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CEMSa&onal	
  
Virtual  Reality  for  Coursera
Technology  Enabled  Business  Innova<on
COURSERA	
  WILL	
  BRING	
  THE	
  FLIGHT	
  SIMULATOR	
  TO	
  ONLINE	
  
EDUCATION	
  THROUGH	
  VIRTUAL	
  REALITY	
  
NEW	
  
OPPROTUNITIES	
  
AND	
  BENEFITS	
  
for  online  educa<on
SHAPE	
  NEW	
  	
  
TRENDS	
    
through  VR
DYNAMIC	
  MARKET	
  
of  MOOCs  
empowering  students
ENHANCED	
  LEARNING	
  
EXPERIENCE	
  
through  hands-­‐on  
approach
COURSERA	
  HAS	
  
CAPABILITIES	
  
to  innovate
STRATEGIC	
  PARTNERSHIPS	
  
AS	
  KEY	
  FACTOR	
  
for  success
	
  	
  	
  	
  	
  	
  	
  	
  OVERVIEW	
   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  VR	
   	
  	
  	
  	
  	
  	
  COURSERA	
   	
  	
  	
  	
  	
  	
  	
  OPTIONS	
   EVALUATION	
   CONCLUSION	
   1	
  
www.bestppt.com
VR’S IMPACT ON
EDUCATION
WHAT IS VR?
—  Interac7on	
  with	
  objects	
  and	
  designs	
  
—  Hands-­‐on	
  approach	
  and	
  exercise	
  
—  New	
  learning	
  experiences	
  with	
  visuals	
  
—  Ac7ve	
  learning	
  
—  Collabora7on	
  with	
  colleagues	
  
Adapta7on	
  of	
  VR	
  speeds	
  
up	
  with	
  the	
  introduc7on	
  
of	
  new	
  devices
VR	
  is	
  about	
  crea7ng	
  
environments	
  which	
  give	
  
users	
  a	
  feeling	
  of	
  being	
  in	
  
real	
  or	
  imagined	
  worlds	
  
	
  
VIRTUAL	
  REALITY	
  IS	
  A	
  TECHNOLOGY	
  THAT	
  ENABLES	
  
INNOVATION	
  IN	
  THE	
  EDUCATION	
  INDUSTRY	
  
2	
  	
  	
  	
  	
  	
  	
  	
  	
  OVERVIEW	
   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  VR	
   	
  	
  	
  	
  	
  	
  COURSERA	
   	
  	
  	
  	
  	
  	
  	
  OPTIONS	
   EVALUATION	
   CONCLUSION	
  
COURSERA	
  WILL	
  GAIN	
  A	
  COMPETITIVE	
  ADVANTAGE	
  BY	
  
IMPLEMENTING	
  VR	
  
DATA	
  DISTRIBUTION	
  	
  
•  Database	
  of	
  students’	
  
performance	
  can	
  be	
  
purchased	
  
VR	
  COURSES	
  
•  New	
  VR	
  courses	
  
provided	
  in	
  
addi7on	
  to	
  
current	
  courses	
  
ENTERPRISE	
  MODEL	
  
•  Training	
  programs	
  for	
  
companies	
  
IDEA	
  
•  Implementa7on	
  of	
  VR	
  
courses	
  
•  Improvement	
  of	
  students’	
  
learning	
  experience	
  
COURSERA	
  
•  1000	
  courses	
  
•  15	
  million	
  users	
  	
  
•  120	
  universi7es	
  
15%
5%
80%
	
  	
  	
  	
  	
  	
  	
  	
  OVERVIEW	
   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  VR	
   	
  	
  	
  	
  	
  	
  COURSERA	
   	
  	
  	
  	
  	
  	
  	
  OPTIONS	
   EVALUATION	
   CONCLUSION	
   3	
  
1 2 3
PASSIVE	
  WATCHING	
  IN	
  VR	
  
•  No  interac<on
•  Learning  content  
provided  as  360°  
videos
INTERACTIVE	
  HANDS-­‐ON	
  VR	
  
EXPERIENCE	
  
•  Real  applica<on  of  
learning
•  Skill  training  and  
learning  simula<on  in  
virtual  world
REAL-­‐TIME	
  TAILORED	
  VR	
  
CLASSES	
  
•  Real-­‐<me  interac<on  
with  professors  and  
students
•  Closest  applica<on  of  
reality
THREE	
  OPTIONS	
  THAT	
  ENABLE	
  COURSERA	
  TO	
  IMPLEMENT	
  VR	
  IN	
  
THEIR	
  BUSINESS	
  MODEL	
  
	
  	
  	
  	
  	
  	
  	
  	
  OVERVIEW	
   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  VR	
   	
  	
  	
  	
  	
  	
  COURSERA	
   	
  	
  	
