FOEVR Pitch Deck (2017): 14-Slide Seed Deck

See all 14 slides of the FOEVR pitch deck — a 2017 deck in EdTech — with a slide-by-slide teardown of what the deck does well and where it falls short.

FOEVR presents a vision for 'Fundamental Online Education' delivered via Virtual Reality (VR), targeting a perceived failure in how mathematics and natural sciences are taught globally. The deck, dated 2017, identifies a massive potential market of 350 million K-12 students, narrowing its focus to 10 million students from higher-income families. While the problem statement is comprehensive, the deck lacks a functional product demonstration, relying instead on definitions of VR and interdisciplinary learning. The team consists of a CEO with a teaching background and a CMO with marketing experi…

Key takeaways

FOEVR Pitch Deck Analysis

The FOEVR pitch deck, dated 2017, represents an early-stage attempt to capitalize on the intersection of Virtual Reality and K-12 education. The deck is primarily conceptual, focusing on the pedagogical failures of the current system and proposing a VR-based solution. It lacks the typical traction metrics found in later-stage decks, functioning instead as a seed-level proposal for a company that has yet to build its core technology.

Slide 1: Title Slide

The cover slide introduces the company name, FOEVR, accompanied by the tagline "A Dawn Of A New Age In Education." The logo features an infinity symbol, and the slide includes a 2017 copyright notice. The design is minimalist, using a light grid background that persists throughout the deck.

Slide 2: The Underlying Causes

This slide serves as the problem statement. It lists five bullet points identifying why current science education is failing. Key points include:

Too much material in too little time. · Assessments that do not correlate with labor-market demand. · School labs that lack the equipment to show real-world models or microscopic phenomena. · Teachers who are not well-versed in technological trends. · An overall approach to teaching sciences that is "totally wrong."

The slide establishes a broad, systemic problem but does not provide external data or citations to support these specific claims, relying instead on the founder's observations of the educational landscape.

Slide 3: F.O.E. VR

This is a transition slide that introduces the acronym for the company. It stands for "Fundamental Online Education" combined with "VR" (Virtual Reality). The slide is visually sparse, containing only the large text and the company logo.

Slide 4: What Exactly Does These Mean?

This slide defines the company's core pillars. It explains that "Fundamental Online Education" focuses on mathematics, physics, chemistry, and biology. It introduces the "Interdisciplinary (multidisciplinary) approach," using the example of designing a prosthesis, which requires engineering, physics, chemistry, biology, and medicine. Finally, it provides a dictionary-style definition of Virtual Reality, describing it as a "computer generated three-dimensional environment" requiring "special electronic equipment, such as a helmet or goggles." The inclusion of a basic definition of VR suggests the deck was intended for an audience that might not be familiar with the technology in 2017.

Slide 5: Overall Market Potential

FOEVR uses a nested circle diagram to illustrate their market sizing. The figures quoted are as follows:

Total Market: 350 million enrolled K-12 kids globally. · Underperforming Segment: 160 million kids (45% of the total) who underperform in math and natural sciences. · TAM: 100 million kids between 5th and 12th/13th grade. · SAM: 10 million kids from higher-income families.

The slide notes that the target geography includes the US, Canada, Australia, UK, Ex-Yugoslavian, and EU countries. It specifically targets parents from "Generation X through mid-millennials" who are "too busy earning money" to help their children with science studies.

Slide 6: Team

The team slide features two confirmed members and one vacancy:

Miroslav Konstantinovic (CEO): A Professor of Mathematics and Physics in primary school. His bio mentions he has been "watching and learning about ICT technology for 30 years" and is self-taught in business management. · Manjunath Patil (CMO/CSO): Holds a Bachelor in Communication and Electronics Engineering. He worked at Oracle India Pvt Ltd for 3 years as a Marketing Analyst and has experience in other IT sales departments. · CTO (Question Mark): This position is listed as a vacancy. The deck specifies they are looking for a Software Engineer with VR knowledge or a 3D app developer experienced in Unreal or Unity engines.

The lack of a technical co-founder in a VR-focused startup is a significant detail revealed on this slide.

Slide 7: The Ask

The final slide in this set outlines the funding requirement. FOEVR is seeking €250,000 to meet their "3rd and 4th milestone." The funds are allocated for:

Developing a prototype of the educational design. · Conducting a pilot program to find "solution-market fit." · Organizing education events to engage VR influencers. · Hiring external education professionals to act as "evangelists and ambassadors." · Lead generation through conferences and education fairs. · Navigating "long sales cycles."

The ask confirms that the company is currently in the pre-product stage, as the primary use of funds is the creation of a prototype.

