1 Table of Contents Introduction .......................................................................................................................... 3 Overview of edtech market in the world and Vietnam ........................................................... 3 1. Vietnamese consumers ..........................................................................................................3 2. Edtech market .......................................................................................................................4 3. Some recent trends of Edtech industry in the world ...............................................................5 About Lean ............................................................................................................................ 6 1. Product information...............................................................................................................6 2. Target customers ...................................................................................................................7 3. Our business model: ..............................................................................................................7 Some challenges for market penetration: ............................................................................... 8 Questions .............................................................................................................................. 9 Submission guideline and marking rubric ............................................................................. 11 2 Introduction This is a project started by students from Vietnam, Malaysia, Hong Kong, and China, which is inspired by the lack of purpose in learning to create an incentivization learning platform that empower students to develop intrinsic motivation via fun rewards, growth experiences, and community learning. LEAN’s team members are building a testable prototype in the next 3 months and preparing for market launch in early 2023. Overview of edtech market in the world and Vietnam 1. Vietnamese consumers Firstly, there exists a rise in demands for multimedia content, low-cost-and time-efficient learning options Concerning the demographic and economic factors, a large proportion of young population, high device ownership, high internet penetration and well-maintained economic growth greatly contribute to Edtech blooming in Vietnam. Vietnam has great potential for Edtech market development and hence offers opportunities for Edtech businesses and startups. Key drivers of sector growth include: The education sector plays an important part in realizing the digital transformation agenda of the Government of Vietnam. Moreover, the broader Vietnamese population continues to place a strong emphasis on the importance of education and life- long learning. In concrete terms, Vietnam annually spent around 17%-18% of its total budget on education during 2011-2020, according to the newly released Vietnam Education Industry Analysis Report in 2011- 2020 (Table 1). Ultimately, Vietnam has a high rate of internet users and a very tech-savvy population. With high internet and smartphone penetration (Table 2), the improvement of internet infrastructure had built the road for the successful launch of E-learning and operation of Edtech platforms in Vietnam. Table 1 - Vietnam Government Expenditures in Education and Training (Thousand USD): Year 2015 2016 2017 2018 2019 2020 Expenditures 7,795.00 7,824.30 8,988.30 9,688.00 10,777.60 11,320.70 (in thousand USD) 3 Table 2 - Internet Users (% of the population) from 2011 to 2020: Year 2011 2012 2013 2014 2015 2016 2017 Percentage 35.07 36.8 58.14 69.85 68.66 70.29 38.5 41 45 53 2018 2019 2020 The Edtech market in Vietnam receives positive responses as well as changing perspectives from consumers, especially parents. The enhanced trust also results from improved infrastructure whose foundation of the technology system is slightly better than others in the region. Given the bold emphasis on education and, undeniably, COVID-19 pandemic, parents and students have a strong need for effective and independent education along with foreign language learning services. Also, due to the prolific and competitive human resources in Vietnam, enterprises need to train their employees more conveniently and effectively, strengthening Edtech’s demand. There are two sectors in the Edtech market: Higher Education (HE) Sector: Vietnamese public universities have been developing and delivering elearning courses and programs since 2007. There are about 237 universities in Vietnam of which 22 are currently delivering distance learning programs, with e-learning as one of the delivery modes. Nevertheless, not all institutions have their own, in-house-developed platform for e-learning programs. School sector: Current Edtech companies in Vietnam focus on three key products and services: digital content provision targeting learners of various age groups; Learning Management System (LMS); and integrating advanced technology such as Augmented Reality, Virtual Reality, and AI. In terms of digital content, the market is crowded with service providers offering low quality content 2. Edtech market According to HolonIQ, Southeast Asia EdTech has seen nearly US$480 million of venture capital in over 200 individual investments over the last five years and it’s just getting started. Rapid urbanization accompanied by high smartphones/internet penetration would profoundly influence the EdTech market. In Vietnam, the EdTech market is estimated to exceed US$3 billion by 2023. It ranks in the top 10 in the world in terms of growth, with 35% of household spending on private educational services, with 35% of household spending on private educational services. According to Tracxn Technologies, there are about 260 edtech businesses in Vietnam, most are start-ups and business to consumer (B2C) businesses. 