Beruflich Dokumente
Kultur Dokumente
InQuizitor
Submitted by
Samir Manjarekar
Roll No- 11037
Marketing
2008 – 2010 batch
Symbiosis Institute of Business Management, Bangalore
1
Index
Sr.No. Description Page no.
2.0 Introduction.....................................................................................................4
11.0 Annexure........................................................................................................29
2
1.0 Executive Summary
This project is mainly concerned with the market research study for the purpose of launch of
interactive e-learning software called ‘InQuizitor’.
‘InQuizitor’ is an e-learning software which combines gaming with quizzing. Through this
combination, the concepts and facts of a subject matter are better retained in memory.
The study is to be carried out among various target segment of customers such as school students,
college students, working professionals, school principals/ heads of institutes, training departments
in companies and software retailers.
For the purpose of carrying out this study, the major activities carried out were :
- Research discussion
- Questionnaire design
- Pilot survey
- Main survey
- Research Report - findings of the research
In the first stage, the nature of the study to be carried out was discussed. This scope of the project,
the main target segments to be studied and initial plan for the pilot and main survey were discussed
and noted.
In the second stage, the questionnaires were developed for the keeping in mind the data to be
obtained from the various target segments.
In the third stage, a Pilot survey of about 50 respondents was carried out to refine the
questionnaires and make any essential modifications before the main survey.
The main survey was carried out among a total sample size of 450 respondents comprising the
different segments.
The data collected from the main survey was tabulated and the analysis of the data was done. From
the analysis of the data, the findings were derived and recommendations given for the launch of the
software.
3
2.0 Introduction
An overview of InQuizitor
InQuizitor is a software application designed to engage students in the process of exam study. Based
on compelling gaming technology the software uses 'stealth' learning techniques pitting the students
against themselves and their peers in answering questions based on cross curriculum content.
InQuizitor software is populated with standard questions on curriculum subjects. The software
combines gaming with quizzing so that the subject matter can be revised in a fun manner. This helps
to improve the retention of the subject.
E-learning consumers expect programs that include the same inventive tools and techniques used in
the computer gaming industry (like graphics, interface, and skill-building challenges) to deliver a
learning experience that's gripping, informative, and fun. Games have a lot to teach us about
creating effective learning.
Benefits: Research shows that people learn better when they are comfortable and having fun. All the
excellent teachers through the ages have known this and used fun, play and games as part of their
teaching strategies. It is possible to teach not only facts, but judgement, logic, behaviour, skills,
safety, ethics, etc. through well-designed games.
The market research involves ascertaining the market size and capturing the need gap in the e-
learning market segment. The market potential across the potential segments such as schools, junior
colleges, degree colleges, post-graduate institutes and corporate training and development, is to be
estimated through this study.
3MRT believes that this e-learning software can find application across various segments of the
society and particularly it would be useful for educational institutes and for corporate training and
development purposes.
The market research will be carried out through survey using questionnaires. A pilot survey is to be
conducted to refine questionnaires before conducting the main survey. The data gathered from the
survey will be analysed.
From the survey, the most preferred titles for InQuizitor are to be found out.
4
3.0 Company analysis and Industry Analysis
Company Analysis
Using a combination of computer gaming and visual software techniques, the company's products
are designed to develop the kinesthetic, visual and linear skills that help learners understand and
retain far more key information in the process of study. With a slogan as that of “making learning
memorable”, the company mainly aims to accelerate the learning process, assist the learner with
achieving higher levels of attainment and improve the overall return on investment on all existing
educational resources.
By helping improve the students' overall attainment, 3MRT software benefits both the awarding
institution and the individual students.
ABOUT 3MRT
3MRT was founded in 2002. It is a privately held company headquartered in Edinburgh, Scotland.
The company also has subsidiaries in Bangalore, India; and Nth Andover, Massachusetts, US. 3MRT
accelerated learning software was first developed and is still used at one of Scotland’s leading
universities, to help undergraduate medical students prepare for medical exams.
