SkillAR – is interactive educational platform for kids at secondary school. We improve the practical and theoretical knowledge of students by using augmented reality (AR).
Concept: Creation of educational 3D content and adaptation textbooks to the 3D format by using augmented reality.
Current Status
1. The project is being finalized by MVP. 2. We have a big potential client (international organization) who is interested to using our platform 3. We have a strategic partner (online educational platform EdEra)
Market
The target audience.
B2C: - secondary school kids, mobile adapted - parents how work remotely
21.7 million is the total number of secondary school children (combine USA, UK, Ukraine) – 49% of them have had successfully completed at leaste one online course
Market. $ 325 billion - E-learning market by 2025 (according to Forbse) $ 190 billion - E-learning market as of 2020
Problem or Opportunity
1.The problem – Attention-Deficit / Hyperactivity Disorder (ADHD)
In the United States alone, they spend $ 31 billion a year on the treatment of this disease.
2. Deep problematic - outdated approach to the provision of educational information.
Solution (product or service)
A mobile application that transferred 2D content (flat format) into 3D (the user can interact with it). The user is not tied to the one spesific place and can learn online remotely.
Competitors
The e-learning market for kids is just forming, so there are no such big players as Udemy, Coursera, EdX, Udacity there.
Direct competitors Ukraine: 1. Hypermarket Znan (https://edufuture.biz/ua/) 2. choizy - https://www.choizy.org/ 3. Ilearn.org
Global competitors: 1. Uchi.ru 2. https://www.ixl.com/ 3. https://code.org/
Global competitors with a similar solution: 1. https://www.zappar.com/ 2. https://www.blippar.com/ 3. https://devar.org/
Advantages or differentiators
Product Advantages:
1. The content optimizing method that help quickly produce a big amount of content without losing quality
2. High-quality gamification - you need solid experience in developing mobile games and building professional game scenarios. Our team members have experience working on AAA projects of companies such as Google, Ubisoft, EA Games.
Market advantages: 3. Focus on the audience which is precisely the teenagers - they have a lot of time and they are creative. They are the digital generation. If a product can attract a small group of such users, they will talk about it at school and social networks - we don’t have to pour a lot of huge distribution budgets.
Business model
B2C Freemium model - 4.99 $ / month or 24 $ / year
Charge for: - limited education material - education ar-games
B2B Service model - content development $ 1000 - 20,000
Charge for: - development of 3D textbooks on demand, - adaptation of existing textbooks - development of educational AR content
Money will be spent on
50000USD:
21,300 USD - completion the platform 15 000 USD - creation of new educational content 14,700 USD - marketing
1. A long cycle of adaptation to technology / adoption of a new learning process by children and parents
2. New competitors go to the market with a similar product solution with an identical proposal
3. Weak growing affect among target audience
Won the competition and other awards
1. The team memder is the winner of the Facebook Developer Circle Challenge 2019 international hackathon among more than 300 participants from around the world
2. The team member is one of 5 teams of the winners of the national hackathon #HackCorona with more than 800 participants