  	
  	
  	
  	
  OPTIONS	
   EVALUATION	
   CONCLUSION	
   4	
  
OPTION	
  2:	
  HANDS-­‐ON	
  VR	
  IS	
  THE	
  MOST	
  PROMISING	
  OPTION	
  FOR	
  
COURSERA’S	
  BUSINESS	
  INNOVATION	
  
Project	
  
scope
Cost Feasibility Accessibility
Learning	
  
experience
O1:	
  Passive	
  Watching
O2:	
  Hands-­‐On	
  VR
O3:	
  Real-­‐&me	
  
Very	
  high	
   High	
   Medium	
   Low	
   Very	
  low	
  
	
  	
  	
  	
  	
  	
  	
  	
  OVERVIEW	
   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  VR	
   	
  	
  	
  	
  	
  	
  COURSERA	
   	
  	
  	
  	
  	
  	
  	
  OPTIONS	
   EVALUATION	
   CONCLUSION	
   5	
  
VIRTUAL	
  REALITY	
  APPLICATION	
  INDICATES	
  TREMENDEOUS	
  
IMPROVEMENTS	
  OF	
  LEARNING	
  IN	
  VARIOUS	
  FIELDS	
  	
  
7	
  
Increased	
  
learnings	
  
/	
  
Medical	
  
	
  
E.g.	
  
Simula7ng	
  cellular	
  
procesesses	
  
Improved	
  
designs	
  
/	
  
Design	
  
	
  
E.g.	
  	
  
Room	
  interior	
  design	
  
Applicable	
  
skills	
  
/	
  
Engineering	
  
	
  
E.g.	
  	
  
Assembly	
  of	
  engines	
  	
  
	
  	
  
Career	
  benefits	
  
/	
  
Technicians	
  
	
  
Solving	
  real	
  life	
  
problems	
  
	
  in	
  virtual	
  context	
  
Job	
  trainings	
  
/	
  
Companies	
  
	
  
E.g.	
  
Safety	
  trainings	
  	
  
sponsored	
  	
  
by	
  companies	
  	
  	
  
Applica7on	
  of	
  Op7on	
  2	
  
	
  	
  	
  	
  	
  	
  	
  	
  OVERVIEW	
   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  VR	
   	
  	
  	
  	
  	
  	
  COURSERA	
   	
  	
  	
  	
  	
  	
  	
  OPTIONS	
   EVALUATION	
   CONCLUSION	
   6	
  
5	
  STEPS	
  TOWARDS	
  THE	
  IMPLEMENTATION	
  OF	
  VR	
  
PARTNERING
VR
DEVELOPERS

Find  partner  with  
the  right  VR  
experience

Introduce  the  
prototype  to  
universi<es  and  
nego<ate  courses  


PARTNERING
UNIVERSITIES
PRODUCTION


Shoo<ng  and  
development  of  
courses  
Marke<ng  
campaign  and  
constant  
feedback  


LAUNCH OF
COURSES
NEW
REVENUE
STREAMS
Data  distribu<on  
and  enterprise  
model
	
  	
  	
  	
  	
  	
  	
  	
  OVERVIEW	
   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  VR	
   	
  	
  	
  	
  	
  	
  COURSERA	
   	
  	
  	
  	
  	
  	
  	
  OPTIONS	
   EVALUATION	
   CONCLUSION	
   7	
  
COURSERA	
  WILL	
  BE	
  PROFITABLE	
  AFTER	
  SECOND	
  YEAR	
  OF	
  
LAUNCHING	
  VR	
  COURSES	
  
YEAR	
  1	
   YEAR	
  2	
  
-­‐3.819.000	
   -­‐5.442.000	
  
2.670.000	
   6.798.000	
  +154%	
  
+42%	
  
-­‐1.149.000	
   1.356.000	
  
Courses	
  
Data	
  distribu7on	
  
Enterprise	
  model	
  
Courses	
  
Data	
  distribu7on	
  
Enterprise	
  model	
  
REVENUE	
  
COSTS	
  
	
  	
  	
  	
  	
  	
  	
  	
  OVERVIEW	
   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  VR	
   	
  	
  	
  	
  	
  	
  COURSERA	
   	
  	
  	
  	
  	
  	
  	
  OPTIONS	
   EVALUATION	
   CONCLUSION	
   8	
  
BY	
  IDENTIFYING	
  AND	
  MITIGATING	
  THE	
  RISKS,	
  COURSERA’S	
  NEW	
  
BUSINESS	
  MODEL	
  IS	
  MORE	
  LIKELY	
  TO	
  SUCCEED	
  
•  Partnerships	
  with	
  universi7es	
  and	
  VR	
  developers	
  HIGH	
  COSTS	
  
