“There will have a lot of powerful characters in the app, not only from Disney. The company is bringing cartoon and human characters which are popular across the world that have a good recall in markets,” said sources close to the development. More such deals and integrations are underway, the person added.
The premise is simple. Byju’s is entering the elementary school category and working on a product line for Class I-III student, an audience segment that it does not cater at present. It is also working on a fresh offering in the US, UK and Australia.
The company plans to use certain characters in geographies where they are most popular.
The strategy, it is expected, will help Byju’s gain early traction among users who are not already familiar with Byju’s brand. The company, however, declined to comment on these developments.
As part of the international expansion strategy, Byju’s has already established an office in the US in January. It also acquired Osmo, a developer of learning and educational gaming for $120 million. The biggest moot of Osmo is that it uses external inputs and attachments for an immersive learning experience.
Byju’s will integrate Osmo’s offering with its own products, which largely include video lessons, games and reading material. Byju’s is also set to benefit from Osmo’s users in 20,000 US schools and insights on the local user base.
The company said it was open to more such acquisitions and strategic tie-up in overseas markets after a mega funding round in December. Byju’s is evaluating a few companies
that either have established products in this space or have good brand awareness in these markets, or a combination of both, Raveendran said.
In December last year, Byju’s raised $400 million from Nasper, Tencent and Canada Pension Fund, valuing the 10-year old firm at $3.6 billion. The learning app has 30 million users and 2 million paid subscribers, according to the company.