What Are the Top 7 KPIs for a Virtual Reality-Based Learning Platform Business?

Apr 6, 2025

As virtual reality-based learning platforms continue to reshape the education and training landscape, it's essential for businesses in artisan marketplaces to stay ahead of the curve by tracking the right Key Performance Indicators (KPIs). By understanding the unique metrics that drive success in this industry, small business owners and artisans can gain valuable insights into their marketplace performance and make informed decisions to drive growth and success. In this blog post, we will explore seven industry-specific KPIs that are crucial for measuring the effectiveness and impact of virtual reality-based learning platforms in artisan marketplaces, offering valuable insights for businesses looking to thrive in this dynamic and competitive space.

Seven Core KPIs to Track

  • User Engagement Time
  • Completion Rate of VR Modules
  • Post-Session Knowledge Retention Score
  • VR Content Accessibility Index
  • User Satisfaction Rating
  • Monthly Active Users (MAU) in VR Platform
  • Conversion Rate from Free Trial to Paid Subscription

User Engagement Time

Definition

User Engagement Time is a crucial KPI that measures the amount of time users spend actively interacting with the VR-based learning platform. This KPI is essential for assessing the level of engagement and the effectiveness of the learning material in capturing and maintaining users' attention. It is critical to measure because the longer the users are engaged with the content, the higher the likelihood of successful knowledge retention, skill development, and overall educational outcomes.

How To Calculate

User Engagement Time is calculated by dividing the total time spent actively engaging with the VR content by the total number of users. The formula takes into account the duration of user interaction with the learning material and provides valuable insight into the average engagement time per user.

User Engagement Time = Total Time Spent Engaging / Total Number of Users

Example

For example, if a group of 100 students spends a total of 10,000 hours engaging with the VR learning platform over the course of a month, the User Engagement Time can be calculated as follows: User Engagement Time = 10,000 hours / 100 users = 100 hours per user

Benefits and Limitations

The benefit of measuring User Engagement Time lies in its ability to offer insights into the effectiveness of the VR-based learning platform in capturing and maintaining users' attention. However, it is essential to consider that while higher engagement time typically indicates more effective learning experiences, it is not always a guarantee of quality or depth of understanding.

Industry Benchmarks

In the US, the average User Engagement Time for virtual reality educational platforms varies by industry. For K-12 educational institutions, an average User Engagement Time of 60-90 minutes per week per student is considered typical, with above-average demonstrating 90-120 minutes and exceptional exceeding 120 minutes.

Tips and Tricks

  • Implement interactive and immersive VR experiences to keep users engaged
  • Regularly update content to maintain user interest and prevent stagnation
  • Use gamification elements to incentivize active participation and extended engagement
  • Monitor and analyze user feedback to continually improve the platform's engagement features

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Completion Rate of VR Modules

Definition

The completion rate of VR modules is a key performance indicator that measures the percentage of students who successfully finish a virtual reality-based learning module. This ratio is critical to measure because it provides insight into the effectiveness and engagement of VR learning experiences. In a business context, tracking the completion rate of VR modules is essential for understanding the impact of immersive technology on educational outcomes and ensuring that the investment in VR content creation is yielding positive results. This KPI is critical to measure as it directly impacts the business performance by indicating the level of student engagement, the quality of VR content, and the overall effectiveness of the learning platform. It matters because a low completion rate may indicate that the content is not resonating with students, leading to a need for reevaluation and improvement.

How To Calculate

The completion rate of VR modules is calculated by dividing the number of students who successfully complete a VR module by the total number of students who started the module, and then multiplying the result by 100 to obtain a percentage. The formula for this KPI is as follows:

Completion Rate = (Number of Students Who Completed VR Module / Total Number of Students Who Started VR Module) x 100

Example

For example, if a VR module on a specific topic has 150 students who started the module, and out of those, 120 successfully completed it, the completion rate would be calculated as follows:

Completion Rate = (120 / 150) x 100 = 80%

Therefore, the completion rate for this VR module is 80%.

Benefits and Limitations

The completion rate of VR modules provides a direct measure of student engagement and the effectiveness of VR learning experiences. A high completion rate indicates that students are actively participating and finding value in the VR modules. However, a potential limitation is that this KPI alone does not provide insights into the quality of learning outcomes or the extent of knowledge retention.

Industry Benchmarks

Industry benchmarks for the completion rate of VR modules in the US context can vary depending on the specific educational sector. However, in K-12 education, a typical benchmark is a completion rate of 70-80%, with an above-average performance considered to be 80-90%. Exceptional performance would be reflected in a completion rate of over 90%.