4 In Vietnam, edtech companies focus on three main areas such as digital content, learning management systems (LMS), and integrating advanced technologies such as augmented reality (AR), virtual reality (VR), and artificial intelligence (AI). The digital content market is crowded with service providers offering various products, such as English language subjects and game-based learning content for early childhood education, test preparation, self-study options, e-books, and tutoring service searches for general education, including Snapask, Elsa, Duolingo. Apart from digital content provision, edtech businesses also provide LMS platforms ranging from school administration, teaching and learning innovation, to tutoring and assessment services, and so on. Notable companies providing this solution in Vietnam are Wewiin, Ai Vietnam, and Topica Group. Local start-up and domestic tech companies also offer solutions incorporating AR/VR or AI technologies, including FPT, Geniebook, CO-WELL Asia, Hiverlab. 3. Some recent trends of Edtech industry in the world • Gamification increases its role The increase in demand for high quality education utilizing technology has resulted in an increase in the adoption of game-based and gamified education strategies by education organizations. According to 2021 research developed by Technavio, the K12 game-based learning market is set to grow by over $9B USD from 2020 to 2025 worldwide, progressing at a compound annual growth rate of 20.63 percent. • EdTechs are now Learner-centric The overall learner personalisation would improve along with the reorientation of education on a personalized level to facilitate better learning outcomes. Learning personalization gives better learning outcomes as learners consume relevant information, stay focused on their learning plans and develop practical skill sets for their careers. Technology such as AI and ML helps design personal learning paths and deliver personalized experiences, so students enjoy the learning process. • Artificial intelligence (AI) and machine learning (ML) enables the growth According to HolonIQ, spend on AI and ML is expected to grow to $6B by 2025. AI and ML enable EdTechs to develop attractive solutions like personalized learning experiences and more. But early stage EdTech startups are not always ready to incorporate these technologies. To address this, EdTechs interested in ML should consider building a strategy for how to incorporate this technology into their solutions and create a plan to develop an initial ML model training framework. • Augmented reality (AR) and virtual reality (VR) are top of mind According to HolonIQ, by 2025 applications of advanced technology in education and learning will become increasingly integrated into core education and delivery learning processes, and spend on AR and 5 VR tools are projected to increase to $12.6B, double the expected spend of AI and ML. As educators, students, and caregivers continue to learn the benefits of gamification and student engagement, AR and VR have emerged as new tools to support curriculums across K12, higher education, and lifelong learning. About Lean LEAN application is an online study ecosystem which enables students to live stream their learning activities solo or with others and earn tokens for their study time. Based on the lack of intrinsic learning motivation from teenagers and university students, this learn-to-earn platform poses a huge positive influence on the entire learning journey of a student. It addresses the missing connection between students' hobbies and their learning process. Hence, students can live broadcast their learning sessions alone or with others on the LEAN Platform and receive tokens in exchange for their study time. These tokens can be redeemed for gifts from amusement companies or youth education organizations (growth). 