3MRT’s partners now include leading publishers, content providers and accreditation bodies and its
software is used in schools, universities, postgraduate education, corporate assessment
programmes, finance and banking, project management, healthcare and defence organisations.
Worldwide, the 3MRT team includes a broad breadth of skill-sets including games designers,
illustrators, web designers, software engineers, project managers, instructional designers, educators
and trainers. 3MRT is nearing a million dollars in turnover in the UK, and hope to touch US$ 6 - 8 m
for 2009.
Products:
3MRT produce software to enable learners to maximise their study potential. These products range
from games based learning products to visual mapping tools. The current product range includes
InQuizitor, a game based curriculum quiz for schools, and a content mapping software called
Thoughtograph and other tools. They also provide e-learning software development services to a
range of customers.
5
Industry Analysis
The nation already has several global e-learning players on its soil. More than half the population of
India today is below 25 years of age and the number of Internet users is growing continuously. This
along with tremendous growth of the economy in the recent past has also helped in the growth of
online education in India.
E-learning in India is especially popular with the young professionals who have joined the work force
quite early but still would like to continue their education that may help them move up their career
ladder quickly and safely. They find online education in India very convenient, as the nature of the
course work does not require them to attend regular classes. Moreover reputed institutes like Indian
Institute of Management, Indian Institute of Technology, Indian Institute of Foreign Trade are today
offering e-learning courses. Thus e-learning in India makes it possible for the learners to pursue their
education from reputed institutes without much hassle.
As consolidation, acquisition, and unification of the Indian e-learning industry churns out, the market
is also widening at its own pace. In the last year alone, the e-learning use has risen by 85percent,
creating history in the space. Like their global counterpart, Indian players too are divided on two
business segments: B2B and B2C. While the B2B has seen an increase in the recent acquisitions and
consolidations that took place in the industry, B2C market is still in the “promising” stage.
Today e-learning is a part of all the businesses. For an enterprise to function effectively, e-learning
has become a basic infrastructure, and e-learning will soon make the transition from being an early
market technology to mainstream technology and product.
The key current trends being observed include interest shown by private equity players in e-learning
market, increase in public private partnerships (PPP), private schools adopting hybrid teaching
model and foreign universities offering online courses to Indian students.
6
4.0 Scope of the Project
Objective
To conduct market research study for finding out the potential across the various target segments
of customers for the launch of e-learning software ‘INQUIZITOR’
This market research study is to be done to find out the potential of business across the selected
target segments. The data obtained from the study is to be analysed and the findings and
recommendations are to be given to help in the launch of this software.
• The awareness level of the general public is not high regarding e-learning. Thus the market
research study is restricted to urban, well-educated young people and families in the upper
middle class.
• The survey is restricted to only the confines of Bangalore city and a pan-India survey is not
possible.
• Most of the schools and colleges are having summer holidays and hence finding students for
our survey is tough.
• Admission process is underway in most of the schools and colleges, and hence getting
appointments with the head of the institutes is tough.
• Reluctance of people at homes to get involved with the survey is a big hindrance.
7
5.0 Methodology adopted
Market Research :
Here, the methodology of the market research can be given in detail as follows :
Pilot Survey and •to be carried out for refining the questionnaires for the main
Analysis survey
8
Roadmap
9
6.0 Logical flow of the Project
The logical flow of the project is as follows
Research Plan
In order to understand the consumer preferences for the e-learning software, the mode of primary
research selected was interview using questionnaire. Through this mode, a general perception of the
preferences of consumers for e-learning can be understood.
Sampling plan
Two main segments of consumers were identified for the survey. The sample size was selected
based on the expected business potential in each segment
Student segment – These include school students (from std. 7th to 10th), junior college
students, undergraduate students and postgraduate students.
Questionnaire design
The questionnaires for the survey were designed keeping in mind the information that would be
needed to launch the product in the Bangalore market such as the price that one would pay for this
software, the level of interest in such an e-learning tool. (Refer appendix for general questionnaire
and student questionnaire.)
