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  1. UK’s Minister of International Development (DFID) Visits CcHUB


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      On the 13th of April, 2016, the United Kingdom’s Minister of International Development (DFID), Nick Hurd accompanied by other officials of the UK’s DFID, visited Co-Creation Hub (CcHUB). The purpose of the visit was to learn more about the innovative technology solutions within the hub and also look at possible room for collaboration in the nearest future.

      As is our tradition, the Minister and his delegates were given a tour of Co-Creation Hub (CcHUB) beginning at the Mobile Experience Lab (MxLAB), the incubation space, the community space and the rooftop. At the incubation space, the Minister met with 6 startups which include: Truppr, Lifebank, Genii Games, BudgIT, Mamalette and Grit Systems.

      We are enthusiastic about the attention and buzz the Nigerian tech industry is getting and we look forward to positive collaboration that foster better relationship between the Nigeria and UK tech industry that could lead to impactful investment and promote globalization.

      The guests were welcomed by Femi Longe, Director, Open Living Labs (OLL) and Tunji Eleso, Managing partner, Growth Capital.

  2. Growth Academy 2016 with Intel Africa


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      A lot has happened in the past weeks at Growth Academy with Intel Africa, a 3-month accelerator for tech startups have the opportunity to grow their businesses into profitable and sustainable enterprises. Briefly, let us run you through our past activities since when it kicked off on the 14th of March 2016.

      After a 3-week call for applications, we had a total of 102 startups that applied, from which the 10 participating startups were selected. Our criteria for selection was based on: Does their solution address a clear need in the society, is their team knowledgeable and skillful enough to implement the solution, how many customers and how much revenue has been generated so far etc. The 10 startups are EdvesSuite, VergeNG, Mamalette, Tuteria, GoMyWay, DropBuddies, Eazyhire, VacantBoards, GeniiGames and Wesabi. Read more about them at growthacademy.ng

      Growth Academy 2016 Begins!

      Kick off Session

      The Accelerator commenced with a kick off session on the 14th of March 2016, participants were introduced to the program and curriculum. Each startup was given the opportunity to introduce themselves, their product and motivation to take part in Growth Academy. This enabled participants to have a grasp of other startups partaking in the program and also get to know each other better.

      The session was facilitated by CcHub’s Director for Open Living Labs, Femi Longe & the Program manager. A welcome speech was given by CcHub’s CEO, Bosun Tijani and Growth Capital’s Managing Partner, Tunji Eleso. The kick off session rounded up with a goal setting activity where startups set smart goals they want to achieve by the end of the accelerator program.

      A series of sessions commenced in the following days for startups to prepare their pitches for demo day. Mock pitch sessions were conducted alongside a general overview of each startup’s pitch deck.

      Demo Day

      Demo day, a platform for startups to showcase their products to prospective investors, partners and the media. This year, different from the typical accelerator format, Growth Academy flipped the accelerator/demo model by introducing demo day just one week into the 3 months program. This enabled startups with the opportunity to meet potential partners that can work with them to achieve their set goals for the program.

      This pace setting event held on the 22nd of March 2016 with over 15 organizations present, this included Intel, Oracle, MainOne, Jumia, Rack centre, The Nation, TechCabal, Biola Alabi Media, Accion Microfinance Bank, Insight Communications, Google, Enplug Africa, Emval, Interswitch, Etisalat Nigeria, Alpine amongst others. Each startup had the opportunity to pitch their business and receive feedback from the audience on areas to tweak in order to rapidly scale their user base and also possible areas of collaboration with the organizations present.

      Working & Check -In sessions

      The accelerator program commenced fully with working and check in sessions which are scheduled to hold weekly till the end of the program in June. Working sessions are an avenue for startups to get insights on growth hacks, route to market strategies, customer insights etc

      from industry professionals, top company execs and seasoned experts.

      In the past weeks, working sessions have been facilitated by top industry executives; at the first session, Mr Isaac Okanlawon, Marketing Manager at Heinz shared useful insights on customer understanding, market segmentation techniques and how to effectively use the Source of Growth Analysis (SOGA) tool. At the second session, Mr Tomi Davies, President of African Business Angel Network & CEO -TechnoVision and Tunji Eleso, Managing Partner – Growth Capital – gave each startup customized growth hacking tips to rapidly scale their user base and shared how important it is for the startups to define their businesses using the P.O.E.M framework. And recently,at the 3rd session – facilitated by Femi Longe & Olaide Ogungbesan; startups reviewed each other’s platforms and gave concrete feedback on how to optimise their platforms to better customers experiences.

