Sync (Coding)
Launch of a live learning coding product, built with resources pooled in from 3 companies
EXPERTISE
Media
TEAM SIZE
30
PROJECT DURATION
1 year
OUTPUT
350+ classes
ACHIEVEMENT
Goal
Truth be told, there was a lot of drama in the Coding space with the negative news around Whitehat Jr, and we needed a rehaul in the product to make the actual impact we set out to. The final Coding Mastery product, which caters to students worldwide, was eventually made in partnership with Tynker to provide a robust platform for children to code with teachers realtime.
Process
To make an engaging 1 hour session, class on class across a 140-session course offering, we needed to innovate on content formats and delivery styles. After over two months of research, pre-production began with respect to identifying relevant 21st century skills derived from school curriculums, and on setting up a successful workflow to create slides and activities at scale. Various concepts such as app and web development, game creation, and AI were taught as macros, with the core focus on coding. The team came up with multiple new IPs as well as leveraged popular Tynker IPs to build courses in partnership with them. Additionally, we got into partnership with popular games like Minecraft and Roblox to make our content even more palpable and exciting for children. What began was a gruelling one year hustle to create copious amounts of content with a team of creative writers, designers, animators, game developers, and coders. We also had to identify formats that were easily integratable across multiple platforms. With classes being taken on the BYJU'S Future School and coding activities running on Tynker, finding a synergy across platforms for classes to successfully run was quite challenging but was eventually overcome.
Result
Within the first week, the 1:1 version of the product saw bookings from every single channel we explored, be it funnelling traffic from the app, from social media, or from the Tynker platform itself. That gave us confidence to take things forward in full-swing; in the proess, we eventually amassed over 50K users globally. The product was appreciated for its highly hands-on approach and outcome-based teaching style. By the end of the course, children were able to build full-fledged apps, games, and even understand the latest trend with respect to blockchain and AI.