•  Referral	
  programs	
  
•  Increased	
  VR	
  acceptance	
  
DEMAND	
  TOO	
  LOW	
  
•  Subs7tu7on	
  of	
  VR	
  devices	
  ACCESSIBILTY	
  
•  Partnership	
  with	
  VR	
  developers	
  and	
  Quality	
  Assurance	
  QUALITY	
  OF	
  CONTENT	
  
•  Reputable	
  new	
  technology	
  INSUFFICIENT	
  CONTENT	
  
•  Constantly	
  searching	
  for	
  new	
  coopera7on	
  possibili7es	
  POWER	
  OF	
  SUPPLIERS	
  
RISKS	
   MITIGATIONS	
  
	
  	
  	
  	
  	
  	
  	
  	
  OVERVIEW	
   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  VR	
   	
  	
  	
  	
  	
  	
  COURSERA	
   	
  	
  	
  	
  	
  	
  	
  OPTIONS	
   EVALUATION	
   CONCLUSION	
   9	
  
VIRTUAL	
  REALITY	
  WILL	
  BRING	
  MAJOR	
  BENEFITS	
  TO	
  COURSERA	
  
+92%	
  
a^en7on	
  
level	
  
$1.35	
  Mio	
  	
  
Profit	
  
The	
  technology	
  a^racts	
  more	
  users	
  
to	
  the	
  website	
  and	
  other	
  courses.	
  
Increase	
  in	
  Users	
  
Stronger	
  
Partnerships	
  
Strengthen	
  7es	
  with	
  
Universi7es.	
  
•  Online	
  educa7on	
  
market	
  offering	
  growth	
  
poten7al	
  
•  VR	
  offers	
  a	
  compe77ve	
  
advantage	
  
•  First-­‐mover	
  advantage	
  
•  “The	
  best	
  possible	
  
educa7on,	
  universally	
  
accessible”	
  
•  Bigger	
  range	
  of	
  classes	
  
Analysis	
  
Partnerships	
  with	
  headset	
  providers,	
  availability	
  in	
  developing	
  countries	
  
	
  	
  	
  	
  	
  	
  	
  	
  OVERVIEW	
   	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  	
  VR	
   	
  	
  	
  	
  	
  	
  COURSERA	
   	
  	
  	
  	
  	
  	
  	
  OPTIONS	
   EVALUATION	
   CONCLUSION	
   10	
  

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Technology Enabled Business Innovation: Coursera

