Douglas Crets


Giving Credibility to the Shadow Education System

DCM Announces the First Eight Android-Only Investments in Portfolio

Android robot logo.

Image via Wikipedia

Today DCM announced the first investments made in its A-Fund, an Android-only investment portfolio that is, I believe, the first one of its kind.

And the mix is a global bag, with a particular focus on the Asia market.  Here are the companies:

 PapayaMobile, the leading Android mobile social gaming network with over 30 million users in China and the U.S.

Appia, creators of a white-label mobile app store platform currently processing over 1 million downloads per day for operators, handset manufacturers, and other partners

Billing Revolution, a mobile payments company that enables secure payment transactions through their PCI-compliant Single-Click Checkout platform

Happy Elements, a social game developer with 2.5 million active daily users on Facebook’s non-English market, as well as users on Mixi in Japan and Kaixin001 in China

Kanbox, a leading Chinese cloud storage and sharing service provider

Loki Studios, which makes location and environment-aware smartphone games like their flagship monster battle game, Geomon, which stars a freaking unicorn with a rainbow mane! FTW!

Kakao Corp., developer of KakaoTalk, a cross-platform mobile messaging application with over 25 million users worldwide.


Filed under: Gaming, Influence, Tech, Work, , , , , , ,

Kno Turns Any Textbook Diagram into a Quiz

For some reason I can not embed any TechCrunch videos on WordPress, but here is a link to a quick video that shows edtech startup Kno and two of its new offerings for education.


Filed under: Digital Learning, Gaming, Video, , , , , ,

Virtual Goods Slip Into #Education Field

If you are building a virtual education or online education play, you probably worry about relevancy. You have to fight against two camps of thought: people who think that virtual education or gaming education is a distraction from the real world of reading, writing and arithematic; and people who think that gaming education or online learning has no impact on the real lives of people.

I just found MiniMonos, an online education game for boys with a twist.

Buy a virtual good inside the game and you contribute to a clean water supply for kids in India (14,000+ days to date), as well as adopting orangutans, supporting wild tigers, and other feel-good rewards. There are also in-world rewards for real-world eco-actions.

Why boys? Disney tends to target boys with TV shows as girls will happily watch boys’ shows, but not vice versa. But online, there’s lots of entertainment for girls, but not much for boys. So if you capture the boys online, you bring the girls along with them, thus increasing the value of the company.

Its four main countries are the US, the UK, Australia, and New Zealand; memberships is driven through natural traffic (word of mouth), Google Adwords, the Miniclip games aggregator site, and PR, via primarily kids’ television. The company has just launched TV commercials in the UK and will launch branded prepaid cards in Sainsbury’s in the UK in October.


Filed under: Digital Learning, Gaming, Influence, , , , ,

Gaming: Serious Educators Should Look Into This

Stack Overflow logo

Image via Wikipedia

Gaming has become a very important subject in the field of online learning and classroom learning. If you are a serious educator, you should check out the gaming blog at StackOverflow.  I am adding it to the blogroll, because I see a lot of potential in having serious discussions there about using gaming in education.


Filed under: Digital Learning, Gaming, , , , , , , ,

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