Edutainment start-up ConveGenius, which is focused on digitising education while ensuring affordability, recently announced the launch of its gaming network mobile application - 'Battle of Minds' for the Android users.
Within one month of its launch, the Battle of Minds (beta app), without any paid marketing, has crossed more than 700,000 screen views, over 7000 sign-ups, 800 daily active users, more than 100,000 challenges played and more than 30,000 sessions averaging 21 minutes.
"If a child took 10 days to learn a rhyme with a teacher, a couple of viewings of the animated video now has them picking it up in a couple," says Singh, adding that the kindergartens now rely on the devices, not books. The tabs are especially useful when teachers themselves have a poor handle on the subject, she notes.
Companies like ConveGenius are following Ola's modus operandi and aggregating content from third-party content creators.
The platform is being created in such a manner that it will be agnostic to third party games, new topics on the go, live and trending news, and participatory content contribution. It also acts as a social discovery platform for users, by connecting them with like minded people, based on the topic of their interest.
With plans to introduce game categories on topics of competitive exams like GRE/GMAT/IIT JEE/BANK-PO/Civil Services, the company has said it would create longer life-time value for users, according to Shashank Pandey, Co-founder, ConveGenius.
Three years from now, ConveGenius aims to become a market leader for Edutainment solutions in India. At the same time, we would also like to explore potential markets across the world.
Given that we are also targeting to reach 5 million kids though our flagship product 'CG Slate', and 10 million users through our edutainment network application 'Battle of Minds'.
ConveGenius will take the B2C route later this year. It will make the product available for free on Android smartphones and tablets for downloads.
"Our core competency lies in innovation via analytics and quantifiable data metrices that can capture learning and enhance it. Apart from tracking learning progress and trends, we encapsulate big-data in education to identify achievers (to incentivise), gauge overall effectiveness of educational programs and determine roadblocks in implementation," said Pandey
ConveGenius, an edutainment startup, launched in January 2014, is an extension to such development in the edutainment sector, and is workingto create ecosystems that are designed to educate children by bringing in elements of fun, entertainment and associated rewards, simultaneously.
Learning is driven by both intrinsic and extrinsic motivational methods. Just providing quality digital content ensures learning for only those kids who are intrinsically motivated to study. Kids who prefer playing, watching TV, and fun, over learning, have to be extrinsically motivated.
Considering that the Noida-based company is renowned for making education fun and rewarding, it is no wonder that ConveGenius achieved an almost zero percent attrition rate by leveraging the same techniques in its own office culture.
Aside from rewarding performers with a six month appraisal system and monthly awards, ConveGenius also appreciates people who contribute towards extracurricular and team building activities with Meetha Moment Award a surprise box of chocolates. "The idea is to create a fulfilling environment for innovation and creativity," explains Shashank Pandey, Co-Founder, ConveGenius.