      Check in sessions are an opportunity for assess the weekly progress of each startup, get feedback for the accelerator program and know specific areas to improve the experience of each startup.

      You can follow the next working session on twitter using the hashtag #GrowthAcademy

  3. F8 Meetup Lagos: co-hosted by Facebook and Co-Creation Hub


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    F8 meet up

    Facebook in conjunction with Co-Creation Hub (CcHUB) will be hosting a meetup for developers in Lagos, Nigeria on the 12th of April, 2016 at 5.30 PM WAT

    With more than 70 percent of developers building for the Facebook platform outside of the United States. In an effort to bring developers from all over the world key content and announcements being shared at F8, Facebook is organizing 27 meetups all over the world to coincide with the event happening live in San Francisco on April 12. Each meetup will feature a live stream of the opening day keynote and time to connect with the local developer community.

    To register to attend this event: please visit F8meetupsLagos

    For anyone who can’t make it to F8 or one of the viewing parties, you can register here for free to watch the keynote and selected sessions that will be live streamed online. There will also be bonus content available online, such as exclusive interviews and behind the scenes footage of F8.

    Date: 12th of April, 2016

    Time: 5.30 PM to 8.00 PM (WAT)

    Venue: Co-Creation Hub (CcHUB), 294, Herbert Macaulay Way, Yaba, Lagos, Nigeria

    Apply now via F8meetupsLagos as limited spaces are available.

  4. The Use of Mobile Technology To Supplement Learning In and Out of the Classroom – 4


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    In our last publication, we looked at the effects targeted incentives had on the engagement levels of students on Efiko, and ultimately the impact that had on academic performance. We began with an analysis of the data gathered during the Efiko Ultimate Challenge, a 2-month long competition to reward top performers on the Efiko platform. In the last report, we addressed the first category of challenge winners, which were selected from top performing members on Efiko nationwide. This week, we look at winners from the second category of the Challenge, which was only open to the 750 students participating in the Efiko pilot.

    Each month of the Challenge, the top 10 performing students across the 3 states were selected and rewarded with Efiko branded prizes. Winners were selected based on performance on Efiko, without regard to how many times they played. To start with, we review the frequency and average performance (in Maths and English language) of the winning students comparing their engagement levels before, during and after the Efiko Ultimate Challenge.

     

    Table 1

     

    The table above shows that the Efiko Ultimate Challenge did indeed increase the number of times students played quizzes. Engagement levels rose as high as 180% in some cases.  Similar to the first group, the Challenge and rewards incentivised students and encouraged them to play more quizzes. After the pilot however, and perhaps not unexpected engagement levels dipped significantly. But what result did the Challenge have on academic performance?

    Student performance was subsequently assessed based on academic results obtained before and during the pilot. The table compares students academic results before the pilot (BP), during the pilot (DP) and their average score on the Efiko app. The data shows that while some students experienced an increase in performance, the percentage change was however not nearly as significant, when compared to the other group of users who were some of the students that experienced some of the highest levels of academic improvement while using Efiko. Student C and D experienced no change in academic performance, and a decline in performance respectively.

     

    Table 2

    The purpose of Efiko is to provide students with access to curated content, and by means of a social platform promote self-study, which will in turn improve student performance. But how much of an effect did the number of times students played positively impact their results? In the chart below we compare the cumulative frequency and scores of the winners of the challenge and compare their data before, during and after the Challenge.

     Chart 1

     

    While the challenge undoubtedly served to drive up engagement levels, this only resulted in a temporary spike as engagement levels dropped by as much as 147.4% after the challenge. This serves to answer the first half of the objective – whether targeted incentives could increase the adoption of Efiko by students. The second half of the objective, sought to find out whether targeted incentives could result in improved student performance. Based on the above data, performance levels rose by 4.5% during the pilot and dropped by 16.3% after the pilot. Furthermore, comparing the performance of the top 3 student winners above (based on percentage change) against the performance of overall top performing students on Efiko shows that while the first group achieved an average of a 0.7% improvement in academic performance, the latter group had an average of 16.5%.

