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Learning: Reimagined
Vincent Fung
Investment Director
vincentfung@nd.com.hkNetDragon Websoft Inc.
MIT Sloan EdTech Friday
March 11th 2016
Agenda
• NetDragon
• Global Education & Training - Insights / Trends
• Next BIG Thing
For 2 years in a row,
NetDragon was named
“Outstanding Employer –
The Best Companies to
Work for in China”
by Fortune magazine
Star War X-Wing Fighter Pyramid-like Idea Workshop
Stepped Courtyard - Staff Dormitory Creative Metal Slide
Hui-style House
D i n o s a u r F o s s i lSwimming Pool and Diving Platform
Beach
OUR INTERNET COMMUNITIES
Pre-
school
K12
Higher
Education
Vocational Enterprise
In Class On the Go At Home
WE BELIEVE LEARNING IS
FOR A “LIFETIME”
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
10
THE NETDRAGON FAMILY
PARTNERSHIPS
Global Education &
Training
insights and trends
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
(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)
(Source: IBIS Capital)
2> 90%
Of the world’s population under 30 is already in Emerging Markets
Growing at 3x the rate of developed nations
(Source: IBIS Capital)
291M
80M
This shows the total number of students
from pre-K to higher ed. in China vs. USA.
291M
# of K12 students : 55M
# of K12 teachers: 3M
253M
6.8M
221M
13.2M
3> 80%
Of the world’s population will be able to access mobile broadband
within 5 years
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)
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)
5> MOOCs
Making progress with certification business model
Coursera generating an estimated annual run-rate of $30M revenue
from certification
(Source: IBIS Capital)
Source: Blackboard Learn website
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
VR Technology Highlights
:Participants exists in the virtual environment as the protagonist
Participants and virtual world objects interact naturally
:Vast imagination
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
7> Edtech investment
bubble
2015 global Edtech investment spikes to record $6.5
billion
(Source: Ambient Insight 2016)
 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
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
Next BIG Thing
Virtual / Augmented Reality
• 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)
VR Industry Landscape
HMD:Oculus VR、HTC Vive、Sony Project Morpheus、
Samsung Gear VR、Google Cardboard、Sulon, etc
Control Device:Virtuix Omni、Nod Labs、virZOOM、Leap
Motion、Oculus Touch、Sixense, etc
Cameras:Jaunt VR、Nokia、Otoy、Structure.io、hover.to、
VideoStitch, etc
Developer Tool Kits:Unity、Unreal Engine、WorldViz、
GameWorks VR、OSVR、High Fidelity
Content(Produce VR):Reload Studios、nDreams、Visionary
VR、NextVR、Felix& Paul Studios、Insomniac Games, etc
Social Network/Content Platform:Littlstar、Wear VR、
AltspaceVR、Vrideo、EmergentVR,etc
Educational VR:Woofbert、Zspace、Discovr、drashvr
VR Education Content
VR Social Platform
Areas Relevant to Learning
VR content sharing Platform
Smart2vr Vizor
https://www.youtube.com/watch?v=ik5PzA-oe_c https://www.youtube.com/watch?v=l8ZnWT-ydqg
Example – VR Content Editing Tool
Eon reality Worldwiz
https://www.youtube.com/watch?v=lxZhHiV_SlA https://www.youtube.com/watch?v=ycTNwr6AYIY
Example – VR B2B Corporate Training
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
Q&A
I am hiring!
VincentFung@nd.com.hk
www.NetDragon.com
Learning Reimagined with Virtual Reality

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Learning Reimagined with Virtual Reality

  • 1. Learning: Reimagined Vincent Fung Investment Director vincentfung@nd.com.hkNetDragon Websoft Inc. MIT Sloan EdTech Friday March 11th 2016
  • 2. Agenda • NetDragon • Global Education & Training - Insights / Trends • Next BIG Thing
  • 3.
  • 4. For 2 years in a row, NetDragon was named “Outstanding Employer – The Best Companies to Work for in China” by Fortune magazine
  • 5. Star War X-Wing Fighter Pyramid-like Idea Workshop Stepped Courtyard - Staff Dormitory Creative Metal Slide
  • 6. Hui-style House D i n o s a u r F o s s i lSwimming Pool and Diving Platform Beach
  • 8. Pre- school K12 Higher Education Vocational Enterprise In Class On the Go At Home WE BELIEVE LEARNING IS FOR A “LIFETIME”
  • 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)
  • 16. 2> 90% Of the world’s population under 30 is already in Emerging Markets Growing at 3x the rate of developed nations
  • 18. 291M 80M This shows the total number of students from pre-K to higher ed. in China vs. USA.
  • 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)
  • 30.
  • 31.
  • 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
  • 36. 7> Edtech investment bubble 2015 global Edtech investment spikes to record $6.5 billion (Source: Ambient Insight 2016)
  • 37.
  • 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
  • 43. Next BIG Thing Virtual / Augmented Reality
  • 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)
  • 45.
  • 46. VR Industry Landscape HMD:Oculus VR、HTC Vive、Sony Project Morpheus、 Samsung Gear VR、Google Cardboard、Sulon, etc Control Device:Virtuix Omni、Nod Labs、virZOOM、Leap Motion、Oculus Touch、Sixense, etc Cameras:Jaunt VR、Nokia、Otoy、Structure.io、hover.to、 VideoStitch, etc Developer Tool Kits:Unity、Unreal Engine、WorldViz、 GameWorks VR、OSVR、High Fidelity Content(Produce VR):Reload Studios、nDreams、Visionary VR、NextVR、Felix& Paul Studios、Insomniac Games, etc Social Network/Content Platform:Littlstar、Wear VR、 AltspaceVR、Vrideo、EmergentVR,etc Educational VR:Woofbert、Zspace、Discovr、drashvr
  • 47.
  • 48. VR Education Content VR Social Platform Areas Relevant to Learning VR content sharing Platform
  • 50. Eon reality Worldwiz https://www.youtube.com/watch?v=lxZhHiV_SlA https://www.youtube.com/watch?v=ycTNwr6AYIY Example – VR B2B Corporate Training
  • 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