MetaKalvi
Metakalvi (future of learning ) the Virtual Reality Lab is to make learning more fun and interesting for students
Timeline
V1 - May - June 2022 (8 weeks)
V2 - June - July 2022 (4 weeks)
MyRole
Product Designer
UX Researcher
Brand Identity
Tools
Adobe XD
After Effects
Adobe Illustrator
Overview
The motive of this project is to give a better educational visualization
for students and teachers.
In India schools are randomly facing closure because of increasing student dropout ratio in govt and there is no proper engaging & structured
student management in private.
Metakalvi is the new era of educational visualization for students whereby they can interact with their subjects in real-time and understand the concepts even more better when compared to textbook visualization. It increases their eagerness and enhancement in education. Moreover, We decided to structure MetaKalvi for schools based on their syllabus.
Traditional Learning
Text book based boring content, illustrations, random sketches wherein students are not able to connect with the subjects and, in turn, they
become bored, disengaged, Low progress and increases drop out ratio.
What VR has made in education?
It'll require less cognitive load to process the information.
Virtual reality can be used to enhance student learning and engagement. VR education can transform the way educational content is delivered; it works on the premise of creating a virtual world — real or imagined — and allow users not only explore it but also interact with it. Being committed with new way of learning that motivates kids & teachers to fully understand it.
Competitor Analysis
The only direct competitor in India is foton VR. We found that our key selling point from the overall research is foton VR subscription is too costly to afford and the quality of the content is not much better. So from overall research the ground breaking USP is pricing and quality.
What teachers and students facing as a Problem
From user interview and survey
Before starting the project, I planned to conduct some direct user interviews of school teachers and students to know their difficulties in education so we reached out some schools to know their hurdles in their educational career and we in turn, got some interesting facts of teachers and students as well.
From Teachers
Students lack attention
at class room
Difficult to record their
day to day progress
Repeating the same concept n number of times
Students are getting bored
quickly these days while
teaching
Experimental learning at lab
is difficult and not completing
their day to day tasks on time
Memory retention of
students is getting lower
with normal theories
From Students
Understanding the complex
concepts is difficult
Experimenting every
concepts in lab is rare
Lack of creativity
Students progress is getting worse without having subject knowledge
Increasing dropout ratio in
Govt schools also decreasing engagement and attendance percentage in private as well as Govt
How we went through our first phase research evaluation and deployment?
Strategic Evaluation
After conducting some research, we planned to visit some schools using our basic demo version of the app to understand how students and teachers feel about the VR education approach, and how management reacts to it. We gained a lot of insights from students, staff, and management, and then demonstrated them to Education Minister Mr. Anbil Mahesh and MLA Mr. Udhayanidhi to get their thoughts on how it could work in TN government schools. As a result, we received more practical knowledge about the project, and they felt that it would be cool to launch in government schools. After getting all the insights from the advisers as well as students, we sorted the major insights for the next phase.
Demo version product sample shots
Product real-time testing (phase 1)
Challenges we faced in our first phase launch
Major insights are card sorted of the Demo version product feedbacks & painpoints of the staffs , students and
management as well.
Observed from students
They feel eye irritation while wearing the headset for a long time
Guidance of headset is mandatory
since everyone is new to this tech
Voice understanding is difficult even
if there is a bit passive noise
Some student feel the headset's about
to fall down from their heads
Some students click the controller
randomly
Observed from staffs
Content has to be available segment wise and content timing is too long
Quality of the visualization needs to
be improved
Before staring session, Instructional
video for how to use the headset and
controller must be available
Guidance of the headset is must because everyone is new to this technology
Activities are not
understandable
Need to record each students performance and how they do their activity and answer each questions (Like a progress report)
Observed from Management
confused over affordability and how
the pricing plan works
Will staffs be arranged by
ourselves?
Content structure should be based on syllabus
Do we get service and support for VR Lab?
Painpoints and Feedbacks
Guidance of headset is mandatory
since everyone is new to this tech
Content structure should be based on syllabus
How could I translate major pain points and feedbacks into design opportunities?
Segregated the phases into three major categories such as Product, dashboard and metaverse launch and then I focused on Product & dashboard categories, the metaverse launch was undertaken by my team.
Design opportunities
Incorporated interactive guides throughout the segments
whereby everyone can easily understand as to what to do
in every segment of learning while exploring
Contents are structured as per the
curriculum in a new way
They feel eye irritation while wearing the headset for a long time
Content has to be available segment wise and content timing is too long
To avoid eye irritation, we planned to reduce the time duration of wearing headset for long time. So we segregated chapters in to segments like each segment duration is in-between 10-15mins
Also evaluate the color theories then changed the overall experience with mild and dark tones.
Voice understanding is difficult even
if there is a bit passive noise
Some student feel the headsets going
to fall down from their heads
Worked on fine tuning audio we increased audio duration gap between each words like 0.5sec to 1sec and also planned to connect the device with headphones if it is necessary
Increased strap adjustment levels so that they can easily adjust their straps according to the head size
Some students clicks the controller
randomly
Activities are not
understandable
Except one button, we have disabled all the buttons in the controller to avoid too many interactions. The content and activity also
framed in that format so that they can
control everything from single click
Activities are framed with more interactions and used clear Ul panels with instructions to easily
understand the question to be answered.
Quality of the visualization needs to
be improved
Before staring session, Instructional
video for how to use the headset and
controller must be available
Used high standard quality models and
animations to visualize even more better
and clear
Every session starts with a video as to how to use the controller, how to wear the headset and the video will guide us through the entire flow.
Need to record each students performance and how they do their activity and answer each questions (Like a progress report)
Separate dashboard for each school Now they can track each and every students as well as teachers progress.
Heuristic evaluation of Metakalvi Second phase
Launched Metakalvi on July
After sorting overall insights, we planned to roll out our second phase Launch within 2 weeks. This Launch captured all over India and also it is the India's first metaverse launch in education collaborating with our Tamilnadu government. We conducted a Usability Heuristics evaluation with inhouse team which in turn, we launched our product on July month and slowly setting VR labs in schools from July to September and also analyzing the data's from each schools to know their feedbacks.
Metakalvi Launch Event
Metakalvi Implementation
In schools
Insights observed after second phase launch
3 Govt schools - 3 Sections - Overall 161 students and 12 Teachers
New Virtual learning experience
17%
83%
Teachers experience of
Virtual learning
25%
75%
Concept Understanding
& Visualization
27%
73%
Controller experience
39%
61%
Activity Understanding
21%
79%
Overall experience
segment segregation
Eye irritation problems
Quality of content
Audio quality
12%
88%
4%
21%
75%
8%
43%
49%
31%
69%
38%
62%