Realism: Gamified 3D Science Education
Realism is a multiplayer education platform that uses machine learning to create highly engaging and lifelike science simulations.
Realism is going to make science fun again. For too long our students have been suffering inside the science classroom listening to hours of mundane lectures. Through Realism students will actually enjoy learning and understanding science instead of doing it for the grade. Students will finally understand the underlying societal value of what scientisits are creating by experiencing multimillion dollar simulations. This will lead to more students going into STEM fields, filling the rapidly gapping hole in the world's STEM workforce. Using Realism, students will not only gravitate towards science but also have a better foundation in it with actual hands on application.
The most visionary visualization, however, is the power of gamification and virtual reality.
- Educators fostering 21st century skills
- Personalized teaching, especially in disadvantaged communities
Realism is creating stochastic gamified science simulation labs for VR and desktops/laptops, which has never been done before. In Realism nearly anything can be simulated, no matter the cost. Using a combination of machine learning (ai) and math algorithms that serve as the underlying simulation, Realism is using a cross section between multiple forms of technology to create an unprecendented educational product.
Our platform is also the first to integrate 3D gamification like in minecraft/fortnite. The objectives, achievements, and interclass competition system in Realism make it engaging for students on a whole new level.
Foremost, our platform is built on top of virtual reality, desktops/pc, and smartphones. Users interact with Realism through any of the listed mediums. What's powerful about Realism is the gamification we've integrated. Structuring our platform behind the tenants that have made games like minecraft and fortnite successful, Realism is much more than just a lab simulator.
Machine learning and math algorithms serve to provide our lifelike simulation. Unlike other static simulations, our algorithms actively adapts to input to provide lifelike values. This allows students to actually emulate real like results through our simulation and develop error hypothesis.
Our next goal is scale to 20 paid pilots by the beginning of the next school year. Off of that we will be looking to raise our seed round of financing to build out our distrubution model and hire educators and developers to branch out our simulation content into different areas. Based off our hires, we fully expect to scale our simulation catalog to 20+ simulations in STEM and have 275 paid schools/customers in the 2019-2010 sales cycle.
The end goal of Realism is to become the standardized form of cloud based education.
- Adolescent
- Urban
- Suburban
- Lower
- Middle
- Europe and Central Asia
- US and Canada
- Oceania
- Bahamas
- China
- Germany
- New Zealand
- United Kingdom
- United States
- Bahamas
- China
- Germany
- New Zealand
- United Kingdom
- United States
Our platform is extremely easy to access. Any user can make an account on our website and download our platform. Realism can also operate on any device/OS and doesn't require wifi.
We have a multifaceted distribution model. One is through social media outreach via teacher facebook & reddit groups and influencers on twitter. Another is inbound marketing by using blog posts and user currated content. We'll also be establishing strategic partnerships to generate sales leads.
Retainment for us is relatively easier, as once we get a contract from a school/district they usually last at least 6-8 years.
So far we've done a full pilot at Cranbrook Schools and have 5 alpha schools around the world using our platform. We were able to reach 200+ students. For the upcoming year, we are finalizing 7 paid pilots with public and private schools in the US, reaching over 500 students. With the open release of our platform, we predict to acquire an additional 1000+ B2C customers.
Our users are using Realism as a supplemental science tool in the classroom; either as a prelab or a postlab. All Realism labs also come equiped with lesson plans and worksheets.
By Q4 of 2019 we project to have 275 fully paying schools and an additional 3000 unpaid schools using our platform. This averages to 196,000 students using our product with 60 students per school. All the students using our platform d
- For-Profit
- 3
- 1-2 years
We have a highly technical team.
More importantly, I think its the ability of our team to be flexible and objective oriented. We are a highly passionate and motivated group of founders, of which directly translates into our work ethic.
The primary facet of our business model is charing $10/mo per student for schools. We'll also have other revenue streams through selling professional development courses and strategic partnerships. Since we are a primarily software company with high margins and low COGS, we'll be able to reinvest profits to building out our distrubution models in B2B and eventually B2C. By establishing market share in eventually both education avenues, Realism will be able to scale quickly. The market size is also large for Realism, with 131 million servicable secondary school students in the US, EU, and China with a total market size of 782 million k-12 students. From a bottoms up market size calculation, our targetable market size is upwards of $30 Billion.
The need for Realism is also growing by the day, as the gap created by the paradigm shift to inquiry and active learning is widening as science standards shift worldwide. We've already proven Realism is fully capable to filling the burgeoning needs of teachers through our pilot school and beta users, and our product will only have more and more high quality content.