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Análisis Competitivo

Panorama competitivo, comparación de características y posicionamiento

Matriz de Comparación de Características

CaracterísticaEduSkillTreeClassVRClasscraftLabsterDefined Learning
Project-Based Learning
VR Integration
Skill Tree System
Token Economy
Blockchain Credentials
Multi-Subject Integration
Real-time Analytics
Mobile App
Offline Mode
Multi-language
Puntuación Total4.32.32.42.41.9
0: Not available1: Basic/Limited2: Developing3: Adequate4: Strong5: Best-in-class

Comparación de Precios

edu Skill Tree
$800-$1200
por estudiante/año
Full platform
class V R
$200-$400
por estudiante/año
VR content only
labster
$50-$150
por estudiante/año
Science labs only
classcraft
$8-$15
por estudiante/año
Gamification only
defined Learning
$15-$25
por estudiante/año
PBL curriculum only
canvas
$3-$8
por estudiante/año
LMS only

Propuesta de Valor

Costo por característica
$160
Ahorro vs alternativas
40%
Ahorro en $
$325

Competidores Directos

Plataformas ABP

PBLWorks (Buck Institute)

PBL Training & Curriculum

+ Established reputation
- No technology platform
Diferenciación: Training-only vs our full platform

New Tech Network

School Network

+ Proven school model
- High cost
Diferenciación: School transformation vs our modular approach

Defined Learning

PBL Curriculum Platform

+ Standards-aligned
- No VR component
Diferenciación: Curriculum-only vs our integrated platform

Plataformas VR

ClassVR

VR Hardware + Content

+ Purpose-built hardware
- Hardware-dependent model

Labster

Virtual Lab Simulations

5,000,000 users

+ Deep science content
- Science-only focus

Immersive VR Education

VR Content Provider

+ Rich historical content
- Passive experience

Prisms VR

Math Learning VR

+ Research-backed math approach
- Math-only

Gamificación

Classcraft

Gamified Classroom Management

7,000,000 users

+ Engaging game mechanics
- Surface gamification

Kahoot!

Game-based Learning

9,000,000,000 users

+ Massive adoption
- Quiz format only

Gimkit

Game-based Assessment

+ Engaging game modes
- Assessment-only

Blockchain / L2E

Credly (by Pearson)

Digital Credentials

+ Enterprise scale
- No learning platform

Open Campus (EDU)

Blockchain Education Protocol

+ Token economy
- Platform dependencies

BitDegree

Learn-to-Earn Platform

+ Established L2E model
- Crypto-only content

Análisis SWOT

Fortalezas

  • Unique Integration
    Only platform combining PBL, VR, skill trees, and blockchain
  • Research-Backed
    Every component supported by meta-analyses and studies
  • Token Incentive Alignment
    Students, teachers, and schools aligned through token economy
  • Cost Optimization
    Skill dependencies reduce wasted educational spend
  • Scalable Model
    Pod-based delivery enables capital-efficient growth

Debilidades

  • !
    New Market Entrant
    No established track record or brand recognition
  • !
    Technology Complexity
    Multiple complex systems to integrate and maintain
  • !
    Teacher Training Required
    Significant change management for educators
  • !
    Hardware Dependency
    VR requires significant upfront investment

Oportunidades

  • Post-Pandemic Digital Shift
    Schools more open to technology adoption
  • VR Cost Decline
    Hardware costs dropping 15-20% annually
  • Skills Gap Crisis
    Employers demand new approaches to education
  • Government Funding
    ESSER funds and EdTech grants available
  • International Expansion
    Latin America and Asia high-growth markets

Amenazas

  • Big Tech Entry
    Google, Microsoft, Meta could build competing solutions
  • Regulatory Changes
    Blockchain/crypto regulations could affect token model
  • VR Health Concerns
    Potential pushback on extended VR use for children
  • Economic Downturn
    Education budgets could be cut

Ventajas Competitivas Sostenibles

Network Effects

Medium (building)

More students → more data → better skill trees → more value

Switching Costs

High

Student progress and credentials locked in platform

Data Advantage

High (over time)

Cross-curricular learning data unique to platform

Brand

Low (current) → High (target)

First integrated solution → category leader potential

Tiempo para Replicar

6-12 months
vr Integration
12-18 months
skill Tree System
18-24 months
token Economy
24-36 months
full Platform
36+ months
data Advantage