VENTURE DESCRIPTION
“Tell me and I forget. Teach me and remember. Involve me and I learn” – Benjamin Franklin
Overview
Alive AR learning is the platform to teach science education by using augmented reality. The students can more engage and more interest in science education with painting creatures. For examples, in science education, the students need to learn the creatures under the water. Then, school teacher offers the special augmented reality (AR) papers to students. This AR papers are already shaped creatures. The students need to fill out the color of the creatures. After they finish filling out the creature, the teacher will scan it and can visualize it in animation. In this way, the students will be more fascinated to participate the class because they can see alive creatures (ex. animals, dinosaurs, spaces, etc.) based on what they filled out the color on the AR special paper. Also, there are the specific features for teachers to manipulate the work that the students did. For example, the teacher can input the information on their students’ tasks or add new features for the class.
Acknowledgement
Let me tell you my story. When I was assistant science teacher, the boy in my class did not want to follow the science lecture because he thought it is so boring class. The problem was not only from him. I realized the traditional teaching pedagogy like reading a book and lecturing seems not working well in modern age. Specially, science education requires lots of collaboration and visualization. Thus, I came up with idea what if we can use augmented reality to increase students’ engagement with vivid visualization. This is how alive AR started. As I am also educator, I wish alive AR can help science teacher to teach students more fun and interactive, also in student’s perspective, they can better conceptual understanding of the science with Augmented reality technology.
Current science classroom problems
“The traditional science education is boring”, this is the quote from the students who took science class. Many students felt that the science class is not fun. Based on this episode, there are three problems of the current science classroom we found: (1) Lack of visualization, (2) Lack of interaction, (3) Lack of motivation. These three are important factors to increase students’ interests in science education. In particular, the elementary students in science class have more distraction when they start the class.
First, there is lack of visualization in current class materials. Did you know that 65 percepts of the students are visual learners? Also, the brain processes visual information 60,000 faster than text. What people retain 10 % of what they hear, 20 % of what they read, and 80 % of what they see. Thus, most of information we consume is from visualization and retain to our brain. Another research is shown that visual aids in the classroom improve learning by up to 400 percent. These statistic data present how the visualization is important for learning.
Second, the students like to interact. That is why even traditional classroom, there is chalkboard, picture, even PowerPoint to explain the science concepts more interactively. In particular, the traditional textbook has lack of interaction. For example, atoms and galaxies are too broad or abstract so it is not enough to explain in textbook. Then, what about under the ocean? Unless you do not go down and experience it, it is difficult to have empathy. Thus, in traditional textbook, showing picture is not enough to demonstrate the proper scientific concepts.
Third, students like to use technology. The class use a variety of tool to increase student’s motivation. When I was assistant teacher, what I found was the students like to use technology. The students usually increase the motivation if they play what they like.
Why AR?
For the solution of these problems, augmented reality is the ultimate tool for science education. There are three major advantages to use AR in science education.
(1) Increasing motivation about science education
Augmented reality contributes positively to the learner's outcome in various ways such as motivation, learning achievements and the attitude of both the teachers and learners. Majority of the studies indicates that the use of AR technology in education enhances the learner's achievements in any education setup.
Di Serio, Ibáñez, and Kloos (2013)’s research, the impact of an augmented reality system on students’ motivation for a visual art course, they divided two groups (Non-AR vs. AR) to measure the motivation in art gallery tour. The result showed that motivation factors in AR condition are higher than that of non-AR condition. While the participants in a non-AR condition only interact with the teacher, the participants in AR condition showed more learner-centered activities because of navigability of AR. Lastly, they concluded that a positive impact of AR on motivation can lead a higher engagement. Therefore, AR can contribute science education with a higher motivation and engagement.
(2) Increase creativity / imagination
Science takes an important role to make feasible from imagination. AR learning experiences could increase learners' creativity, imagination and help to correct the misconceptions on learner's perception (Sotiriou & Bogner, 2008). Another positive outcome to stimulate AR visualization is motivation (B. E. Shelton & Hedley, 2002).
In addition, research has shown animations to be helpful in the visualization of dynamic processes, such as motion and trajectory (Rieber, 1990). In numerous studies, animations have been shown to improve student’s understanding of science concepts when compared to static images (Sanger, Brecheisen, & Hynek, 2001; Sanger & Greenbowe, 2000; Yang, Andre, & Greenbowe, 2003). Thus, the students perceive the information from the animation and can possible expand to the imagination.
