Supervise marketing, learn good habits and do more activities, which can be cash coupons, points and other prizes.
Pros and cons analysis: this kind of gameplay is more suitable for active users in the school, increasing user stickiness and completing learning consolidation! The disadvantage is that the operation cycle is too long, and it is a maintenance tool for old customers, and it is basically difficult to transform new users.
2. Online test questions/online PK games
"Measure" students' academic performance through online tests, and get institutional points and prizes.
Advantages and disadvantages analysis: it can also consolidate knowledge points, obtain examination certificates, spread friends circle, achieve the purpose of promoting powder absorption and increase interest (such as the king of brain holes). The disadvantage is that the initial investment is huge, and in addition to technical development, enough item bank content needs to be accumulated.
3, live drainage class (voice, video, etc. )
Move the offline experience class online, attract the attention of potential users by sharing high-attention and high-quality content, and finally form a transformation! (you can broadcast live family lectures, children's education, and learn knowledge points! )
Advantages and disadvantages analysis: break through the geographical restrictions, break through the time restrictions, enrich the teaching forms, and make knowledge better market-oriented! It is convenient to promote institutional brands and complete home-school interaction! And the threshold is not high, as long as the institution has its own excellent courses. The requirement is that the content must pass the customs and the operation must be decent.