Pilot survey of about 50 respondents was carried out. The results of this survey were observed and
the questionnaires were refined for the purpose of the main survey.
Main survey
10
- Outside schools, colleges and summer camps for children
- By visiting the residential areas in Bangalore and interviewing the parents
- By visiting the HR and administrative heads of companies
- By visiting the deans and directors of education institutes
From the data obtained through the survey, the analysis was done and findings from these were
discussed.
11
7.0 Analysis, Findings and Recommendations
Analysis of the General segment
Let us have a look at the age-wise distribution of the general segment respondents
Age groups
41 and above 20 to 25
21% 19%
36 to 40 26 to 30
26% 27%
31 to 35
7%
The general segment has been further divided in two segments and their analysis is as
follows:
41 and
36 to 40 above Working professionals
31 to 35 5% 3%
5%
20 to 25
36%
26 to 30
51%
The analysis of the data gathered from the survey was done. The responses to the major questions
asked in the survey have been given here:
12
What the general public thinks about e-learning?
Majority of the people are aware of e-learning and they find e-learning to be Beneficial, Time-saving
and convenient as the bar graph below shows
25
20
% age
15
10
5
0
For what purpose are computer bases e-learning mainly being used by the general public ?
It can be seen from the graph that people look at e-learning mainly as a tool of learning. They are
still unaware thtat e-learning can be a highly interactive and fun way of revising the subject matter.
Also they are unaware of its usefulness as a performance measurement tool.
60
50
40
% age
30
20
10
0
For learning For For revising For fun Others
measuring and retaining
performance
13
No
10%
Yes
90%
Also, a majority thinks that using gaming can be beneficial for learning as the graph below shows
No
8%
Yes
92%
25
20
percentage
15
10
5
0
14
The respondents also feel that the combination of frequent quizzing along with gaming can lead to
better results.
Yes
89%
The respondents also displayed a high level of interest in trying software which combines quizzing
with games.
Would you be interested in software that has both quizzing and gaming?
No
15%
Yes
85%
The majority of the people felt that the ideal price range of such software should be in the range of
Rs. 100 to Rs. 250.
25
20
percentage
15
10
0
<100 110-150 150-200 200-250 250-300 >300
15
B) General segment - Households and Parents
41 and
above
41%
36 to 40
49%
The analysis of the data gathered from the survey was done. The responses to the major questions
asked in the survey have been given here:
The encouraging information obtained from asking this question is that parents have a positive
outlook towards e-learning. They also find it time-saving and convenient.
50
45
40
percentage
35
30
25
20
15
10
5
0
16
This segment also showed a high level of interest in gaming
No
10%
Yes
90%
The major benefits which they found with using games for learning are better understanding and
improved performance as is evident from the graph below.
40
35
percentage
30
25
20
15
10
5
0
They also felt that frequent quizzes along with gaming can be helpful in learning and showed high
interest in such as software as shown in the pie charts below
Yes Yes
92% 90%
17
This household segment felt that the ideal price range of such software should be in the range of Rs.
100 to Rs. 200.
45
40
35
30
percentage
25
20
15
10
5
0
<100 110-150 150-200 200-250 250-300 >300
According to the general category respondents the following topics /subjects held great interest for
them to be seen as a gaming cum quizzing CD.
General knowledge, etiquette and culture were the highest voted topics in General Topics list.
Finance and Organization Behavior were clear winners in Management Related Topics.
And finally Current affairs and Computer Science were thought out as to haves in the academic list.
Titles Total
General Topics
Indian traffic rules 30
Law 34
Constitution 32
Etiquette and culture 49
General knowledge 51
18
Academic related topics
Mathematics 23
History 33
Social Studies 16
Language 18
Physics 25
Chemistry 17
Biology 13
Electronics 15
Computer Science 42
Geology 8
Geography 14
Current affairs 43
Economics 22
Others(Business management) 1
Most respondents from the general category feel that the concept of a gaming based quiz based on
the current curriculum is good idea.