1. Product information Using AI and Machine Learning power, the LEAN Platform has 2 main features: Learn (time) to Earn Detection: a camera records the students’ learning behaviors and rewards them with tokens for their study time. Students also benefit from peer accountability when having others observe their study session Community Learning Feature: students can join communities within the app to have a group study session to set study goals and earn rewards by achieving these goals. Furthermore, students can post whatever academic questions they struggle with on the relevant forums. Students who provide correct answers and are upvoted by other students will also earn tokens for their contribution. The LEAN app will serve as a study-to-earn platform where it focuses on incentivizing students using a rewards system. Students are awarded rewards for studying. Rewards are broken down into fun rewards (discount vouchers) and growth (scholarships/interviews) rewards and can be redeemed with the rewarded tokens. Besides the main feature of studying to earn, LEAN plans to stick to the concept of community learning. Hence, there will be a feature for group studying. This feature will allow students to start a study session together and earn rewards together. To amplify the concept of community learning, there will be features where students can set study goals and earn rewards by achieving these goals. The concept of community learning can be explored hugely and there are numerous ideas that could be expanded on. For example, a mentor-student model where students can request another student for a session to learn from one another and the student who provides it to other students will gain achievements/awards/rewards. Another example could be a homework help platform similar to StackOverflow for non-coding community discussions. These are features that are planned to be included 6 in the further roadmap. The concept of incentivizing community learning could be very helpful for students as well as companies who are looking for hardworking/outstanding individuals. 2. Target customers LEAN targets their users as GEN-Z Students. With problems GEN-Z Students often encounter for learning such as: - Study motivation: Top studying motivations of Vietnamese students are parents and teachers' recognition - Leisure spending: More than 90% are heavy F&B consumers and about 80% spend their money on shopping & entertainment. - Homework help: About 90% genZ students get stuck working alone or going to extra classes with homework - Self-directedness: Short-term (monetary) incentives do not improve independent learning (evidenced by empirical studies) From the above, they identify and focus on solving 2 pain points: • • No link between studying and what GenZ likes to do (boba tea, cafe, leisure). Short-term & extrinsic factors (grade or parent pressure) can crowd out intrinsic motivations for learning. 3. Our business model: Our revenue mainly comes from two main areas: - Adsense - Subscription package for students that allow them to: + Earn more tokens per study time/question answered + More access to exclusive incentives + Access professional study help from tutors + Addons that help students elevate their desktop study space (notes, music, backgrounds, etc). 7 Study booster subscription Affiliate on reward marketplace 59.99$ 1.58$ For annual subscription Cost per click ~ $40k in 2023 and $15 million in 2030 ~ $70k in 2024 and $26 million in 2030 projected projected revenue revenue Perks for learners include Touchpoints for brands/edu orgs include • Earn more tokens & exclusive rewards • Ranking display offers in reward marketplace • Education consulting services • Rewarded video ads • Study with successful celebrity • Streaming events/campaigns Some challenges for market penetration: Challenges: Despite the strong growth in Vietnam, Lean will have to compete fiercely with traditional learning which remains common and aligns with learning habits of Vietnamese learners. The vibrant edtech market also means that there is a strong competition of many start-ups in this field and the possibility of “followup” start-ups is also significant, leading to price competition for foreign companies in both B2B (business to business) and B2C (business to customer) models. Henceforth, Lean is facing intense competition from other aggressive players serving the same category - alternative learning solutions with key players from VietNam and others as bellow: • Topica (Vietnam): TOPICA EDTECH GROUP is Southeast Asia's leading online training company and the first Vietnamese organization to "export" educational technology abroad. Established in 2007, the company focuses on three core areas: Topica Native, an online English-speech tutoring service for adults; Edumall, a marketplace that features short courses; and Topica Uni, which partners with universities to offer online bachelor’s degree programs. After more than 15 years of establishment and development, TOPICA is proud to own a high-tech applied education ecosystem with various products. TOPICA currently has more than 1,000,000+ students studying every day, 6,800+ courses, 300+ full-time employees, and 1,000+ part-time lecturers with offices in Ho Chi Minh City, Hanoi City, Singapore, and Bangkok. 