There are two main problems with the current educational model:
- It is designed to optimize the teaching process (producer) rather than the learning one (customer).
- Access to information.
There are two successful attempts to solve these problems independently: Active learning (e.g. educational toys) and digitalization (e.g. MOOCs and tutorials). ROCTAR is the combination of both trends.
Our product consists in a kit that includes the materials to make a set of experiments. To know how to make the experiments step-by-step instruction videos are available at our online platform, which offers a lot more than a place to watch the videos. It is an online community:
- To seek advice and find new experiments suggested by other users.
- With gamification to make learning even more fun and engaging.
- And with a clear path to follow.

The core customers are parents and relatives of children who want to give an educational gift. Therefore, we need to differentiate between customer and consume...
There are two main problems with the current educational model:
- It is designed to optimize the teaching process (producer) rather than the learning one (customer).
- Access to information.
There are two successful attempts to solve these problems independently: Active learning (e.g. educational toys) and digitalization (e.g. MOOCs and tutorials). ROCTAR is the combination of both trends.
Our product consists in a kit that includes the materials to make a set of experiments. To know how to make the experiments step-by-step instruction videos are available at our online platform, which offers a lot more than a place to watch the videos. It is an online community:
- To seek advice and find new experiments suggested by other users.
- With gamification to make learning even more fun and engaging.
- And with a clear path to follow.

The core customers are parents and relatives of children who want to give an educational gift. Therefore, we need to differentiate between customer and consumer, being the later children in the age range from 8 to 13 years old. To come up with this range we have asked parents to see who would buy it. But more importantly, the consumer needs to be capable of performing the experiments and willing to do it.
In other words, it is a present, and so, it has to catch the attention of the target customer (parents) and when they give it, they want to see the joy in their kid. Therefore, the packaging and presentation are essential! It has to be an experience and look cool. Moreover, when they use it they have to learn and remain engage (gamification), so they follow the path of the courses and they buy more kits, becoming recurrent customers.

This product adds more value to the consumer for 3 reasons:
- Each kit is designed to fulfill a set of learning goals
- The community provides a unique opportunity to share progress and get help
- The experience is designed to be engaging mainly through gamification and curiosity

Knowing this, the product adds more value to the customer for 3 reasons:
- It adds more value to the consumer
- It is a product that looks striking and cool; it is thought to be a present.
- A better solution for learning than similar products because it provides a path to master the field with a smoother learning curve.

The community provides a higher value to the customer and it is conceived as a competitive advantage since people usually don’t belong to more than one community in a sector.
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Ignacio Ruiz
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Ignacio Ruiz Founder I'm a problem-solver, perseverant, and highly adaptable who wants to make the world a better place. I love writing fiction & skating.