They feel that topics like general knowledge, etiquette and culture, organization behavior as the
preferred topics they would like to see in this form.
1. We believe that these topics should be developed and stocked in large quantities in
retail shops. Due to the time factor and convenience factor people are more enthusiastic
about learning new things online then go to a regular class.
2. It is imperative that a good promotional effort is made to sell the product to this
segment, because if this segment is impressed with the product, there is high possibility
that they would buy the same for their children.
3. It was noticed that most people feel that the games should be non violent in nature as
they felt that having violent games would be counter-productive to the process of
learning.
4. Most respondents felt that the amount they are willing to pay on such a CD would
depend on need basis, quality that is the authenticity of the quiz material, the content
coverage and lastly the topics themselves.
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5. As this is a new concept in India, the company should get in touch with a marketing
agency once it finalizes the general category topics. The marketing agency will help in
spreading its existence and availability in the market.
6. Various other target groups like coaching institutes; State Government/RTO (for the
purpose of Driving License) can also be targeted.
7. The packaging and branding of the CDs should be eye-catching and appealing.
8. To reach out to a pan-India audience, they should expand their presence in India.
9. Online surveys and promotional activities can be conducted to reach a wider gamut of
audience.
20
Analysis of the student segment
The class-wise distribution of the students segment is as follows:
12%
School students:
PG
21%
21
B. Retention level of students of tough subjects
47
50
45
40
35 30
30
25
20
13
15
8
10
5
0
Responses 60% 70% 80% 90%&abv
40
35
30
25
20
15
10
5
0
Responses 20 percent 30 percent 40 percent 50 percent
18
Yes
81 No
22
E. Usage of e-learning among students
No
42%
Yes
58%
F. Reasons why e-learning tools have not been used till now
20
15 11
10
5 3 3 2
0
Responses No access Never felt Didn’t find found it school,
to the need to it useful very parents
computer use e- unfriendly don’t
and learning encourage
internet to use them
56
60
50
40
25
30
20 12
7
10
0
Responses Quizzing Mind maps Quizzing None of
and gaming them
23
H. Impact of e-learning for improving scores
62
70
60
50
40
30 21
14
20
10
0
Responses Huge impact Decent No impact at
impact all
55
60
38
40
20 6
0
Responses WOW Worth trying Unimpressive
J. Ideal pricing
Ideal Price
44
50 36
40
30 15
20 4
10
0
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K. List of e-learning tools used till now
As the customer base and the product applicability are wide, a separate and concentrated effort in
each of the segment must be made. Our recommendations promote the product thus differ from
each category.
But, the differences in the requirements and expectations from the product make individual efforts
on the promotion strategy a necessity.
1. It is imperative that the decision makers i.e. the school authorities and parents be the ones
to be targeted for at least the initial sales.
2. Conduct live demo in various schools so that the kids can practically appreciate its
effectiveness in learning. This will spur the kids to use InQuizitor for different subjects.
3. Plan for a wide range of topics having limited questions (around 40).
4. The opinion of some parents from the general category has been that games must not be
violent, as InQuizitor aims to accelerate learning.
5. Several schools hand out books on their own to the students just before the term starts. A
few schools can be approached to buy such CDs and give them out along with these books.
6. The company can also form a tie-up with the popular textbook publishers who can sell the
CDs as a part of the books. This will not only reduce the cost of promotion but also provide a
wide reach in terms of the volume of sales.
25
For Junior college student segment:
1. Specific topics (1 or 2) should be chosen and there should be a good amount of questions in
each topic.
2. As these specific segment have a very good idea of what they like and what they don’t, so
the product should have a appealing image and should be positioned in that manner.
3. Heavy promotion is recommended including live demos, and extensive shelf space in big
retail shops like Landmark, Crossword etc.
4. Another approach is to target the big organized coaching centres, sell them the whole
software and offer the CDs to their students.
1. This particular set of students is well aware of the various e-learning products available, so it
becomes necessary to tap the education institutions rather than the individuals themselves.
