EduBeyond, edtech for underprivileged youth
EduBeyond will increase education effectiveness in underdeveloped regions by providing a gamified adaptive-learning interface as a digital complement to their educational infrastructure.
EduBeyond is solving the issue of educational disparity on a global level. Given recent efforts in increasing the accessibility of education, the percentage of world adolescents out of school has decreased to 17%. However, education disparity remains a prominent issue even for those with access to basic education.
In Indonesia, where we have been operating for the past year, the public education infrastructure has been one that is "enforced" but not necessarily effective. This is evident in only 16% of young Indonesian adults being able to transition into tertiary education despite a 98% and 79% enrollment rate at the primary and junior secondary levels, respectively.
With adolescents making up around 28% of Indonesia's population, it is essential to evaluate the topic of education beyond the accessibility baseline. This is shown by the stagnant tertiary education rate lagging behind the increasing enrollment rate. As public funding for education increases, adequate infrastructure is essential to ensure a significant impact on welfare.
Education effectiveness/quality, or lack thereof, can be attributed to factors such as lack of proper learning materials, low-quality teacher training, and inequitable resources due to varying income classes. These factors, and many more, have been exacerbated by the recent pandemic, which was the catalyst for an abrupt change in educational content delivery.
To put the pandemic's disruption of learning into perspective, a study by Mckinsey showed that the graduating class of 2021 lost, on average, five months of teaching materials, with an accumulated total of 2 trillion teaching hours lost worldwide. Even during digital instructional hours, "stunted behavioural and socioemotional development" and "chronic absenteeism from students" are common problems in many education systems.
These statistics indicate that while there are sufficient digital infrastructures for classes to be conducted during the pandemic, the lack of personalization and engagement factors has created adverse consequences for the effectiveness and efficiency of content delivery.
Equitable, quality education allows for an increased high-skill workforce, a significant increase in lifetime earnings, and added bridges for globalization. As Indonesia has the fourth largest education system in the world, an effective intervention tool would result in a larger talent influx to advance the world economy and innovative solutions for global crises.
With regional governments increasing their educational spending on physical infrastructures, the advancement of technology and curriculums must catch up to create quantifiable improvements in welfare. Given the estimated 1.5 billion primary and secondary learners worldwide, effective digital interventions must be implemented systematically to prevent a loss of potentially $10 trillion in lifetime earnings.
Education interventions must contribute to a quantifiable increase in learning metrics (standardized testing, graduation, tuition costs, etc.) while being flexible enough to be integrated into the hybrid learning model of today.
Thus we have developed a gamified adaptive-learning interface that can be incorporated with any curriculum at any grade level between K and 12. With the foundation of a standard digital classroom, we have integrated adaptive feedback systems and gamified courses to make learning personalized and engaging.
Our digital interface is similar to that of Microsoft Teams and Canvas, including basic features such as classroom chats, WebRTC, assignment upload, and discussion forums.
To ensure that homework and practice problems are calibrated to each student's progression and proficiency with the subject, we have developed an adaptive feedback system with variants of the Leitner method. Depending on the student's "feedback" with each practice question, the algorithm can adjust the retention intervals for optimization.
Additionally, EduBeyond provides a chatbot that provides academic support during non-instruction hours. Currently, the chatbot can give hints and recommendations based on student inputs.
Each course has a corresponding gamified world to increase engagement and incentivize out-of-school studying. The world will be mapped out as a "skill tree," where students must master/complete certain levels before advancing. In education, the world map could be a visual representation of an English curriculum; completion of the "phonics" level can lead to vocabulary, etc.
Gamified courses can effectively track student engagement and progress, where both the students and teachers have an adequate understanding of the progression with reference to the student's location on the world map.
We hope to exhibit the quantifiable effects of our various features through random controlled trials under the supervision of the education faculty at the University of Toronto.
Since 2020, we have been working with students on the outskirts of Jakarta and Surabaya. While having access to basic education, these students are behind in their English and technological proficiency by almost one academic year compared to their counterparts in private and higher-end public schools. Given the recent pandemic’s disruption of course administration, the gap has widened significantly.
As mentioned in the “specific problem” prompt, low-quality teachers, untested curriculums, and inadequate digital infrastructures are some of the major factors why the tertiary education rate is notably lower in rural regions. Further, many of the students we currently serve come from a long line of life in poverty, resulting in a lack of incentives to pursue higher education even if the opportunity is present.
To put it in quantitative terms, the average school day in Indonesia is 10 hours, with a mandatory 12 years of compulsory education. Compared to the United States, where the school day is 4 hours shorter and almost 50 ranks higher in quality (according to the World Population Review). With this in mind, more than 90% of low-income students would elect directly into low-paying labour jobs in hopes of providing financial assistance to their families.
EduBeyond’s solution addresses this problem in a few ways. Our technical solution aims to accelerate the academic progression of low-income students while lowering their required instructional hours. Using interactive features such as our chatbot and gamified courses, we hope to retain more students past the mandatory compulsory education duration. With the support of product research backed by the University of Toronto, quantifiable improvement in learning results will be shared publicly for transparency.