(3) Enhancing Enjoyment
Enhancing enjoyment was charged with the major advantage of using AR in an education setting. Bressler and Bodzin (2013); Mohd Yusof, Daniel, Low, and Ab. Aziz (2014) finds the reason that students are inclined to consider AR as more fun like an AR-based game. Another scholar, Lu and Liu (2014), asserts multisensory AR system that utilizes students’ vision, hearing, voice, and whole-body movement may be the reason to affect students’ enjoyment. AR encompasses the aspects of increasing the student’s level of engagement and making concepts deemed boring to students more entertaining (K.-E. Chang et al., 2014; Liu & Tsai, 2013). Based on literature review, AR visualization and interaction can be the impact factors to increase enjoyment. Consequently, many scholars have argued that the learner’s interest is greatly improved via AR (K.-E. Chang et al., 2014).
Target customers (customer profile)
Most of customers who use this platform will be grade 4th to 6th. The younger the students are, the more they can engage in the technology. The older students will not listen to the instruction and curriculum needs to be more complicated, so the older than 6th grade are not a good option to teach science by using AR. Also, if the students are younger than 4th grade, they cannot understand what it is. In sum, the grade 4th and 6th are the ultimate grade to teach science in AR.
TECHNOLOGY STRATEGY
Technology
Live textual technology is the technology used for augmented reality. The paint from the students, it will transfer animation with the color the students filled out. The procedure of Alive AR is following
Procedure
1. Creating Link page
When teacher sign up for the platform, they can curriculum folder. The website provides that AR papers to download by each theme. For example, under the water is talking the ocean creatures. There is variety of creature’s teacher can download and features they can select. Customized content is the core business model.
2. Printing
The user can download and print out AR paper from the website. We offer a variety of themes.
3. Painting
Students need to paint the shape. The AR paper shows the shape related to creatures. These creatures are from the science curriculum. While painting, they will learn the creatures that they need to paint.
4. Scanning
This is the process to connect the AR paper and animation. When teacher scan AR paper by using his/her phone, the colored shape will overlap with the animation. In this case, you can think AR shape is like QR code.
5. Presenting
When everything is set up, the beam projector presents the animation. Usually, when AR technology scan their objects, they only can see through their mobile screen with one animation. However, the most distinguishable point is that every animations can be in a one screen.
6. Special features
Teacher has special features added to the curriculum. For example, if the teacher pushes the button, the water will be polluted. Then, the teacher and students will discuss how to clean the water. This feature can increase not only science education (e.g., student needs to study the object they paint) but also environmental learning (e.g., discuss how we can clean the water).
COMPETITIVE STRATEGY
Competition
There are many educational technology companies however ours is totally unique as we are going to use this technology in education. Our major competitor would be: Quiver Vision are Augmented Reality specialists with a focus on color technology, providing experiences for all ages for some of the most recognizable brands in the world. Quiver is the AR company that has similar idea as alive AR learning. However, there are differences from my idea.
(1) Quiver does not have technology to transfer to beam projector
(2) Quiver used the AR technology as education content and at the same time, they promoted it as commercial purpose
(3) Quiver does not contain education feature and collaborative learning with other people
Competitive Matrix
Alive AR Learning is preparing to take market control in a market that has some reputable players but has limited leadership. Alive AR Learning will work to get the service available through most online channels, so that customers will see both convenience in purchasing the product, and convenience over having to search numerous different Educational technology brands. This will serve as a marketing strategy to widen Alive AR Learning market share, get more sales from current clients, get back a number of clients lost and get new clients. The current alternatives in the industry are limited in both value and convenience and require significant research or misinformation prior to service offering. By focusing first on introducing a one stop shop accurate service, Alive AR Learning will quickly establish the competitive advantage and will actively market the service line directly to customers. The company will optimize the service quality, sales service, and operations, and thus offer prospective businesses and clients with a great service from a company that is worthy of trust.
Branding
Our product should have education branding name. Thus, the content will meet the formal standard in United States. The teachers will communicate and share their link page and blog in the homepage. The ultimate goal is when people think about AR plus learning company, first it is trustable for using in formal class and second it provides some implications for teaching students. The company goal is to overcome AR is not just cool technology; it actually can help students’ cognition and learning.
MARKETING PLAN
Partnership (B2B)
The Alive AR made partnership with the Chinese after-school institution. This Chinese after-school institution is a big company owning about 200 student customers. The Chinese partner showed the demo of Alive AR to private elementary schools in Jang Soo provinces, China. There are five elementary schools interesting in our products. Thus, Alive AR is targeting the eastern Asia starting from China to India. Most of marketing and financial model aims to these eastern Asian countries.
