The foremost problem that we wanted to solve was - Gamifying today's virtual education. Students especially children below 8th grades don't find normal video conferencing to be interactive. Education is an critical domain and we wanted to make a virtual 3D classroom which can give an immersive and gamified experience to the users. Teachers can also conduct quizzes, ask for feedbacks and see the class attendence within our web application.
Target user
The target users are students and teachers.
Value proposition
- Better gamified experience while attending classes online.
- VR headsets can be used optionally for an immersive experience.
- Remote education can be made better and more efficient.
Revenue streams and business model
- Through pro plan subscriptions which have more student capacity.
- We can follow a razor blade business canvas model.
What makes us unique
- There are no existing products that provide a gamified virtual learning experience.
- No upfront costs for setup. Our project is cost efficient and easy to setup.
Future plans
- We will try to deploy it to a premium hosting after this hackathon.
- We will try to use it in our college.