8 • Study together: Study Together is the largest global social learning community worldwide that offers senior high school pupils and university students the perfect environment to reach their full potential while enjoying the best learning journey. More than a learning platform, students are motivated by a 24x7 active study community and supported by a gamified environment, experiencing studying with a sense of progress and accountability. The Study together currently has more than 1 Million students from over 220 countries on Study Together. • P2pu: Peer 2 Peer University (P2PU) is a nonprofit online open learning community which allows users to organize and participate in courses and study groups to learn about specific topics. It was established in 2009 offering some of the features of massive open online courses (MOOCs) yet it mainly concentrates on people sharing their knowledge on a topic or learning about a topic offered by another user. In detail, these learning circles are powered by a global community of dozens of libraries, thousands of volunteers, and a small core team. • Snapask (Hong kong): Founded in 2015, the platform uses machine learning and mobile cloud services to help students upload their homework questions and search for answers for their studyrelated problems. Snapask launched its flagship mobile application featuring its “Question & Answer” (Q&A) service. It connects students in need with qualified tutors within seconds. The release of "Learning Planner" feature in 2018 takes Snapask 1 step closer towards providing personalized learning support to students. This feature supports personalized content recommendation based on students' revision habits and learning progress. Snapask is currently supporting 4.5 million students across 9 regions in APAC in their after school studies. Striving to be the biggest and best online learning platform available to students. Questions Our mission is to develop a strategy to set Lean apart from the intense competition with clear distinctiveness and differentiation. As the Marketing team of Lean, your team is assigned to suggest solutions to help Lean achieve the stated goals: a. Suggest novel product features to increase the usage occasions and time spent on app. Product features should solve a problem that students have or enhance student’s learning experience. b. Deliver a communication plan to increase number of active users in Vietnam to 300,000 by the end of 2023, with the budget of $300,000. The plan should include analysis of competitors, customers/audience, insight, communication message and execution tactics. Feel free to think outside of the box. Identify other possible sources of user growth and respective strategy to approach. 9 LEAN’s financial goals metric Get inspired by this product demo video about LEAN application: https://www.youtube.com/watch?v=0jZhTBke5PM 10 Submission guideline and marking rubric 1. Submission guidelines • Slide requirements: The slide deck must be submitted in the form of PDF Slide in the ratio of 16:9, this length should be no more than 16 pages including executive summary slide (except for the cover page, references, appendices). File name “[VHBC 2022]_Round 2 Part 1_TeamName_slide” “[VHBC 2022]_Round 2 Part 1_TeamName_video” All the slides and presentation should be submitted in English. All appropriate citations and references must be included in the end of your slide. It is not allowed to include any images/logo of your current high school in slides any submitted video. • Video requirements The length of the video is 2 minutes (+/-30s). Do not exceed the limit. All the slides and presentation should be submitted in English. All appropriate citations and references must be included in the submitted video. Any plagiarized videos will be disqualified The video should be delivered with visually-engaging, clearly-scripted and well-constructed contents. Be creative with content generation. • The answer must be submitted through the provided link below by 11:59 PM, November 10 ,2022. (Team leader will be the one to submit the video). Any late submission will not be considered. th Submission link Only completed and appropriately formatted answers will be considered. 11 2. Marking rubric Research & analyze • • • • 15 User understanding • • 40 Where is the source of growth? • Understand category & consumers, competitors & Lean • • Deployment plan Build a clear, specific work plan Use flexible research methods for the target market Use reliable data source and reasonable analysis Identify critical findings to help solve the problem posed in the brief The idea 20 Identify the unmet needs Anallysis and selection should be conducted in line with research results • Analyze the process of selection in a clear and coherent manner • Describe the target audiences logically The insight • Address the problem of the defined target customer group • Demonstrate understanding of brands, industries and users • Able to determine the competitor’s advantage and differentiate Lean from the market • Should be aligned to the findings of target user insights • Demonstrate strong consistency and persuation with the brand and the job to be done • As mentioned above, your new product features should be breakthrough and powerful. Our goal is to stand out of the market with clear distinctiveness and effectiveness • • • • • Clear and logical thinking (Contestants are encouraged to use mockups, references, etc. if needed) Designed to attract target user group and leverages advantages from them Should be developed based on strong consideration of different stakeholders that might be involved Organized into logical stages regarding the user journey Reasonable integration of channels and assets/messages Reasonable and effective allocation of budgets and KPIs Presentation • 20 5 The proposal is visually decent Contents are concise and succinct Video presentation • Good time management within 2 minutes (+/- 30s) • Meeting the requirements of consistent language and proper subtitles with no grammatical errors. 12 13