Tips and Tricks

  • Regularly analyze the completion rates of VR modules to identify trends and patterns.
  • Seek feedback from students to understand factors influencing completion rates.
  • Create engaging and interactive VR content to enhance completion rates.
  • Provide additional support and resources for students who may be struggling with VR modules.

Post-Session Knowledge Retention Score

Definition

The Post-Session Knowledge Retention Score KPI measures the percentage of information retained by learners after engaging with educational content through the VR-based learning platform. This ratio is critical to measure as it directly reflects the effectiveness of the immersive experiences in facilitating deep learning and retention. In the business context, this KPI is important as it provides insights into the impact of the VR platform on educational outcomes and overall performance. It matters because it allows educational institutions, organizations, and learners to assess the effectiveness of the VR-based learning experiences and make informed decisions about the content and delivery methods.

How To Calculate

The formula for calculating the Post-Session Knowledge Retention Score KPI involves determining the percentage of information retained by learners after engaging with VR-based educational content. This can be achieved by dividing the total amount of information retained by learners by the total amount of information presented and then multiplying the result by 100 to obtain the percentage.
Post-Session Knowledge Retention Score = (Information Retained / Information Presented) * 100

Example

For example, if a group of students engages with a VR simulation that presents 100 units of information and retains 80 units of information after the session, the Post-Session Knowledge Retention Score would be calculated as (80 / 100) * 100 = 80%. This indicates that the learners retained 80% of the information presented through the VR-based educational content.

Benefits and Limitations

The advantage of using the Post-Session Knowledge Retention Score KPI effectively is that it provides valuable insights into the effectiveness of the VR-based learning platform in facilitating information retention, enabling educators and organizations to optimize content and delivery methods for enhanced learning outcomes. However, a potential limitation is that the KPI may not account for individual differences in retention, as some learners may naturally retain information better than others.

Industry Benchmarks

In the US context, typical performance levels for the Post-Session Knowledge Retention Score KPI in the education industry range from 70% to 80%, reflecting the average percentage of information retained by learners after engaging with VR-based educational content. Above-average performance is considered to be in the range of 80% to 90%, while exceptional performance levels exceed 90%.

Tips and Tricks

  • Regularly assess and analyze the Post-Session Knowledge Retention Score to identify areas for improvement in VR-based educational content.
  • Implement interactive and engaging VR experiences to enhance information retention among learners.
  • Offer supplemental resources and reinforcement activities to support knowledge retention beyond VR sessions.

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VR Content Accessibility Index

Definition

The VR Content Accessibility Index is a key performance indicator that measures the extent to which the content on a virtual reality-based learning platform is easily accessible to users. This KPI is critical to measure because it reflects the platform's ability to reach and engage its target audience. In the business context, the VR Content Accessibility Index is important as it directly impacts user experience, engagement, and ultimately the success of the platform. By measuring this KPI, businesses can gain insights into the level of accessibility of their VR content and make informed decisions to improve it, resulting in better user satisfaction and increased usage.

How To Calculate

The formula to calculate the VR Content Accessibility Index is the ratio of the number of users who can access the VR content to the total number of potential users, multiplied by 100 to express it as a percentage. The numerator represents the accessible users, while the denominator represents the total potential user base. By calculating this ratio, businesses can understand the percentage of users who can access the content, providing valuable insights into the accessibility of the platform's VR content.

VR Content Accessibility Index = (Number of Accessible Users / Total Potential Users) x 100

Example

For example, if a virtual reality-based learning platform has 750,000 potential users and 600,000 of them can access the VR content, the VR Content Accessibility Index would be calculated as follows: VR Content Accessibility Index = (600,000 / 750,000) x 100 = 80%. This means that 80% of the potential users are able to access the VR content on the platform.

Benefits and Limitations

The VR Content Accessibility Index allows businesses to understand how accessible their VR content is, leading to improvements in user experience, engagement, and platform success. However, it's important to note that this KPI may not take into account the quality of the user experience or the level of engagement, focusing solely on accessibility.

Industry Benchmarks

According to industry benchmarks in the US, a VR Content Accessibility Index of 80% or above is considered typical for virtual reality-based learning platforms. Above-average performance in this KPI would be reflected in values exceeding 90%, while exceptional performance would be demonstrated by a VR Content Accessibility Index of 95% or higher.

Tips and Tricks

  • Regularly conduct usability testing to identify and address any accessibility barriers.
  • Optimize VR content for different devices and platforms to maximize accessibility.
  • Seek feedback from users to understand their accessibility needs and make necessary adjustments.
  • Invest in accessibility features and tools to enhance the overall user experience.