Market Analysis
Education Technology Is A Global Opportunity
$8.15 billion. That’s the amount global investors staked in edutech companies in the first 10 months of 2017. Education used to be simple: there was a blackboard, a teacher and desks in a classroom. Today, a student can practice English online, upload homework through a portal and learn chemistry through 3D immersion — such is the rise of educational technologies. And nowhere is the advent of edutech climbing more quickly than in Asia.
In 2016, global investments in Chinese edutech companies rose to $1.2 billion, according to Goldman Sachs — to put that into perspective, that’s more than triple the amount raised in 2014 and comparable to Lyft’s most recent funding round. Going forward, the edutech industry in China is expected to grow 20 percent annually, while a joint report released by Google and KPMG estimates that India’s online education market will rise more than 6x to $1.96 billion over the next four years. The entire Asia-Pacific region is projected to represent 54 percent of the global edutech market by 2020. Of course, you can’t always believe future valuations. But the underlying fundamentals are compelling — and they’re playing a major role in driving the acceleration of edutech in Asia.
Appetite for the product
It could come down to a numbers game. The Asian education system is the biggest in the world: more than 600 million students are enrolled in K-12 schools in Asia, a figure that positively eclipses that of the U.S. by a magnitude of 10. There are more young people in Asia than anywhere else in the world. Indonesia’s 67 million youths (ages 10-24) is third-biggest in the world — incidentally, standing behind only China’s 269 million and India’s (drum roll, please) population of 356 million young people. This sheer potential is compounded by the way Asia’s population places a premium on education. services. As Charles McIntyre, co-founder of EdutechXEurope 2016, notes, the desire to invest in children’s futures and pressure to get into prestigious universities in Asia is resulting in a willingness to spend on educational services. IBIS Capital projects that after-school tutoring in China will grow from $50 billion to $90 billion by 2020. Then there’s Singapore, where parents spend $70,939 a year on their children’s education, almost double the global average.
In this education-fixated atmosphere, Asian massive open online courses (MOOCs) in particular have enjoyed immense success. Asia also is becoming more global-thinking, and nowhere is this more apparent than in China. English language-learning education platforms are on the rise: there are 300 million English language learners in China. Taiwan-based Tutor Group, the biggest English-learning education platform in the world, boasts a total enrollment that could place it alongside UC Berkeley and the University of Georgia. Meanwhile, VIPKID provides video English tutoring sessions for students between the age of five and 12, concentrating on the early-childhood education market (which, thanks to the implementation of China’s new two-child policy, is also poised to break out).
Strong government support
The Chinese government has a goal: Its 13th Five-Year Plan aims to modernize China’s education system entirely. One of the primary emphases is on the growth of online education, which means that policies have been favorable, to say the least. The Chinese government invested a record $1.07 billion in edutech startups in 2015 alone. It has announced that it will invest an overall $30 billion in edutech by 2020 (though not specifically in startups) and is working to provide all K-12 schools with resources and create an overall student to computer ratio of 6:1 in the next three years.
In India, the future education policy is heavily emphasizing digital, as the government has implemented programs such as Digital India and Skill India to spread digital access. Malaysia also announced in 2016 that primary schools will start teaching coding, while a report co-authored by Ernst & Young notes that Southeast Asia’s government regulations in the private sector are particularly friendly and geared toward boosting foreign investment.
Technological innovation meets a tech-enabled population
Sure, Asia might have the advantage when it comes to the sheer size of its population, but it means precious little if many of them can’t access one of tech’s catalysts: the internet. But that’s fast transforming. China recently crossed the 50 percent threshold; more precisely, 53.1 percent of its population is now online, which equates to 731 million Chinese internet users. As Jon Russell notes, that’s almost on par with the entire population of Europe. And it’s set to jump further in the coming years. Then a big shout-out is due to Southeast Asia: a report co-authored by Google projects 480 million people in Southeast Asia to have internet access by 2020.
This is welcome news as Asian edutech innovates and crosses roads with hot tech industries such as gaming, VR and AR in the future. NetDragon, a huge Chinese mobile and game developer, is one of the companies making a move into the Asian edutech market to “gamify” education, acquiring global edutech company Promethean World and JumpStart, a provider of K-12 educational products. This promise of education and technology’s successful intersection is ripe with possibility. For instance, Room to Read, the charity organization with which Reedsy partnered for our #IWriteBecause campaign, is now working with Google.org to launch a platform that promotes literacy in Indonesia by increasing access to Bahasa children’s stories through digital platforms.