What Works in This Deck

The deck clearly identifies a specific niche: the failure of traditional science education and the potential for VR to bridge the gap between abstract principles and real-world application. The market sizing on Slide 5 is logical, moving from a massive global figure to a more realistic target of 10 million high-income families. By focusing on "fundamental sciences" (Slide 4), the company avoids the trap of trying to teach everything at once, instead focusing on subjects where 3D visualization is most beneficial.

What is Missing

The most glaring omission is a functional prototype or even mockups of the software. For a VR company, visual proof of the "interdisciplinary approach" is essential. Furthermore, the deck lacks a business model. There is no mention of how much the service will cost, whether it is a subscription or a one-time purchase, or if they are selling to schools (B2B) or directly to parents (B2C), although Slide 5 hints at the latter. The competitive landscape is also entirely absent; there is no mention of other VR education platforms or traditional digital learning tools like Khan Academy. Finally, the absence of a CTO is a major risk factor for a technology-heavy pitch.

Founder Takeaways

Founders can learn from FOEVR's attempt to quantify a qualitative problem. The breakdown of why science education fails (Slide 2) is a strong way to build a narrative. However, this deck serves as a cautionary tale regarding technical readiness. If your product relies on high-end software like VR, you must have a technical lead on the team slide, not a question mark. Additionally, when asking for a specific sum like €250,000, it is helpful to provide a more detailed breakdown of the "milestones" mentioned on Slide 7 so investors know exactly what their capital is buying.

Frequently asked questions

What is the primary problem FOEVR is trying to solve?
According to Slide 2, FOEVR addresses 'The Underlying Causes' of poor educational outcomes: excessive learning material in short timeframes, lack of meaningful assessment, poorly equipped labs, and teachers who are not well-versed in technological trends. They argue the current approach to teaching fundamental sciences is 'totally wrong' and fails to produce necessary results for the modern labor market.
How does the company define its target market?
Slide 5 breaks down the market starting with 350 million K-12 students globally. They narrow this to 160 million who underperform in science, then to a Total Addressable Market (TAM) of 100 million students in grades 5 through 13. Their Serviceable Addressable Market (SAM) is 10 million children from higher-income families with parents from Gen X or mid-millennial cohorts.
What is the current state of the FOEVR product?
Based on Slide 7, the product is in the pre-prototype stage. The funding ask of €250,000 is specifically designated to 'Develop a prototype of the educational design' and 'Conduct a pilot program.' The deck defines what VR is on Slide 4, suggesting that the technology has not yet been integrated into a functional tool.
Who are the key people behind FOEVR?
Slide 6 lists Miroslav Konstantinovic as CEO, a former teacher who has been 'learning by myself about running a business.' Manjunath Patil is the CMO/CSO, bringing three years of experience as a Marketing Analyst at Oracle India. The technical leadership (CTO) is currently an unfilled role, with the deck listing requirements for Unreal or Unity engine experience.
What are the specific goals for the €250,000 investment?
As stated on Slide 7, the funds are for prototype development, pilot programs, and organizing education events to attract VR influencers. Additionally, the capital will be used to hire external education professionals, generate leads through conferences and media, and navigate 'long sales cycles' within the education sector.
Cover slide of the FOEVR pitch deck — Seed / Pre-Prototype 2017
FOEVR pitch deck, slide 1 (2017)

FOEVR pitch deck: the facts

Company
FOEVR
Year
2017
Stage
Seed / Pre-Prototype
Slides
14
Sector
EdTech / Virtual Reality
Deck type
Pitch Deck
Headquarters
Not stated (indicates EU/Global focus)

FOEVR pitch deck PDF

The full FOEVR deck is embedded on this page and can be read slide by slide in the browser — no download or account required. Each slide is covered in the breakdown above.

What the FOEVR pitch deck was used for

FOEVR is a North Macedonia–based EdTech startup that develops **virtual reality learning experiences for mathematics and natural sciences** for K‑12 students, branded as “Fundamental Online Education in VR.” The 14‑slide pitch deck from 2017 is a **seed / pre‑prototype** presentation seeking **€250,000** to build and deploy its VR science education platform and content library. It positions FOEVR as a solution to poor science outcomes caused by outdated teaching methods, insufficient school laboratories, and lack of exposure to real‑world STEM applications, using interdisciplinary VR modules and school partnerships. The go‑to‑market strategy emphasizes B2B2C subscriptions sold to schools, supported by Erasmus+ partnerships and collaborations with hardware providers such as Samsung Gear VR and local mobile phone distributors.

Business model: B2B2C, subscription-based VR science education content and services for primary and secondary schools.

Round
Seed / Pre‑Prototype
Year
2017
Founded
January 2017
Founders
Miroslav Konstantinovic
Headquarters
Skopje, North Macedonia
Industry
EdTech, Virtual Reality-based STEM education for primary and secondary schools.

Raising: €250,000 seed funding requested in the 2017 pre‑prototype pitch deck.

