ITC Classmate's hybrid-learning push resurfaces: QR games and wider omnichannel reach from a June 2025 move
Resurfacing a June 2025 development, Classmate added QR-enabled eduGAMES, broadened its stationery portfolio and strengthened omnichannel distribution as it targeted India’s hybrid-learning market. Its challenge remains premiumising in price-sensitive rural and semi-urban regions where local stationery brands stay entrenched.
What happened
ITC’s Classmate is pursuing relevance in India’s hybrid-learning market through QR-enabled eduGAMES, expanded stationery categories and omnichannel
Key facts
- 2003
- Rs 16,500 crore
- FY25
- Rs 219,81 crore
- over Rs 1,000 crore
- 11 interactive challenges
- NEP 2020
Why this matters
Classmate’s hybrid-learning ambition creates partnership opportunities with edtech, youth-content and last-mile distribution players that can scale QR engagement and improve reach beyond urban markets.
What to watch
- QR scan rates, repeat scans per user and completion rates for eduGAMES.
- Evidence of teacher-led adoption, school partnerships and curriculum-linked usage.
- Price premium retention versus comparable local and national notebook brands.
- Share growth in tier-2, tier-3, rural and semi-urban districts.
- Online-to-offline repeat purchase rates and retailer reorder frequency.
- Regional-language content rollout and low-bandwidth/offline functionality.
- Competitor QR launches, local-brand price cuts and retailer margin escalation.
- Growth in bundled sales across notebooks, writing instruments, art materials and educational products.
- Create grade- and curriculum-aligned QR game libraries in regional languages, with content that works on low-bandwidth mobile connections.
- Use QR registration and rewards to build a parent-student CRM programme, linking notebook purchases to repeat purchases in art, writing and exam categories.
- Deploy rural and semi-urban price architecture: entry-level QR notebooks, value multipacks and premium licensed or subject-specific editions.
- Partner with schools, tuition centres and teacher communities to make eduGAMES part of assignments rather than a purely consumer-facing novelty.
- Use marketplaces, quick commerce and kirana-led ordering networks to improve replenishment while protecting channel-specific assortment and pricing.
- Measure scan-to-repeat-purchase conversion by region and retailer type before scaling content investment nationally.