  • 1. CEMSa&onal   Virtual  Reality  for  Coursera Technology  Enabled  Business  Innova<on
  • 2. COURSERA  WILL  BRING  THE  FLIGHT  SIMULATOR  TO  ONLINE   EDUCATION  THROUGH  VIRTUAL  REALITY   NEW   OPPROTUNITIES   AND  BENEFITS   for  online  educa<on SHAPE  NEW     TRENDS     through  VR DYNAMIC  MARKET   of  MOOCs   empowering  students ENHANCED  LEARNING   EXPERIENCE   through  hands-­‐on   approach COURSERA  HAS   CAPABILITIES   to  innovate STRATEGIC  PARTNERSHIPS   AS  KEY  FACTOR   for  success                OVERVIEW                            VR              COURSERA                OPTIONS   EVALUATION   CONCLUSION   1  
  • 3. www.bestppt.com VR’S IMPACT ON EDUCATION WHAT IS VR? —  Interac7on  with  objects  and  designs   —  Hands-­‐on  approach  and  exercise   —  New  learning  experiences  with  visuals   —  Ac7ve  learning   —  Collabora7on  with  colleagues   Adapta7on  of  VR  speeds   up  with  the  introduc7on   of  new  devices VR  is  about  crea7ng   environments  which  give   users  a  feeling  of  being  in   real  or  imagined  worlds     VIRTUAL  REALITY  IS  A  TECHNOLOGY  THAT  ENABLES   INNOVATION  IN  THE  EDUCATION  INDUSTRY   2                  OVERVIEW                            VR              COURSERA                OPTIONS   EVALUATION   CONCLUSION  
  • 4. COURSERA  WILL  GAIN  A  COMPETITIVE  ADVANTAGE  BY   IMPLEMENTING  VR   DATA  DISTRIBUTION     •  Database  of  students’   performance  can  be   purchased   VR  COURSES   •  New  VR  courses   provided  in   addi7on  to   current  courses   ENTERPRISE  MODEL   •  Training  programs  for   companies   IDEA   •  Implementa7on  of  VR   courses   •  Improvement  of  students’   learning  experience   COURSERA   •  1000  courses   •  15  million  users     •  120  universi7es   15% 5% 80%                OVERVIEW                            VR              COURSERA                OPTIONS   EVALUATION   CONCLUSION   3  
  • 5. 1 2 3 PASSIVE  WATCHING  IN  VR   •  No  interac<on •  Learning  content   provided  as  360°   videos INTERACTIVE  HANDS-­‐ON  VR   EXPERIENCE   •  Real  applica<on  of   learning •  Skill  training  and   learning  simula<on  in   virtual  world REAL-­‐TIME  TAILORED  VR   CLASSES   •  Real-­‐<me  interac<on   with  professors  and   students •  Closest  applica<on  of   reality THREE  OPTIONS  THAT  ENABLE  COURSERA  TO  IMPLEMENT  VR  IN   THEIR  BUSINESS  MODEL                  OVERVIEW                            VR              COURSERA                OPTIONS   EVALUATION   CONCLUSION   4  
  • 6. OPTION  2:  HANDS-­‐ON  VR  IS  THE  MOST  PROMISING  OPTION  FOR   COURSERA’S  BUSINESS  INNOVATION   Project   scope Cost Feasibility Accessibility Learning   experience O1:  Passive  Watching O2:  Hands-­‐On  VR O3:  Real-­‐&me   Very  high   High   Medium   Low   Very  low                  OVERVIEW                            VR              COURSERA                OPTIONS   EVALUATION   CONCLUSION   5  
  • 7. VIRTUAL  REALITY  APPLICATION  INDICATES  TREMENDEOUS   IMPROVEMENTS  OF  LEARNING  IN  VARIOUS  FIELDS     7   Increased   learnings   /   Medical     E.g.   Simula7ng  cellular   procesesses   Improved   designs   /   Design     E.g.     Room  interior  design   Applicable   skills   /   Engineering     E.g.     Assembly  of  engines         Career  benefits   /   Technicians     Solving  real  life   problems    in  virtual  context   Job  trainings   /   Companies     E.g.   Safety  trainings     sponsored     by  companies       Applica7on  of  Op7on  2                  OVERVIEW                            VR              COURSERA                OPTIONS   EVALUATION   CONCLUSION   6  
  • 8. 5  STEPS  TOWARDS  THE  IMPLEMENTATION  OF  VR   PARTNERING VR DEVELOPERS Find  partner  with   the  right  VR   experience Introduce  the   prototype  to   universi<es  and   nego<ate  courses   PARTNERING UNIVERSITIES PRODUCTION Shoo<ng  and   development  of   courses   Marke<ng   campaign  and   constant   feedback   LAUNCH OF COURSES NEW REVENUE STREAMS Data  distribu<on   and  enterprise   model                OVERVIEW                            VR              COURSERA                OPTIONS   EVALUATION   CONCLUSION   7  
  • 9. COURSERA  WILL  BE  PROFITABLE  AFTER  SECOND  YEAR  OF   LAUNCHING  VR  COURSES   YEAR  1   YEAR  2   -­‐3.819.000   -­‐5.442.000   2.670.000   6.798.000  +154%   +42%   -­‐1.149.000   1.356.000   Courses   Data  distribu7on   Enterprise  model   Courses   Data  distribu7on   Enterprise  model   REVENUE   COSTS                  OVERVIEW                            VR              COURSERA                OPTIONS   EVALUATION   CONCLUSION   8  
  • 10. BY  IDENTIFYING  AND  MITIGATING  THE  RISKS,  COURSERA’S  NEW   BUSINESS  MODEL  IS  MORE  LIKELY  TO  SUCCEED   •  Partnerships  with  universi7es  and  VR  developers  HIGH  COSTS   •  Referral  programs   •  Increased  VR  acceptance   DEMAND  TOO  LOW   •  Subs7tu7on  of  VR  devices  ACCESSIBILTY   •  Partnership  with  VR  developers  and  Quality  Assurance  QUALITY  OF  CONTENT   •  Reputable  new  technology  INSUFFICIENT  CONTENT   •  Constantly  searching  for  new  coopera7on  possibili7es  POWER  OF  SUPPLIERS   RISKS   MITIGATIONS                  OVERVIEW                            VR              COURSERA                OPTIONS   EVALUATION   CONCLUSION   9  
  • 11. VIRTUAL  REALITY  WILL  BRING  MAJOR  BENEFITS  TO  COURSERA   +92%   a^en7on   level   $1.35  Mio     Profit   The  technology  a^racts  more  users   to  the  website  and  other  courses.   Increase  in  Users   Stronger   Partnerships   Strengthen  7es  with   Universi7es.   •  Online  educa7on   market  offering  growth   poten7al   •  VR  offers  a  compe77ve   advantage   •  First-­‐mover  advantage   •  “The  best  possible   educa7on,  universally   accessible”   •  Bigger  range  of  classes   Analysis   Partnerships  with  headset  providers,  availability  in  developing  countries                  OVERVIEW                            VR              COURSERA                OPTIONS   EVALUATION   CONCLUSION   10