EDU VR: Collaborative Virtual reality Training for Everyone
Virtual Reality Platform for teachers and students to learn together in a common environment using affordable VR kits.
1. Virtual reality learning though being effective way of engaging students and learning due to its visualization capabilities but it has problems related to mass scale adoption and effective classroom training. There are three main problems we are addressing:
a. Scale problem: Providing VR based learning to large number of children is not sustainable, due to high cost of HMDs and computers.
b. Cross platform problem: VR Content available today for one platform is not usable by other platform in most cases. (example: HTC Vive content not supported in google cardboard format).
c. Classroom problem: VR education contents are not able to add guide/teacher who can be inside of VR environment along with the students, making VR teaching possible.
2. Our solution is a combination of software and hardware, which addresses these key issues, making Virtual reality learning on large scale possible.
To solve the scale problem, we created a simple low-cost VR kit, which consists of a hardware kit which has 30 VR headsets and phones.
The second and third problem is solved using our "EDU-VR" platform, which is an VR education platform that allows open source/submitted contents to stream across multiple devices as well as provide control to teacher to guide students in a virtual reality environment.
3. Our solution allows students to engage completely in learning and provide them with life like experiences guided by a teacher who can be available anywhere across the globe. Since we are an open source platform, all the VR developers can also contribute their content for education.
- Educators fostering 21st century skills
- Personalized teaching, especially in disadvantaged communities
1. Low cost VR hardware equipment in a portable Kit: We have designed and developed a low-cost VR kit that has 30 VR devices, a teacher tablet and a suitcase which can be carried to multiple locations and shared by nearby schools.
2. Cross platform support: Allowing different kinds of VR devices to share the same content, which enables us to provide VR experience in multiple formats.
3. Multiplayer over LAN/Internet networking: Imagine if teachers from city can connect to 30 students in villages in a common VR environment, thus providing access to high quality education.
Virtual reality, which is proven to be one of the most effective way of providing training to educators and students across the globe, is the core of our solution. We use the immersive element of this technology, to make students and teachers to travel to another world of learning.
Our solution is a result of continuous user testing and working with dozens of educators, to enable an open platform for VR education. Our platform also allows educators from across the world to be in one environment and educate each other on important topics.
a. Product development:
- Create content contribution platform for VR developers to contribute
- Key VR contents to be developed inhouse (Hire developers)
- Assemble and optimize 8 kits of hardware (2 kits every quarter)
b. Implementation:
- Sign up 12 schools in urban for EDU VR
- Implement EDU VR in 4 rural villages and special schools (one every quarter)
c. User acquisition/growth:
- Implementation for 2500 students through direct app sales every quarter
- Access to Government schools through government schemes - to 100000 students in 2 years (in discussion)
- Provide VR education to more than 1 million students by 2022
- Open Source platform for VR developers to contribute VR content
- Become World’s largest open VR library in the world
- Provide special access to immersive training in rural and special school education
- Create sustainable business model from VR teaching as a service and hardware kit sale to training organization
- Partner with government, NGOs and schools to scale the solution to masses at affordable cost
- Child
- Adolescent
- Rural
- Lower
- Middle
- East and Southeast Asia
- India
- Malaysia
- United Arab Emirates
- India
- Malaysia
- United Arab Emirates
Our model being affordable and easy to use, is currently being well accepted. Our business model is B2B, and also open source. We are offering the solution in following ways:
1. Sale of hardware kits to schools (one time) plus content fee (if applicable)
2. Subscription/Pay per use model, charge per student ($2/student/session)
We are also opening our model for communities and other partners to participate, where we provide them hardware kits, along with software, and they can use the platform to educate more users, and share revenue.
We have already served more than 5000 students using our current solution. We have also served special schools and rural areas. All the feedback collected has shown us that the learning has been more engaging, memorable and easier to understand. Teachers also felt that this solution was better than their traditional teaching methods.
Testimonials: https://drive.google.com/drive...
Currently we have 2 kits which is being used on pay per use model, where our VR teachers, educate 30 students in one session, where they experience a topic to learn.
- Implementation for 2500 students every quarter
- Sign up contract for 12 schools for VR teaching as a service - 20000 student access
- VR training by powering communities through NGO and rural foundations - 50000 students access
- Access to Government schools through government schemes - to 100000 students in 2 years
- Hybrid of For Profit and Nonprofit
- 7
- 3-4 years
We have an ideal team driven by purpose to solve this problem and make an impact.
1. Direct access to education institutions across India (CEO worked in education industry over 6 years)
2. VR technology development for more than 4 years
3. Key government contacts for rural deployment
4. Access to NGOs for special schools deployment
5. Contact to over 50 primary schools in UAE market
1. VR session for schools, hardware sales,and service
2. VR session for students (direct through app use at home)
3. Content platform for educators through EDU VR
Other Revenue streams:
1. CSR and Social grants, by branding VR headsets during training
2. Government deployment to schools
We have already tested all of our revenue models and see them working. We are also opening up communities and scaling through B2B to secure maximum outreach. Since our model is low cost, attractive and engaging, it is highly scalable.
Solve can provide us the access to the network and right mentors who can contribute to our work. Working with a global community, can help us widen our thought approach of various problems, and make EDU VR really a global solution for immersive education. We are looking for global talents and communities to contribute to this solution so that we can scale this to the masses. Apart from this the financial support/access to funding would help us achieve our milestones much faster.
We believe through Solve we can overcome our Network barrier
1. Global Network of Problem solvers who can add value to existing solution
2. Entrepreneur network, who can take this solution to different parts of the world
3. Investors Network, who can support us in building a more robust software ecosystem and content library
- Peer-to-Peer Networking
- Connections to the MIT campus
- Impact Measurement Validation and Support
- Grant Funding
- Debt/Equity Funding
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Co-founder
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Chief Operations Officer
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Technical Team Lead VR / AR