Enabling Kids to learn Coding on Mobile
The Problem 1
1 Billion Job Opportunities (by 2030) Require Foundational Development
Future jobs Lack of Lack of
require coding Vernacular Accessibility
65% of children entering 79% of users learn in 88% of the students do not
primary education will have vernacular languages have access to a laptop
jobs that do not exist today
NEP 2020, made CODING mandatory. No traditional solution can scale to meet this requirement
The Solution 2
Mobile First Practice-led Learning, Implementation leads to Euphoria
Within 15 mins
LEARN CODE PUBLISH
Bite-size content Concept application Instant Gratification
Bite-size content leads to Habit Formation, code implementation to Gamification and Publishing gives creator an Aspiration
A Glimpse into the product 4
Home : Experience : App store : PRO :
Course progress, Quiz Play and Create Publish & Share Premium offering
& Competitions apps
Coding is the new math 3
90k 225k 40% 55 minutes
Weekly Active Users Monthly Active Users WAU/MAU Monthly Active User Learning
All Level 1+ Level 4+ Level 5+
Started Learning Solving multiple CuriousJr is
Write single line code steps Problem Irreplaceable
W1 Retention 30% 43% 62% 80%
Weekly Time Spent
(in Mins) 13 34 59 98
As users increase in levels, they grow from single line coders to modelling real like problems to programs,
making Curios Jr. irreplaceable
Focus on customer outcomes 9
Learning activities i.e. quizzes and competitions inside the community leads to longer learning streaks
Learning validation through community
leads to consistency
Growth in performance of user, as he/she
progresses through levels and completes
chapters
Learning validation through community
leads to consistency
Level 10+ users are doing more that 120 quiz
challenges and 20 competitions. Relative
performance with peers is motivating them to
learn 26 days in a month.
Users learning on the application perform better
Learning with Peers 9
Users eventually become a part of the ecosystem
Learning activities i.e. quizzes and competitions inside the community leads to longer learning streaks
Learning habit develops as students
move ahead in the learning journey
Level 1+ users are learning 4 days, Level 5+
users are learning 10 days and Level 10+
users are learning 26 days in a month
Learning validation through community
leads to consistency
Level 10+ users are doing more that 120 quiz
challenges and 20 competitions. Relative
performance with peers is motivating them to
learn 26 days in a month.
Value to User 11
Experience at scale
Onboarding First AHA! Conversion
Engagement Retention
Moment to PRO
Tailor-made Bite-size content Apply concepts to Rank on Unlock premium content
learning journey Quizes & Competitions leaderboards & apps/ games
Coding the concept
Play & build games Build streaks Coach assistance
Building an app
from app store Masterclass
Increase Levels
Personalised Create and Publish Active Users learning Level 5+ users learning Language
learning content App within 15 mins for 55 mins monthly 9 days in a month Mastery
Gamified Learning Journey through Virtual Rewards and Coin system
Vision 5
PRODUCT
Best Learning Platform Technology First Community
(Practice Focused) Solution Engagement
BUSINESS
Engagement leading to Product Led Selling
conversion
Bringing in Users 6
Coder Aspirants are Looking for Mobile Learning Platform
ASO and Marketing Campaigns
41% of the users coming from Organic Channels.
Apps/Games name or programming language search leads to
maximum searches to mobile coding platform
CuriousJr ASO searchability :
Python and JavaScript contributes to 25% of our search.
Addition of more languages (HTML, CSS, C etc) will expand our
PlayStore search by 4 times
Language Keywords Coding on Mobile Targeted Online campaigns are designed to create awareness of
Coder Aspirant looking for CuriousJr appeared in Top 5 Coding on mobile and its outcome. This leads to extremely low
more specific keywords for mobile learning solutions acquisition costs in range 4-5 INR
Note: Graph data is until Mid-October
Product led Growth 7
Creators Inspiring the Audience, Inducing Virality
Creation : More than 550K Apps Published
350+ apps and games module drives creation.
Each creator publish at least 3 apps and games.
User Created Apps Sharing
135K App share lead to 126K PlayStore search through word of
mouth. 70% of the apps and games creation are shared
outside the platform.
Invite a Friend
Another important part of the organic users. 25% of the organic
users are coming through direct invitation to a friend
Learning Time and Knowledge Graph 8
Sticking to the platform for continuous Learning
Level 1+ users spend average of
55 minutes monthly in the journey
They have experienced coding chapters, app
CuriousJr becomes Irreplaceable
and games creation, quizzes, and
competitions.
After reaching Level 5 they spend
more than 260 minutes monthly
In the journey to L5 they have completed
more than 20 chapters, 10 quizzes, 3
competitions and publishes at least 5 apps
Beyond L5 they tend to become a PRO
Coder (Coding Expert)
Pro Coders need to buy PRO offerings which
includes Weekly Plan, Masterclass, Premium
Apps, Doubt Resolution, and Report Card.
