Edu3Labs Whitepaper V2
  • The Company
    • ๐Ÿค Disclaimer
    • ๐Ÿ“ข Summary
    • ๐Ÿ“‰ Market Analysis
      • ๐Ÿ“ˆ Global Online Learning Market
      • ๐Ÿ”—Blockchain and Crypto Market Values
      • ๐Ÿšฉ Problems and Solutions
      • ๐Ÿ“š The Effect of NFTs on Publishing
      • ๐Ÿง‘โ€๐Ÿซ Competitor Analysis
    • ๐ŸŒŒ Edu3Labs Ecosystem
      • ๐Ÿ‘ฝ NFE Token
      • ๐Ÿซจ NFE Marketplace
      • ๐Ÿค– Artificial Intelligence
      • ๐Ÿซ Edu3Verse
      • ๐Ÿ’ธ Staking
      • ๐ŸŽฎ Educational Gaming
      • ๐Ÿงฉ Synergy Analysis
    • ๐Ÿ’กLearning Experience
      • โœ๏ธ Study and Earn
      • ๐Ÿ‘จโ€๐ŸŽ“ Practical Approach
      • ๐Ÿ‘จโ€๐Ÿซ Content Creators
      • ๐Ÿ”ฅ Content Strategy
      • ๐Ÿฆพ Personalized Learning and AI
    • ๐ŸŽฏBusiness Model
      • ๐ŸŒ Value Proposition
      • ๐Ÿ› ๏ธ Positioning
      • ๐Ÿค Ownership for Everyone
      • ๐Ÿ† Gamification
      • ๐Ÿ’ธ Revenue Model
    • ๐Ÿ“Š Tokenomics
      • ๐Ÿ“Ÿ Token Utility
      • ๐Ÿงญ Token Supply
      • ๐Ÿงฎ Token Allocation
      • ๐ŸŽ‡ Burn Mechanism
      • ๐Ÿ—“ Vesting Schedule
    • ๐Ÿ›ฃ Roadmap
    • ๐Ÿ” Audit
    • ๐Ÿ“ Copyright
    • ๐Ÿ—‚ Change Log
  • The Formal Stuff
    • Requesting Time Off
    • Filing Expenses
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  1. The Company
  2. ๐Ÿ’กLearning Experience

๐Ÿ”ฅ Content Strategy

While Edu3Labs set out with the goal of building an Education 3.0 economy, it has positioned itself as a technology provider and has been designed in such a way that the contents are prepared by respected academics, educational institutions, and content developers around the world.

NFE MARKETPLACE

While the content on the NFE Marketplace will mainly appeal to the age range of 16-50, it will include topics such as Web3, Coding, Finance, Marketing, Entrepreneurship, Business Management, Personal Development, Mental Health, and Game Design. Edu3Labs C-Learning platform will appeal to professionals with careers in corporate life, entrepreneurs, and freelancers.

EDUCATION in METAVERSE

In the Metaverse education platform, where visual learning stands out, the target will be the K12 market. While the age range of potential users is expected to be 7-40, Physics, Chemistry, Biology, History, Geography, and Foreign Language subjects will be at the forefront. In Phase 2, subjects such as Architecture and Space Engineering will take place.

EDUCATIONAL GAMING

In the educational gaming concept, the priority will be to provide a quality and fun game experience to the players, while on the other hand, it will be possible for the players to learn subjects such as algorithms, coding, and mathematics while playing the game.

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Last updated 1 year ago