Presented at Global Education and Training Investment @ MIT Sloan Edtech Friday event.
Agenda:
1. Introduction about NetDragon
2. Global education and training - insights and trends
3. The Next Big Thing! - VR/AR
9. PROMETHEAN BY THE NUMBERS
+30 MILLION
Student users
2 MILLION
ActivInspire software users
1.3 MILLION
Classrooms with Promethean ActivBoards
+2 MILLION
Promethean Planet Members
+90,000
Lesson resources on Promethean Planet
13. 1> $5tn (Source: IBIS Capital)
Of global education expenditure in 2014
8x the size of software market
3x the size of media and entertainment industry
Yet education is still only 2% digitized
14. (Sources:
1 - IBIS Capital
3 – PwC
11 - Based on Bank of America Merrill Lynch CAGR estimates of 7%-9% from 2012A to 2017E extrapolated to 2020E
12 -- Based on GSV Advisors CAGR estimates of 7% from 2013A to 2018E extrapolated to 2020E)
19. 291M
# of K12 students : 55M
# of K12 teachers: 3M
253M
6.8M
221M
13.2M
20.
21. 3> 80%
Of the world’s population will be able to access mobile broadband
within 5 years
22.
23. 23%
58%
Gr 6-8 Gr 9-12
0%
10%
20%
30%
40%
50%
60%
70%
My Own Device
What type of mobile
devices do you use
at school?
(including:
my own device,
school laptop,
school tablet,
school Chromebook)
24. 4> 50M
People could find work that more closely suits their skills or
preferences through various Online Talent Platforms to solve the
global labor supply imbalances (est. $10tn of GDP at risk)
(Source: McKinsey Global Institute)
25.
26.
27.
28. 5> MOOCs
Making progress with certification business model
Coursera generating an estimated annual run-rate of $30M revenue
from certification
(Source: IBIS Capital)
32. 6>Immersive Learning
100% attention levels doubled (92% vs. 46%)
Test scores increased with 35%
86% of students improved test results
(Source: http://www.bbc.com/news/technology-15115059)
Comparing traditional education and training with using Interactive 3D
33. VR Technology Highlights
:Participants exists in the virtual environment as the protagonist
Participants and virtual world objects interact naturally
:Vast imagination
34.
35. Create“Real”Learning Environment
• Dangerous
• Can not be touched
• Inexistent in the real life
Extinction
Natural
Disaster
Microscopic
World
Macroscopic
World
……
Volcano Eruption
Earthquake Outbreak
Fire incidents
Ancient life
Cell Division
Space
38. Investments in China accounted for 33% ($2.19 billion) of all in 2015
o vs. 6% in 2013, 1% in 2012
o Big ones > 100M: Zhan.com, 17zuoye, TutorGroup, HuJiang.com
Sharp spike ($483.5 million) in investments going to Cognitive Learning companies in 2015
o vs. $24 million in 2014 and$6.9 million in 2013
o 52 Cognitive Learning companies, e.g. Virgin Pulse, Lumos Labs, Headspace, Omada Health
Consumer-facing companies in 2015 jumped 3x to $3.12 billion; 48% of all global investments in
2015
25 learning technology companies got investments amounts at or above $50 million in 2015
o 15 of these companies are based in China, nine in the USA, and one in Brazil
o Combined obtained $2.523 billion in 2015, > total investments of all 316 companies in 2014
Complete absence of investments made to learning technology companies in Brazil in the fourth
quarter (Affero Labs, Movile)
Continued uptick in investments in India, and the burst of investment activity in the UK in H2
Source: http://www.ambientinsight.com/Default.aspx
39.
40.
41.
42. Areas for Growth
• Mobile Learning – mobile first learning model
• Social Learning – collective and collaborative
• Skill Matching – efficiency in labor market
• Machine Learning – personalized, adaptive
• Immersive Learning – engaging VR/AR content
• Gamification – entertaining content
44. • Augmented/Virtual Reality
to hit $150 billion
disrupting mobile by 2020
• Over 500,000 units sold in
2016 (Oculus, HTC, Sony, Samsung)
• 1 Million+ if include
cardboards
• Over 500,000 content
available (3D, 360 videos,
VR animations)
51. High fidelity Immersive VR Education
https://www.youtube.com/watch?v=GQAjJaHNjD0 https://www.youtube.com/watch?v=ycTNwr6AYIY
Example – VR Classroom, Second Life 2.0