In summary, our product contributes to a higher likelihood of transition to tertiary education, improved language and technological proficiency for high-skill jobs, and academic research that could advance education-infrastructure development in similar communities worldwide.
The team’s co-founders are Tien-lan Sun, Miklos Sunario, and Alec Shi.
Tien-lan is EduBeyond’s CTO and a freshman at UC Berkeley’s MET program. Having won first place at the International Science and Engineering Fair (ISEF) in the Translational Medicine category with his novel AI fundus camera system, Tien-lan is leading the development of our interface, with a particular focus on the adaptive question algorithm and the AI-powered chatbot. Tien-lan is working with Berkeley’s ML@B in training EduBeyond’s ML model.
Miklos Sunario is EduBeyond’s COO and a second-year at the University of British Columbia. Having experienced the Indonesian education system, Miklos is a key player in our consultation with local students and teachers in Indonesia. He is responsible for many of our Indonesia-based progressions, such as an invitation to present our product to the Indonesian Parliament and having our computer science curriculum be certified by Indonesia’s ministry of education.
Alec Shi is EduBeyond’s CEO and a second-year student at the University of Toronto. Alec is responsible for EduBeyond’s internal governance and external applications. One of the applications led to EduBeyond being selected as an award winner by the Moonshot Platform, a social impact foundation powered by the Avast Foundation. As a result, the founding team was able to present their project to the Deputy Secretary General of the UN, Amina Jane Mohammed. Alec has also been invited to a legal incubator hosted by McCarthy Tétrault, the leading Canadian law firm in international trade practices.
EduBeyond has been working with youths in Indonesia since June 2020. We started as a tutoring network, serving as an emergency response due to the abrupt disruption caused by the pandemic.
During the first year, we helped around 5,000 students in Jakarta and Surabaya through our network of local nonprofits and charities. However, we soon realized the solution lacked scalability as recruiting volunteer tutors was highly inefficient.
Around late 2021 we started to pivot towards developing a digital learning interface that can be fully integrated as a digital component of the educational infrastructure. From weekly consultations with our partner organizations (whose students we were supporting), we elicited some common concerns regarding the post-pandemic education state.
The qualitative feedback clarified public statistics we found online, such as why the tertiary education rate was meagre despite a high enrollment rate during primary and secondary education.
After a year of brainstorming and feedback from local students and teachers, we were able to plan out specific features we wanted to integrate within our learning interface.
We have recently started the beta testing period with a sample group of 5,000 students in Surabaya. We are running random controlled trials alongside weekly feedback sessions to create quantifiable impact metrics for product optimization.
By April of 2023 (the end of the first beta testing period), we plan to draft an in-house research paper with support from the University of Toronto and Berkeley to identify the effectiveness of each feature based on pre-established impact metrics and user feedback.
- Improving learning opportunities and outcomes for learners across their lifetimes, from early childhood on (Learning)
- Prototype: A venture or organization building and testing its product, service, or business model
EduBeyond's solution has two notable differentiating factors in comparison to other ed tech companies in the field:
- Application of academic research in product development
- Catered to students of low-income classes and developing regions
EduBeyond's interface features will be evaluated via random controlled trials with our user base. With support from the education faculty at the University of Toronto and Berkeley's Machine Learning Lab, we will identify the effectiveness of integrated features based on pre-established impact metrics and user feedback.
Currently, the major players within the Southeast Asian edtech industry have prioritized their focus on retaining students instead of producing quantifiable improvements in learning; EduBeyond hopes to break this trend by exhibiting transparency through our research results.
The results from our product research will be made public to advance innovations in the digital education space.
We are also the first edtech company to prioritize distribution in lower-income classes. This is done through our B2G model instead of charging the product per individual. The B2G model relieves any financial burden students may incur from subscription-based ed tech products.
Our company identity emphasizes social impact, which led to our current negotiations with the Indonesian government to distribute our product as a third-party market vendor. Since major players within the Southeast Asian edtech industry cater to the private sector via individual subscriptions, the public sector remains a relatively unoccupied space.
