PROBLEM 1
Keeping students engaged and motivated
to learn is hard.
PROBLEM 2
Students have trouble learning when
material isn’t geared towards their
individual needs.
Solution
FACT 1
Learning materials are not fun.
FACT 2
Adaptive technology helps kids learn better.
SOLUTION
games + adaptive technology = fun + better.
Coda Quest (Game) Learning Platform
By integrating a 3D game with a learning platform, our team is able to make open-source
educational lessons and questions fun.
With questions being fun, we are able to get exponentially more user-interaction and develop
a growing data set to adapt learning objectives to students using machine learning.
The game is fun and designed to match video games in the market.
Students learn & practice educational material using fun game play.
Curriculum Mapping
Teachers can decide how and what students learn by creating, uploading, or using
preloaded lessons and questions.
An adaptive learning backend helps support students based on planned
curriculum to deliver the right material to each student based on level.
Analytics & Reports
Analytics and reports let teachers and parents know how their students are doing,
keeping them more informed on what needs improvement.
Pilot Run: October ‘16
 100% of knowledge retention
 100% engagement of whole session
 87% of students showed academic growth
1. Students love the game
2. Teachers find real-time data extremely useful
Press Link 1
Press Link 2
Proof of Concept & Press
Engagement
Customizable
Curriculum
Reporting &
Analytics
Competitive Advantage
Easy to use
First to market
Fun & engaging
Data-driven
$51.9 bn
33% CAGR
K-12 E-Learning
Educational Games
$5.7 bn
33% CAGR 30% CAGR
Target Market
$57.6 bn
32.8% CAGR
Market Opportunity
Business Model
FREE $10/mo
Premium
Content
Provide a low barrier of
entry to grow user base and
gain traction using a free
model.
Add a monthly subscription
as a premium user for
game-related benefits such
as access to member-only
game content and features.
Up sell high-end
content/courses from
prestigious publishers
using a revenue share
model.
$
In-game
Monetization
Fundraising
685k
Seed
0
287,000
2,685,000
-460,000
396,000
2,151,500
-500000
0
500000
1000000
1500000
2000000
2500000
3000000
2016 2017 2018
Revenue Expense
Clarence Tan
CEO
Ali Ihsan
CTO
Boon Tat Tan
CFO
Team
Has over half a decade of game design and
development and e-learning platform
technology experience.
Prior product head of a Colombian startup
company (BlazingSoft) that was awarded a
educational technology grant to develop
educational video games.
11+ years of game design, development, and
software architectural experience. Lead
teams to develop IT solutions and video
game titles for major studios such as
BulkyPix and Dena (Japan).
Over 25 years of risk management and
investment experience. Head and
senior director roles in institutions
such as Standard Chartered Bank,
Bearing Point, and Fullerton
Investment Group.

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Edcoda Deck

  • 1. The best way to gamify learning
  • 2. Problem PROBLEM 1 Keeping students engaged and motivated to learn is hard. PROBLEM 2 Students have trouble learning when material isn’t geared towards their individual needs.
  • 3. Solution FACT 1 Learning materials are not fun. FACT 2 Adaptive technology helps kids learn better. SOLUTION games + adaptive technology = fun + better.
  • 4. Coda Quest (Game) Learning Platform By integrating a 3D game with a learning platform, our team is able to make open-source educational lessons and questions fun. With questions being fun, we are able to get exponentially more user-interaction and develop a growing data set to adapt learning objectives to students using machine learning.
  • 5. The game is fun and designed to match video games in the market.
  • 6. Students learn & practice educational material using fun game play.
  • 7. Curriculum Mapping Teachers can decide how and what students learn by creating, uploading, or using preloaded lessons and questions. An adaptive learning backend helps support students based on planned curriculum to deliver the right material to each student based on level.
  • 8. Analytics & Reports Analytics and reports let teachers and parents know how their students are doing, keeping them more informed on what needs improvement.
  • 9. Pilot Run: October ‘16  100% of knowledge retention  100% engagement of whole session  87% of students showed academic growth 1. Students love the game 2. Teachers find real-time data extremely useful Press Link 1 Press Link 2 Proof of Concept & Press
  • 11. $51.9 bn 33% CAGR K-12 E-Learning Educational Games $5.7 bn 33% CAGR 30% CAGR Target Market $57.6 bn 32.8% CAGR Market Opportunity
  • 12. Business Model FREE $10/mo Premium Content Provide a low barrier of entry to grow user base and gain traction using a free model. Add a monthly subscription as a premium user for game-related benefits such as access to member-only game content and features. Up sell high-end content/courses from prestigious publishers using a revenue share model. $ In-game Monetization
  • 14. Clarence Tan CEO Ali Ihsan CTO Boon Tat Tan CFO Team Has over half a decade of game design and development and e-learning platform technology experience. Prior product head of a Colombian startup company (BlazingSoft) that was awarded a educational technology grant to develop educational video games. 11+ years of game design, development, and software architectural experience. Lead teams to develop IT solutions and video game titles for major studios such as BulkyPix and Dena (Japan). Over 25 years of risk management and investment experience. Head and senior director roles in institutions such as Standard Chartered Bank, Bearing Point, and Fullerton Investment Group.

Editor's Notes

  1. Every single academically-related activity is tracked by a reporting tool or teachers’ panel.