“Over the next five years, more and more teachers will be able to access valuable online resources through their mobile devices to enhance teaching and learning in the classroom, as well as their own professional development,” says Joel Bacha, Room to Read’s director of strategic expansion. “In addition, more will be learned about how to further break down the digital divide and by introducing ways to utilize technology in offline environments, which will still be very much a reality in many parts of the world.”
Capital influx
It should come as no surprise that major investors are paying close attention to the developments in Asian edutech — and taking action.
Key foreign players are coming into the market and funneling capital into the region to support edutech, from Goldman Sachs to Times Internet. Mark Zuckerberg’s investment fund, the Chan Zuckerberg Initiative (CZI), for instance, is making edutech one of its priorities. CZI wants to help digitalize education worldwide — and one of the first startups that it backed in Asia was Byju’s, an Indian MOOC that seeks to “Disney-fy” education, in its founder’s own words. Chinese tech giants from Xiami to Baidu also have sought to get involved in the changing edutech landscape. Tencent invested heavily in China’s first billion-dollar edutech unicorn, Yuanfudao, while Alibaba Group was one of TutorGroup’s backers in a $200 million round in 2015. Now that the edutech industry in China in particular has shown capable of minting unicorns, we can expect to see investor interest grow. According to Metaari, 16 companies that raised more than $100 million in the first 10 months of 2017, seven were in China.
Conclusion
It isn’t exactly going to be smooth sailing from here. Long sale cycles set edutech apart; it could take years to test, sell and improve a product that changes students’ education for the better. Localization also presents a challenge to Asian startups expanding into multiple markets, as a product that helps education in a certain country might not necessarily be useful beyond the border. But with continued capital inflows and a population that increasingly embraces edutech, it’s hard not to see the trend ticking up for Asian edutech.
Market Size
Educational Technology Market to Grow 14.0% Annually Through 2022
WELLESLEY, Mass., Oct. 05, 2017 (GLOBE NEWSWIRE) -- Technological innovations are ushering in a new era of learning that better facilitates student collaboration and interaction in the classroom. The global market for educational technology is expected to grow at a CAGR of 14.0% between 2017 and 2022, according to a report by BCC Research, which analyzed the global market for educational hardware and software.
Recent advances in the digital education infrastructure have led institutions to implement smart education concepts and equipment, including interactive displays, tablets and desktop computers, 3D printers, learning content management systems, stylus pens and more. Educational hardware and software are projected to grow by a CAGR of 15.4% and 16.8%, respectively, between 2017 and 2022, with the combined global market estimated to reach $110.9 billion, according to the report Educational Equipment and Software: Global Markets.
One of the latest innovations in classroom technology is the introduction of wearables such as smartwatches and headgear, which can enhance student engagement in learning and allow teachers to more easily track student progress.
Research Highlights
Globally, the use of 3D printers is expected to jump 21.6% annually through 2022. The global market for laptops will jump 17.2% while the market for classroom wearables will grow by 14.4%. The global educational software market is projected to grow to $35.8 billion by 2022, led by gains in assessment systems, adaptive learning platforms and learning content management systems. Interactive whiteboards, whose value is projected to dip by 8.4% globally between 2017 and 2022, will lose market share due in large part to the growth of personal devices.
“Technological advances continue to impact classrooms and the market for educational equipment, which will contribute to huge, double-digit growth over the next five years,” said Kevin Fitzgerald, editorial director at BCC Research. “Some factors driving this market include the increased connectivity of handheld devices, more collaboration between hardware vendors and educational content providers, and greater demand for e-learning in the academic sector.”
Major players in the educational hardware and software market in North America include Adobe, Apple, Articulate, Blackboard, Cisco Systems, Cornerstone and Dell. Major European players include D2L and Echo360, while leaders in the Asia-Pacific region are Educomp, Fujitsu and Hongen Education and Technology.