Outcome led Learning 10
Users learn more on the platform to perform better
Learning outcome evaluation in Block Coding Competitions Learning outcome evaluation in JavaScript Competitions
Level 10 users are in the Top 10% of the users Level 15 users are in the Top 10% of the users
participating in Block Coding Competitions participating in the JavaScript Competitions
Premium Offering 12
Freemium model : Enroll First, Experience Learning, Charge Later
Learning Curriculum
10%
Of active users
spending more than
● Detailed Curriculum 260 minutes
● Package Content Sell
Why are they buying?
Level 5 Users want to move ahead and
become expert coder. We plan to monetise
10% of Active users with package content
Coach Model
Experiment numbers
● Coach help students complete the In the last first month of launching, 37 level
Curriculum & Doubt resolution 5+ out of 4000 users aware of offering
● Periodic Parent Teacher Meeting bought the PRO version
13
GenZ’s New Way of Leaning
Every student is served more personalised
and gamified version of learning on Mobile
Learning is Simplified 14
Habit formation helps in User’s consistent growth
How many days are they Why are they learning What is motivating them to
learning in a month/week? regularly? learn regularly?
Power Users are learning Simplified content with real Validation of learning
average 9 days in a month life examples. L5 users completed 10
Level 5 students completed 22 quizzes, published 5 apps
chapters in 9 days
Gamified Learning Journey 15
Achieving Milestones by Small & Consistent wins
Why are they motivated to
Daily Attendance
move ahead?
Run Code and See Magic
Streaks
Insight
Feeling Aspirational 16
Sharing the excitement of building things
- 70% apps and games are shared outside the platform
- L6 Coders are highlighted on the Platform - This increased their number
of days they open the app
The Team 17
JANISHAR ALI MRIDUL RANJAN SAHU
Technology & Curriculum - Business, Growth & Product -
Co-founder Co-Founder
IIT BHU Varanasi - Dual Degree IIT BHU Varanasi - Dual Degree
● Co-Founded MindOrks, Android learning ● Ex-OYO, set up business from scratch to
platform with 3 million developers reach, Million dollar monthly revenue
built end-to-end technology ● Launched non-english country at OYO
● Educator, 5+ years of experience in ● Ex-Circle (acquired by Sharechat),
vernacular hyperlocal social network.
Teaching Coding
● Build Product led 1M DAU Hyperlocal
● Ex-Ixigo, Ex-Bobble
Community
18
Praveen Kumar Himanshu Shekhar Sumit Mishra
UX and Product Lead Community and Revenue Lead Android Lead Developer
● IIT Kanpur, 7 year Experience ● Ex-Community Lead, ShareChat ● Open Source Contributor
● Ex-UX Lead, ShareChat, Circle ● Ex-Content Head Circle ● Google College Ambassador
● Govt. Hackathon Winner
Rachita Poojari Rishabh Goyal Md. Sharique
Curriculum and Learning Lead Technology Content Lead Backend Lead Developer
● Ex-Lead School ● IIT BHU, Varanasi ● IIT Kanpur, Problem Solver
● Teach for India Fellow ● Frontend Specialist ● Technology Enthusiast
● 5 years Teaching Experience
Appendix 19
Market Size 20
India needs a scalable coding platform
270 Million 81 Million students
Total K-12 students (TAM) Willing to pay $100
It
e
m
1
10
0
%
TAM
170 Million Unbounded
$17 B
Active Internet Access &
INR 200k+ household Income SAM
170M x $100
$8 B
50
.4
It
e
m
136 Million SOM
% 1
49
.6
%
EdTech Awareness 81M x $100
Kids & Parents love CuriousJR 21
4.7
Most Loved
Learning App
Competitive Landscape 22
PLATFORM Desktop Desktop Desktop Mobile
1:1 1:1 1:1 Assisted &
LEARNING PROCESS
Live Live Live Self paced
PRICE POINT INR 40k+ INR 40k+ INR 40k+ INR 5-15k
Top 1% Top 5% Top 5% 95%
MARKET SEGMENT
Metro Metro Metro Students
REACH POTENTIAL
Investment Raised 23
$1M Raised in the Seed Round
● Co-Led by WaterBridge Ventures & Enzia Ventures
● Angel Investors:
○ Aditya Shankar (Co-Founder, Doubtnut), Tanushree Nagori (Co-Founder, Doubtnut),
○ Abhinav Sinha (COO, OYO),
○ Mohd Wassem (Founder, EasyEat)
○ Shashank Shekhar (Director- Content Strategy & Operations at ShareChat)
Outcome led Learning 5
Users learn more on the platform to perform better
Learning outcome evaluation in Coding Competitions
Average competition score of 54 marks when Level wise average score of the user. Crossing Level
moved 5 levels 5 take them to top 10%.
Premium Offering 5
Users spending more time are likely to buy premium
Percent of Active Users learning more than 260 minutes monthly
10% Of active users spending
more than 260 minutes
Why are they buying?
Level 5 Users want to move ahead and become expert
coder. Mobile and Technology is the next big thing.
Current numbers
In the last first month of launching, 37 level 5+ out of
4000 users aware of offering bought the PRO version