Use of funds as presented: Development of FOEVR’s VR science education platform and content, and execution of its B2B2C go‑to‑market strategy targeting primary and secondary schools.

What the FOEVR deck got right

What could have been stronger

How an investor would read this deck

What draws attention

Risks that stand out

Questions this deck invites

What founders can take from the FOEVR deck

FOEVR pitch deck: common questions

What is FOEVR and what does the name stand for?

FOEVR is an EdTech startup focused on **virtual reality-based science and mathematics education** for K‑12 students, aiming to improve learning outcomes in physics, chemistry, biology, and math through immersive, interdisciplinary VR experiences. The name stands for **Fundamental Online Education in VR**.

How much funding was FOEVR trying to raise in the 2017 pitch deck, and for what purpose?

According to the 2017 pitch deck, FOEVR was seeking **€250,000 in seed funding** for a pre‑prototype stage product. The funds were intended to build the core VR content library, develop platform capabilities, and execute their B2B2C go‑to‑market strategy targeting schools and educational institutions.

Who is FOEVR’s target customer according to the pitch deck?

FOEVR targets **primary and secondary schools** (K‑12) as institutional customers, and students as end‑users. The deck describes a B2B2C subscription model, with schools subscribing to FOEVR’s VR modules so pupils can access interactive science content via devices like Samsung Gear VR.

What business model and go-to-market strategy does FOEVR present in the deck?

The deck outlines a **B2B2C subscription-based model** combined with strategic partnerships. Revenue would come from school subscriptions, supported by Erasmus+ partnerships, collaborations with hardware providers (e.g., Samsung Gear VR and local Samsung Note/Galaxy suppliers), and lead generation via EdTech events, media, social channels, and crowdfunding platforms.

Did FOEVR close the seed round described in the 2017 pitch deck?

Publicly available profiles show FOEVR operating as a **startup based in Skopje, North Macedonia**, focused on VR STEM education. However, there are **no accessible records of completed funding rounds, announced investors, or later-stage financings**, so it is unclear whether the €250,000 seed round described in the 2017 deck was successfully closed.

Sources

Funding and outcome facts on this page were researched on 2026-08-22 from the pages below.

FOEVR pitch deck slides

FOEVR pitch deck slide 1 of 14
FOEVR pitch deck — slide 1 of 14
FOEVR pitch deck slide 2 of 14
FOEVR pitch deck — slide 2 of 14
FOEVR pitch deck slide 3 of 14
FOEVR pitch deck — slide 3 of 14
FOEVR pitch deck slide 4 of 14
FOEVR pitch deck — slide 4 of 14
FOEVR pitch deck slide 5 of 14
FOEVR pitch deck — slide 5 of 14
FOEVR pitch deck slide 6 of 14
FOEVR pitch deck — slide 6 of 14

What each slide of the FOEVR pitch deck says

Slide 2

Big Problem: —Kids' Performance in Math and Physics over years 2017 © All Rights Reserved

Slide 3

The Underlying *OA Causes: + Too much learning material in a very short period of time + No meaningful assessment to test the pupils' performance for mathematics and natural sciences, i.e. the assessments are not in co-relation to the current labor-marketplace demand * The school labs are not equipped well enough to show the pupils the real-world models of the phenomena and explain well the abstract principles being taught in the schools, especially if these rules exist in microscopic realm * The teachers that educate inn these sciences are not well versed in current or future technological trends * The overall approach to teaching, especially the above-mentioned sciences, is totally wrong,…

Slide 6

Fundamen tal With Online Interdisciplina Education ry Approach In =\firtual

Slide 10

Business model B2B2C Subscription-based = "Blue Ocean" Strategy Hybrid of top-down and bottom-up strategies Horizontal integration with hardware and VR application providers = Samsung for their Gear VR goggles = Local cell phone suppliers for Samsung Note or Galaxy series to use with Gear VR FOEVR Go-to Market Strategic partnerships through Erasmus+ program Lead generation through EdTech events and conferences Lead generation via radio and television talks Lead generation through social media and marketing channels Crowdfunding platforms 2017 © All Rights Reserved

Slide 11

o4 FOEVR Miroslav Konstantinovic, Manjunath Patil, Gk CEO CMO/CSO 0 * Professor of « Bachelorin + Software Engineer with Mathematics and Communication and knowledge in virtual Physics in primary Electronics Engineering reality school » Worked for Oracle » Or 3D app developer » Watching and learning India Pvt Ltd for 3 with knowledge and about ICT technology years as a Marketing experience in Unreal for 30 years Analyst Game Engine Learning by myself * Also, worked in number « Or 3D app developer about running a of other IT companies with knowledge and 2017 © Allfiights Technologies software Reserved

Slide text above is read directly from the FOEVR deck PDF embedded on this page.

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