Chinese Elementary Schools and Students
(1) Total Available Market (TOM): Public elementary 320,100 schools, and 105,640,000 elementary students in China
(2) Serviceable Available Market (SAM): Private elementary 11,100 schools, and
12,891,500 elementary students
(3) Serviceable Obtainable Market(SOM): After school institution 141,100 after school institution
Risk Management
The management of Alive AR Learning understands the challenges relating to the collections of risks connected to doing business in the Educational technology industry. It is evidenced that the activities and processes associated with this kind of business have clear intention of applying systematic risk management techniques. Personnel working with the company would need to pay positive attention to all aspects of the day-to-day business activities and be fully cognizant with the known risks. The largest single risk is the potentiality in the immergence of new and direct competitors in the operating market. It is believed that this is a crucial reason for Alive AR Learning to continually improve on the quality of products and relationship with customers so that the company could be equipped for recognition even as competition increases within the niche.
To provide a starting point for the development of Alive AR Learning’s risk assessment methodology; the following preliminary risk matrix outlines typical risks associated with doing business in the industry.
Risk Factors
Risk #1 - Distinguishing Alive AR Learning’s brand in the Educational technology industry
Mitigation Strategy:
Plan and execute operational/marketing strategies professionally.
Continually improve on customer service and build relationship with core targets in the market.
Communicate products’ value to customers and form mutually beneficial alliances with stakeholders in the industry.
Develop strong online and on-site affiliations.
Maximize viral marketing activities.
Risk #2 - Retaining a Loyal Customer Base
Retention of existing customers is always easier than finding new ones.
Mitigation Strategy:
Exceed customer’s expectations and deal with issues professionally.
Reach out and create market awareness that influences increased patronage.
Review strategies based on feedbacks from current and prospective customers.
Strengthen Alive AR Learning’s brand through content marketing (e.g. through blog)
Risk #3 - Low Barriers to Entry
Competitors could enter the market.
Mitigation Strategy:
Develop a brand relationship that will inspire loyalty.
Hire competent and experienced professionals.
Build a community of loyal customer base.
Be thorough and professional.
Develop a structured feedback mechanism.
Marketing Strategy Summary
Alive AR Learning would concentrate on both short and long-term marketing strategies. Short-term marketing strategy would help to bring about boost in brand development and market awareness in the industry while the long-term plan caters to measures to be put in place for business growth, expansion opportunities and diversification of revenue streams.
However, brand marketing would be the most difficult part of the marketing strategy needed to promote the brands of Alive AR Learning in the marketplace. This is due to the complexity of the activities connected to building brand affinity with stakeholders in the industry. It is imperatively important to communicate the brand without falling into the stereotypes of failed marketing experiments. Therefore, the management board may need to enlist the services of a PR firm to help promote the quality of the product professionally. The company may also need to develop a marketing program that creates a branded image edge over competitors.
Alive AR Learning shall maintain a moderate level of focus on flyers, posters and outdoor ads geared towards attracting prospective customers in the operating environment. These traditional advertisements include distribution of promotion materials in controlled circulation publications and industrial events. Online promotional Ads/awareness on the social media and relevant online platforms are core towards achieving success in this realm.
Finally, Alive AR Learning would register with online directories so as to be visible when searches are made online (via sites like Google, Yahoo, etc.). In summary, the company shall engage both on-site and online marketing campaigns in order to achieve wider market reach. The marketing strategy is based on the need to generate brand awareness, ensure easy access to the line of product and position the brand for stability and growth in the Educational technology market.
Marketing Plan
Alive AR Learning shall employ an integrated marketing strategy to reach its customers. The goal of the marketing plan is to create a marketing platform that would attract customers to patronize the products. The company shall maintain an intensive marketing campaign that would ensure critical promotion of the business. Alive AR Learning would focus on gaining brand recognition and establishing mutual business relationships in the industry. Below is an overview of the marketing strategies and objectives.
Marketing Objective
To develop a strong presence in the Educational technology market.
Implement local marketing campaign via the use of flyers and word of mouth advertising.
Build market trust through sponsorship of events that relate to Educational technology activities
Build image and awareness through consistency and distinctiveness in marketing campaign.
To create brand recognition through the exploits of word of mouth marketing and loyalty programs.
To help cut advertisement cost and use the most appropriate online channel targeted towards attracting potential customers.
To remain within the letter of set laws regarding Alive AR Learning’s business activities.
To align the brand with target’s expectations.
To build loyalty amongst customers through positive third-party experience.
The strategy is to grow the business by nurturing clients and distinguishing the products from immerging competitors’, particularly through viable operational strategy and solid business ethics. All criteria from product development to customer service are to be looked into thoroughly to ensure continuous improvements. Professional alliances and collaborations with stakeholders are to be adopted as strategy for market penetration while training is conducted on a regular basis to ensure that staff fully meet customer’s expectations.
