Ruangguru Digital Bootcamp is an intensive learning support to prepare dropped-out underserved youth population in Indonesia to pass (high-school) standardized national exams and to acquire relevant employable skills, by utilizing: 1) the use of group-chat based mentoring and 2) semi-online learning video subscription by using USB On The Go.
Ruangguru Digital Bootcamp is a mobile-based intensive learning support to prepare dropped-out underserved youth population in Indonesia to pass (high-school) standardized national exams and to acquire relevant employable skills, by utilizing: 1) the use of group-chat based mentoring and 2) semi-online learning video subscription by using USB On The Go.
Our internal research shows that possession to (at least) high school graduation certificate is mandatory in almost all job postings in Indonesia. This situation puts the dropped-out youth in a disadvantage situations. Let alone fulfilling the 21st century skills, they are already disqualified from the job market since the beginning.
We found that there are 3 main reasons why the dropped out youth in Indonesia don't go back to school:
- Limited number of prep schools and available seats for such setting
- Opportunity cost to leave the informal gig that they are doing now;
- Cultural issue - they feel ashamed to interact with students who're younger than them.
Ruangguru Digital Bootcamp enables students to access test-prep materials (designed in a form of learning journey: compilation of videos, quiz, and notes), a dedicated tutor for every subject, and a learning consultant that would help them to strategize their learning path and life after graduation. All solution is delivered within the concept of group-chat mentoring (peer learning community).
Therefore, the dropped out youths will be able to:
- access the solution anywhere, anytime;
- retain their livelihood by working in informal sector while expanding their horizon to apply for decent work opportunities by passing high-school certification;
- present themselves comfortably in a safe environment - as almost all of the process is done virtually, facilitated by mentors and experts.
In the future we plan to commercialize this project (with sensible pricing) and to partner with the private sector and government (for providing subsidies).
7 million school age children of 7-19 yo in Indonesia are not yet in school. The school dropout rate is the highest for the enrollment of High School, as its participation rate was only 76 percent. Dropouts are most prevalent in the transition periods in-between education levels, particularly for the underserved youth. Most of them are either unemployed or working in the informal sector. They are unable to access better employment as the possession to (at least) high school graduation certificate is mandatory in almost all job requirements, meanwhile the number and quality of existing prep schools are very limited.
Why our solution will solve the problem:
It enables the dropped-out youth to access test-prep materials (designed in a form of learning journey: compilation of videos, quiz, and notes), a 24hr dedicated tutor for every subject, and a learning consultant that would help them to strategize their learning path and life after graduation. All solution is delivered within the concept of group-chat mentoring (peer learning community).
Therefore, they will be able to: access the solution anywhere, anytime; retain their livelihood by working in informal sector while expanding their horizon to apply for decent work opportunities by passing high-school certification; and present themselves comfortably in a safe environment.
Our target outcomes:
For this pilot, at least 500 high school drop-out youth would utilize the Digital Bootcamp - and hence acquire high school certificates. For this pilot stage, we aim to subsidizing the distribution of USBonTheGo and the fee for tutors. We will target the dropped out youth in targeted local prep schools for dropped out kids, orphanages, and foster cares in Jakarta as the early adopters. In future, we are hoping to scale up the model by having a cheaper pricing model that the participant can pay in installments, partnering with the private sectors through CSR and government subsidies
The populations we will benefit initially:
The regions we will benefit initially:
The countries we will benefit initially:
The technologies we employ:
Why our solution is unique:
Ruangguru is Indonesia's largest tech-enabled education provider - with >3 million students using the services regularly. Therefore, we believe we have strong content and technology capability to deliver and scale it quickly. To deliver the services, we use USB on The Go which can be connected to smartphone to reduce dependency with costly & slow internet access. It's not a rocket science, however, we're the first one that utilized such idea for mass market in K-12. We're also the first in Indonesia to invent and iterate a scaled intensive chat-based group learning and mentoring, utilizing creative instructional design approach
Why our solution is human-centered:
We developed the product by involving the stakeholders in rigorous customer discovery process by applying HCD approaches. We have experiences of delivering similar solution to mass market, however we understand that there is a need for adaptation as we are targeting to different audience now (undeserved communities). Therefore our team is committed to actively running sprint, testing, and M&E with the target users. The pilot will focus to optimize the learning experience (in the aspect of feasibility, usability, and functionality) and we will also carefully tracked the learning progress to ensure that the solution meets the users' needs.
How people will access our solution:
For the pilot, we will reach out to relevant partners (ex: foster cares) and identify relevant users. The persona from the early adopters will be used as a baseline for developing an inclusive a scalable marketing approach. After the pilot, we aim that the pricing will be significantly cheaper than retail and the dependence to internet is lower as the solutions are in form of chat-based & USB OTG. The smartphone penetrationis already at 50% including in undeserved population. However, we would prepare rentable phones for the students during the programme- to ensure that no one is left behind
Technology-Readiness Level:6-8 (Demonstration)
Where we are located:Indonesia
How we will sustain our team financially:
In the early stage of this project, Ruangguru will bear the cost of the operations - as we are also getting revenues from other products and services. However, in the future we plan to commercialize this project (with sensible pricing) and to partner with the private sector and government (through subsidies/ support for the subscription plans). We are also in the process to bring telco/ mobile operators to provide a free internet plan for our user.
The factors limiting our success:
Resistance from the drop-out-youth employer and lack of commitment from the users to utilize the digital bootcamp will be risk factors for the solution.
How long we have been working on our solution:3 years
How long it will take to develop a pilot:1-3 months
How long it will take to scale beyond our pilot:6-12 months
Our expected annual budget:
How much of our budget we've secured to date:
Our promotional materials:
We're looking for partners in these fields:
Why we're applying to Solve:
Ruangguru is a growing stage company - with over 200 full time employees delivering services to 3 million students. We project to reach 7 million students by the end of 2017. We believe that at this stage, we need mentors and supports that would help us to scale our technology and infrastructure efficiently (particularly to use AI for personalized learning). We also need support in terms of connecting with experts in instructional design for online learning - as such expertise is very limitedly available in Indonesia.
Our current partners:
We have built strategic partnership with multiple stakeholders, including 32 provincial governments, 305 cities/ regencies government, Ministry of Education, State Secretariat and the Office of President of Indonesia; top players in FMCGs, bankings, telco, LINE App, DFAT, Google, among others.