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A master's thesis from Aalborg University
Book cover


Virtual Reality for Education

Authors

;

Term

4. semester

Publication year

2021

Pages

82

Abstract

The market for Virtual Reality (VR) is growing as more people obtain VR devices. In 2020 it was estimated at USD 2.6 billion and projected to reach USD 5.1 billion by 2023. Yet the market is still not mature, which creates business opportunities. VR can help teach difficult topics—for example very large-scale concepts like the universe—and today’s consumer hardware allows users to interact with digital objects, which is promising for learning. This thesis examines how to develop a Minimum Viable Product (MVP) for a VR education product, "Odyssey," at VRfor.us in order to gain an initial foothold in the education market. It explains what VR is, its history, and its benefits and challenges. It reviews Design Thinking, Lean Startup, and Agile as frameworks for product development and applies them to build a prototype. It also discusses why VR can be seen as a disruptive technology and outlines the possible market size for education. The competitive landscape, including types of competition and the competitive environment, is analyzed and applied to the startup’s potential competitors. A key finding is that environmental education appears to be a promising niche with low competition and a good starting point for market entry. The thesis shows how the chosen methods guided the prototype and offers suggestions for further development toward a product suited to the target education market.

Markedet for Virtual Reality (VR) vokser, efterhånden som flere får VR-udstyr. I 2020 var markedsstørrelsen USD 2,6 mia., og den var projiceret til USD 5,1 mia. i 2023. Alligevel er markedet ikke modnet, hvilket giver forretningsmuligheder. VR kan gøre svære emner mere forståelige, for eksempel meget store fænomener som universet, og den nyeste forbrugerhardware gør det muligt at interagere med digitale objekter, hvilket kan bruges i undervisning. Denne afhandling undersøger, hvordan man udvikler et minimum levedygtigt produkt (Minimum Viable Product, MVP) for VR-undervisningsproduktet "Odyssey" hos VRfor.us for at opnå et konkurrencemæssigt fodfæste i uddannelsesmarkedet. Afhandlingen forklarer, hvad VR er, dens historie samt fordele og udfordringer. Den gennemgår Design Thinking, Lean Startup og Agile som metoder til produktudvikling og anvender dem i arbejdet med en prototype. Desuden beskrives, hvorfor VR kan betragtes som en disruptiv teknologi, og hvad markedsstørrelsen for VR i uddannelse kan være. Konkurrencesituationen, herunder konkurrenttyper og konkurrencebillede, kortlægges og anvendes på startup'ens potentielle konkurrenter. Et centralt fund er, at miljøundervisning udgør en lovende niche med lav konkurrence og kan være et godt udgangspunkt for markedet. Afhandlingen afslutter med at vise, hvordan metoderne blev brugt til at skabe prototypen, og fremsætter forslag til den videre udvikling mod et produkt, der passer til målgruppen i uddannelsesmarkedet.

[This apstract has been rewritten with the help of AI based on the project's original abstract]