    In conclusion, the likely recommendation will be to tie rewards to more long term goals such as students’ end of term performance, as opposed to performance over a short period of time. This may yield a more sustainable uptake in student engagement levels by reinforcing the practice of using Efiko for personal study.

     

     

    About Efiko

    Efiko is a mobile quiz platform for secondary school students designed to stimulate and personalise the learning experience beyond the school environment. Since inception in 2012, the Efiko user base has grown to a little over twenty-seven thousand users, across 32 different states nationwide.

     

  5. The use of Mobile Technology to supplement Learning in and out of the Classroom – 3


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    In the third publication of this series we seek to explore the third objective of the Efiko pilot – to assess the effects of targeted incentives towards the adoption and performance of students on Efiko. To achieve this, the Efiko team designed the next edition of the Efiko Ultimate Challenge to run alongside the Efiko pilot. The Efiko Ultimate Challenge had earlier been created to reward top performing students on the Efiko platform. To accommodate the pilot, a separate category for the 2-month long Challenge was created specifically for students participating in the Efiko pilot.

    For the first category, which was open to all users of Efiko, including students participating in the pilot, the prize winners for both months were selected based on a combination of their frequency and scores. In particular the following was the qualifying criteria:

    i.  Students who had a high frequency figure and played a minimum of 20 quizzes for that month
    ii. Students who scored the highest for that month and earned a minimum cumulative of 1000 points.

    For this group, the prizes awarded included a Nokia 205 mobile phone, an Efiko branded T-Shirt, and 20 Efiko branded exercise books for first, second and third positions respectively.

    The second category of the Efiko Ultimate Challenge specially created for students participating in the pilot, rewarded students who had the highest scores, without consideration to their frequency of play. For each month, the top 10 performing students were selected, drawn from all 750 students participating in the pilot, across the 3 different states*.

     

    First Category: Top Performing Students by Frequency and Score

    For the general category, we begin with data from students who were winners in this category, but who were not a part of the Efiko pilot.

    The table below shows the frequency and average scores (for Maths and English) of students before the challenge (BC), during the challenge (DC) and after the challenge (AC).

    T1 copy

    Across board the challenge increased the frequency of quizzes taken by students; frequency increased an average of 65% for Student A and 168.8% for student C. Based on the above, performance on Efiko was also improved as a result. After the pilot however, Student A did not continue playing Maths quizzes, although they had played Maths quizzes before and during the pilot. Student A focused primarily on English quizzes, thereby earning them an average score of 97.5%, based on English scores. On the other hand, Student B only played quizzes during the Efiko Challenge, and did not play before the challenge nor after the challenge.

    The second table, shows a subset of winners in this category, but who were also participating in the Efiko pilot. Just as indicated above the figures here represent engagement and performance before, during and after the challenge.

    T2 (1)

    From the above, it may be inferred that the Efiko challenge incentivised students to play more quizzes. Similar to the above, before the challenge Student A did not play any Math quizzes, however during the challenge Student A played Math quizzes and continued to do so even after the challenge ended. Frequency for Student A increased by 196%, Student B by 14.3%, while Student C had a 150% increase in engagement.

    Finally, the table below shows the effects of students performance based on official academic records obtained before the Efiko pilot (BP) and during the Efiko pilot (BP) ***. It should be noted that the Efiko Ultimate Challenge was ongoing for 2 months out of the 14-month long pilot. 

    T3 (1)

    The top performing students from the Efiko Challenge didn’t just experience an increase in performance while using Efiko, but also resulted in an improved performance at school. Based on the above data, it may be concluded that targeted incentives not only increased the use of Efiko by students, including students participating in the pilot and regular users of Efiko, but also served to improve students’ academic performance.

    In next week’s report our analysis will be based on the performance of students from the second category of the Efiko Challenge. Earlier editions of this series can be read here and here.

    * Due to availability of records, only data from Lagos based schools was used in this report.
    ** The average score for Student A represents their score for English as no Maths quiz was played after the Challenge.
    *** As of the publishing of this report official records for students after the pilot were not yet available.
    **** Student A did not play any Maths quizzes before the pilot; therefore the score indicated represents their average for English.
     
     

    About Efiko

    Efiko is a mobile quiz platform for secondary school students designed to stimulate and personalise the learning experience beyond the school environment. Since inception in 2012, the Efiko user base has grown to a little over twenty-seven thousand users, across 32 different states nationwide.