Beta testing
Have 5,000 active users between February 1st and May 1st
Beta testing phase 1
With private partners (NGOs, charities, private schools)
An estimate of 3 months (end date could change slightly)
Establish weekly feedback meetings with students and teachers
Bi-weekly interface maintenance
Immediate intervention in case of emergency
Have 10,000 active users between June 15th and December 15th
Beta testing phase 2
With iterations from phase 1
Private partners and homeschooling students
Six months duration (start and end dates are estimates)
Automated feedback system + feedback meetings with teachers
Weekly interface maintenance
Immediate intervention in case of emergency
Research (1 year)
Conduct A/B testing with focus groups (100 students each) for the following features (research structure in development)
Adaptive question recommendation algorithm
Gamified courses
Timeline
Trial 1: Beta testing phase 1 (3 months)
Product iteration phase (1 month)
Trial 2: Beta testing phase 2 (6 months)
Research (5 years)
Published academic paper on tested features with the support of
Education faculty at the University of Toronto
Berkeley ML@B
Continue A/B testing with additional AI-based learning tools (if deployed)
Reach
20,000 students in 2023-2024
10,000 users from private partners we are currently working with
An estimated 10,000 from initial deployment through the Indonesian government
Focusing on a select number of school districts as a pilot
By 2028-2029
30 million students reached (estimate)
56 million youths between 12-24 in Indonesia
With around 40 million in public education infrastructures
Education metrics for our cohort (in 5 years)
Tertiary education rate of 70%
Continued product R&D similar to the beta testing schedule
Periodic testing with standardized materials
Graduation rate of 90%
Around 54% of low-income classes as of 2022
Track time spent on interface in relation to academic scores
Personalized intervention if necessary
Periodic feedback from teachers on
Curriculum
Interface and integrated learning tools
Most of EduBeyond's AI learning tools were created using the Keras and OpenCV libraries and OpenAI's GPT-3 application programming interface.
Instant communication between users in a chat system was implemented with Socket.IO, the Express.js application programming interface (hosting the socket), and MongoDB (storing messages).
The class module used the same technologies but included openGraphScraper for embeds. The improved Leitner system used MongoDB aggregations with TypeScript and Express, js.
NextAuth.js was used for authentication. AWS's S3 was used for file storage, and AWS Lambda was used for deployment.
The video conferencing system used WebRTC (communication protocol), Janus (handling WebRTC connections and acting as a selective forwarding unit), and WebSockets (for breakout room communication).
The game was programmed on the Unity game engine.
- Artificial Intelligence / Machine Learning
- Software and Mobile Applications
- Canada
- Indonesia
Once our beta testing phase begins in February, we will start serving roughly 10,000 students throughout 2023 while simultaneously conducting product R&D.
In 2024, we will have deployed our product nationally through the Indonesian government, where we will focus on a select number of school districts as a pilot. The current estimate will be 20,000 students, including those from our current partners.
Barriers to EduBeyond catalyzing are concentrated in the financial and political spheres. From a budgeting standpoint, deployment costs increase with our target user base. Thus our desired impact is directly linked to the amount of available capital.
On the other hand, there has been turmoil regarding the dissatisfaction with education delivery amid the pandemic. This has led to delayed school openings and numerous parent strikes. However, the recent unrest has slowly cooled during the last quarter of 2022, and this barrier seems to be a temporary roadblock.
We could benefit greatly from external consultation in cyber security and foreign data policies from a technical and legal standpoint, given that EduBeyond will be operating in Indonesia as a Canadian corporation. Additionally, we would love to receive the support of student developers within the Solv[ED] community, given that EduBeyond has a strong youth-led culture.
EduBeyond's partners:
University of Toronto
- ONRamp
- Leading campus accelerator
- Workspace and meeting rooms
- InnovED
- Research facility at the education faculty
- Mentorship for product R&D
UC Berkeley
- Berkley ML@B
- Mentorship for the development of AI learning tools
Moonshot Platform
- Gave grant award of $10,000
- Referral to speak at the UN ECOSOC forum and present to DSG Mohammed
McCarthy Tétrault
- Invited to the firm's legal incubator for full legal services at a sixth of the standard rate
Tangan Pengharapan
- Beta testing partner
- Responsible for students enrolled with EduBeyond
LEAP Surabaya
- Beta testing partner
- Responsible for students enrolled with EduBeyond
- Referral to homeschooling communities
EduBeyond is pursuing a B2G model. We will act as a third-party market vendor and distribute our interface to school districts through the Indonesian government.
This model is ideal in a few ways. For one, EduBeyond can generate sufficient revenue for its incurred expenses through government funding while ensuring that students won't have to pay individually for the product, unlike most ed tech products that rely on subscriptions.
Additionally, our current arrangement with the Indonesian government offers us a degree of autonomy to prioritize school districts for distribution. This allows us to target infrastructures with relatively lower graduation and tertiary education rates, making a more significant difference in the general welfare.
From a commercial standpoint, our official customer will be the Indonesian government, which will pay for our product in components. In addition to the education software, we are also building an introductory English curriculum, which would be licensed separately.
While the contractual agreements are still under negotiations, a five-year term would be ideal as it presents a sufficient time frame to consult with our user base and conduct meaningful research on user experience.
Before deployment, EduBeyond will be sustained through grants, philanthropists, and private partners.
Once deployed, we will be engaged as a third-party market vendor by licensing our product with the Indonesian government. Indonesia's ministry of education will support the deployment budget. We hope to adopt a similar model with countries like Malaysia and Thailand.
We are also pursuing funding domestically from Canada's International Trade department, specifically an infrastructure grant to export Canadian technology abroad.
EduBeyond's path to financial sustainability is integrated within its goal for social impact, and it will be able to self-sustain its operations to accomplish the mentioned impact goals.
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