Undoubtedly, customer’s agitation on the internet will be a powerful form of promotion mainly because it is flexible enough to enable engagement with potential customers any time. Another important determinant in utilizing the internet is the fact that potential customers typically conduct preliminary searches on companies with the right expertise and certification to proffer Educational technology services. Alive AR Learning would be on hand to establish business relationships with these customers online.
However, Alive AR Learning shall develop a wholesome marketing campaign and invest in marketing activities that establishes, expands and strengthens the company’s brand for greater patronage. The management board shall employ relevant marketing avenues with a focus to position the business for market share control. The company shall consider and utilize the following marketing channels and tactics.
FINANCIAL MODEL
Membership
There is a membership. Basic is hook to customers to bring to our financial zone. Membership is a year based. Every theme to download is ten dollars and once they download, they can manipulate the link page. The premium is 100 dollars per year. In this membership, they can download any theme without paying individually, Also, they can upload their own curriculum and sell to other teachers. The company will have 10 percent incentive for dealing with the link page. Downloading application is free.
- You can manipulate link page and make your own content
- Unlimited download with any theme
- You can manipulate link page and make your own content
- You can sell your link page to other teachers
Financial Needs and Use of Funds
Alive AR Learning is seeking for investors to fund capital expenditures, startup expansion, drive operational strategy and staffing expenses. Remaining funds will be used as administrative and general working capital.
Financial Projections
Alive AR Learning financial projection shows that the company can utilize its assets to stimulate business growth in the nearest future. The company projects a steady growth with significant net income. Therefore, it is worth stating up front that Alive AR Learning is extremely encouraged by the research piece that supports the philosophy behind investing in this venture. However, this document alone does not constitute an offer of any type; neither does it provide any guarantee, financial, or otherwise. Risks associated with this business activities are not limited to those detailed in this document. Therefore, this business plan is presented as a detailed blueprint to what a value-driven company represents as the industry evolves in response to political, social, corporate and industrial dictates.
Financial Assumptions
The financial plan depends on important assumptions, most of which are shown in the following table as annual assumptions. The monthly assumptions are included in the appendix. Interest rates, tax rates, and personnel burden are based on conservative assumptions.
Some of the more important underlying assumptions are:
· We assume a strong economy, without major recession.
· We assume, of course, that there are no unforeseen changes in economic policy to make our Products immediately obsolete.
· We assume 10% increase in sales for the first year and 25% increase yearly.
· 5% increase on operational expenses from second to the fifth year of the financial plan
· Profits: Five elementary schools and Partnership with afterschool institution
· Loss: Salary (CEO, CTO, COO) and IT maintenance fee (Server, host, domain, etc.)
EVALUATION PLAN
(1) A number of download
(2) A number of people who buy the AR paper
(3) Complaints/Customers feedback via website.
OPERATIONAL PLAN / NEXT STEPS
Why Us?
The management team has a good teamwork and best expert in the education and technology field. We are deep thinkers, future-forward minds, quality-minded and dynamic in business leadership. It is expected that the areas of strength would help to build the needed structure for the company to thrive in the industry. The CEO (Johnny Cho) has the ideas needed to develop innovative products and business ventures across the globe.
Yeonhee Cho (Johnny) believes that learning has no limitations. Since he is very interested in virtual reality, he spends most of his time gaining technical skills and looking at the research related to virtual reality. Currently, he is focusing on how to create the 3D modeling by using Unity 3D and MAYA tool, and how to shoot and edit with the 360 cameras. Based on his skills set, he has a plan to start the VR education research. His whole career and education background aims to virtual reality and augmented reality research. Bachelor’s degree (Media and Communication Technology), Two master’s degree (Syracuse University – Media studies, thesis title: How Spatial Presence in Virtual Reality Affects Memory Retention and Motivation on Second Language Learning: A Comparison of Desktop VR-Based Learning and Immersive VR-Based Learning, and another master’s degree at University of Pennsylvania – Learning Sciences and Technology). He is the best person who knows empirical research on education technology.
Next Step
(1) Survey/Interview with school teachers in order to make the product by reflecting with a real feedback from the industry.
(2) Financial support
(3) Marketing promotion to school, conference and competition
(4) Expanding business in China and India
Inquiry for financial support
In sum,
- After 2018 October, the money flow will be smooth
“YOUR SUPPORT CAN MAKE SECOND STEVEN JOBS”
APPENDIX
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