2. The product has to be value for money proposition and it must host as many a number of
questions as possible and the content to be of great importance.
1. Choose one or two topics and provide good quality questions so that word -of-mouth
publicity is also achieved.
Special recommendation
The most important suggestion of all that we feel about the student segment as a target market is
that, selling efforts must also be concentrated on those students who appear for the various
competitive exams like IIT-JEE, CAT-IIM’s, etc. They would be more appreciative of the product as
time management is of great need for these exams and as InQuizitor caters to this need, we hope
this will prove to be a booming area of business.
26
8.0 Benefits as a student of management
The benefits to me as a management student are :
• The preferences of the general public and certain segments of users such as schools,
institutes were understood. This will help in taking the right business decisions for the
launch of ‘InQuizitor’.
• The research report gives a foundation on which the business plan for launch of the e-
learning tool ‘InQuizitor’ can be made.
• The research was able to fulfil its major objective of finding potential target groups for our
project.
• Actively participated in the brainstorming sessions when coming up with the research
methodology for the survey and sampling plan
• Co-ordination of activities of field work
• Provided the necessary support to team members whenever needed
• Took initiative in setting weekly targets and achieving them and thus keeping a track of the
progress
• Maintained a flow of communication within the team so as to have everyone in the team at
the same level of understanding
27
10.0 Relevant Literature Reviewed and Bibliography
1. 3MRT website : www.3mrt.com
A lot of secondary data has been obtained from the website of the company
2. Wikipedia (www.wikipedia.com)
The articles available on Wikipedia on the topics of e-learning and gaming based softwares
have been referred
28
11.0 Annexure
Questionnaires used for the survey
1) General Questionnaire
Dear Sir/Madam,
We are going to do a brief survey to find out more about consumer preferences regarding e-learning
software. We would be grateful if you could spare a few minutes to participate in it.
Thank you for your cooperation.
Name : ___________________________________________________________________________________
Age : ___________________________________________________________________________________
Occupation : ___________________________________________________________________________________
Marital status : _________________________________________________________________________________
No. of children : _________________________________________________________________________________
Age of children : ________________________________________________________________________________
Q1. What do you think about Online / Computer based training (CBT)? (Tick appropriate boxes)
1 Beneficial 6 Unfriendly
2 Time-saving 7 Complicated
3 Convenient 8 Interesting
29
Q5. What do you think are the advantages of using gaming for learning?
Sl No Advantages Sl No Advantages
4 fun learning
Q6. Do you think frequent quizzing and gaming will help in learning?
A. Yes B. No
Q7. Would you be interested in software that have both learning and gaming?
A. Yes B. No
Q8. How much would you want to pay for such software?
1. <100
2. 100-150
3. 150-200
4. 200-250
5. 250-300
6. >300
30
2) Questionnaire for students
1. Name :
2. Name of the school/college:
3. Currently which course are you pursuing:
4. Which are the subjects you find difficult to remember and what is the difficulty level:
Difficulty level:
1 - Extremely Difficult, 2 - Very Difficult, 3 - Difficult, 4 - Slightly Difficult
5. What do you think is your % of retention of those subjects which you find easy
a) 60%
b) 70%
c) 80%
d) 90% and above
7. Which of the following methods will appeal to you the most regarding revision of the subjects
which you find tough
a) CBTs (Computer based testing)
b) Gaming
c) Quizzing
d) Quizzing and gaming
e) None of the above
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8. Have you ever used e-learning tools for your academic purpose
a) Yes
b) No
10. How much impact do you think e-learning tools can make in improving your scores
a) Huge impact
b) Decent impact
c) No impact at all
11. INQUIZITOR is an e-learning tool which combines Quizzes with Gaming. It is a perfect way to revise
your various tough subjects, in a fun manner. How much appealing does it sound to you?
10. WOW!
11. Worth trying
12. Unimpressive
12. How much should be the ideal price of one CD according to you
a) 100-125
b) 125-175
c) 175-250
d) > 250
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List of possible titles
General Academic
17. Biology
23. Economics
33