ITC Classmate adds QR-led learning as it broadens its omnichannel stationery play

Classmate is expanding across stationery categories and embedding digital learning through QR-enabled eduGAMES Infinity, while using ITC’s paper supply chain and distribution across general trade, modern retail, e-commerce, quick commerce, D2C and schools.

— FiledFri, 28 Aug, 2026, 09:50 IST·First seen Fri, 28 Aug, 2026, 09:49 IST·Source Financial Express · BrandWagon

What happened

ITC’s Classmate is expanding stationery categories and adding QR-led digital learning features as it navigates hybrid education. The brand uses ITC’s paper

Key facts

  • Launched in 2003
  • Indian paper-based stationery market worth Rs 16,500 crore
  • ITC FMCG FY25 revenue: Rs 21,981 crore
  • Classmate consumer spends exceeded Rs 1,000 crore
  • eduGAMES Infinity offers 11 interactive challenges

Why this matters

Classmate’s blend of physical stationery and education content makes edtech, kids’ learning and school-distribution partnerships attractive routes to accelerate its hybrid-learning ecosystem.

What to watch

  • Launch cadence of new QR-enabled Classmate SKUs across notebooks, practice materials and non-paper stationery categories.
  • Evidence of app/QR scan rates, repeat usage, parental registrations and conversion from digital engagement to repeat purchases.
  • School-board, curriculum or teacher partnerships that validate the learning-content proposition.
  • Competitor launches from Navneet, DOMS, ITC-adjacent brands, private labels or edtech firms combining stationery and digital learning.
  • Expansion of Classmate availability and assortment on quick-commerce platforms, D2C and school procurement channels.
  • Any regulatory or public scrutiny around children’s data, advertising, screen time or QR-linked educational claims.
  • Price gaps between QR-enabled products and standard notebooks, especially during back-to-school demand peaks.
  • Bundle QR-enabled notebooks with pens, geometry sets, art materials and practice books around school-grade and subject-specific learning journeys.
  • Use QR registration and parental consent flows to build first-party engagement data while maintaining strong child-data privacy safeguards.
  • Pursue school, tuition-centre and teacher partnerships that make eduGAMES content part of homework, classroom activities or reward programs.
  • Differentiate content through curriculum mapping, regional-language modules, adaptive difficulty and periodic game/content refreshes.
  • Use quick commerce and D2C for replenishment packs and personalised bundles, while general trade remains the primary reach engine.
  • Test loyalty mechanics that reward repeat Classmate purchases with digital content unlocks, but avoid making core learning access contingent on frequent purchase.