User Satisfaction Rating

Definition

The User Satisfaction Rating KPI measures the overall satisfaction of users with the VR-based learning platform. This ratio is critical to measure as it indicates the effectiveness of the platform in delivering engaging and interactive educational experiences. In a business context, user satisfaction directly impacts customer retention, word-of-mouth referrals, and the overall success of the platform. A high user satisfaction rating indicates that the platform is meeting the needs and expectations of its users, resulting in positive outcomes for the business.

How To Calculate

The User Satisfaction Rating can be calculated by obtaining feedback from users through surveys, interviews, or direct feedback mechanisms. The formula entails aggregating the positive responses and dividing it by the total number of responses, then multiplying the result by 100 to obtain a percentage.

User Satisfaction Rating = (Number of Positive Responses / Total Number of Responses) * 100

Example

For example, if 75 out of 100 users provide positive feedback on the VR-based learning platform, the User Satisfaction Rating would be calculated as (75/100) * 100, resulting in a score of 75%.

Benefits and Limitations

The main benefit of measuring User Satisfaction Rating is that it provides valuable insights into how well the platform is meeting user needs, allowing for targeted improvements to enhance the overall user experience. However, a potential limitation is that it may not capture the full spectrum of user feedback and sentiments, as some users may not actively provide feedback, leading to potential bias in the results.

Industry Benchmarks

According to industry benchmarks in the US, a typical User Satisfaction Rating for virtual reality-based learning platforms falls between 70-80%, with above-average performance reaching 80-90% and exceptional performance exceeding 90%. These benchmarks serve as a guideline for evaluating the platform's user satisfaction relative to industry standards.

Tips and Tricks

  • Regularly solicit user feedback through surveys and other feedback mechanisms to gauge satisfaction levels.
  • Use feedback data to identify trends and areas for improvement, then take proactive measures to address user concerns.
  • Showcase success stories and testimonials from satisfied users to boost confidence and trust in the platform.

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Monthly Active Users (MAU) in VR Platform

Definition

Monthly Active Users (MAU) in the VR platform refers to the number of unique users who engage with the virtual reality-based learning content within a given month. This KPI is critical to measure as it provides insight into the level of user adoption and engagement with the VR educational platform. In the business context, MAU in the VR platform is essential for understanding the platform's popularity, user retention, and overall growth trajectory. It impacts business performance by indicating the effectiveness of the platform in capturing and maintaining user interest. The higher the MAU, the greater the potential for revenue generation, customer satisfaction, and long-term success.

How To Calculate

The formula for calculating MAU in the VR platform is relatively straightforward. It involves counting the number of unique users who interact with the platform during a specific month. This can be achieved by tracking user logins, session duration, or specific interactions within the VR environment. Each component of the formula contributes to the overall calculation by providing an accurate representation of user activity and engagement levels.

MAU = Unique users engaging with VR platform in a given month

Example

For example, if ImmersiLearn has 1,500 unique users who actively engage with the VR platform in the month of September, the MAU for that month would be 1,500. This illustrates how the formula is applied in a real-world scenario, demonstrating the calculation of MAU based on actual user data.

Benefits and Limitations

The advantage of measuring MAU in the VR platform is that it provides a clear indication of user involvement and interest in the educational content. However, a limitation of this KPI is that it does not reveal the depth of user engagement or the quality of interactions within the platform, which can impact the overall educational outcomes.

Industry Benchmarks

Within the US context, typical industry benchmarks for MAU in VR platforms vary depending on the specific educational sector. However, for virtual reality-based learning platforms, typical MAU benchmarks range from 50,000 to 100,000 users for above-average performance, while exceptional platforms may exceed 250,000 users per month.

Tips and Tricks

  • Implement targeted marketing and outreach strategies to increase user acquisition and retention.
  • Enhance the platform's content and features based on user feedback and behavior analysis.
  • Offer incentives or rewards for consistent platform engagement to drive higher MAU.

Conversion Rate from Free Trial to Paid Subscription

Definition

The Conversion Rate from Free Trial to Paid Subscription is a key performance indicator that measures the percentage of free trial users who convert to paying customers. This ratio is crucial to measure as it directly reflects the effectiveness of the free trial in persuading users to commit to a paid subscription. In the business context, this KPI is critical to assess the success of the free trial as a marketing and sales tool, as well as the overall appeal and value perception of the product or service. A high conversion rate indicates that the free trial is effectively converting potential customers, leading to increased revenue and growth. On the other hand, a low conversion rate signals potential issues with the product offering, user experience, or the marketing and sales strategy. Therefore, measuring this KPI is essential in understanding how well the free trial is performing in driving business growth and sustainability.

How To Calculate

The formula for calculating the Conversion Rate from Free Trial to Paid Subscription is as follows:
Conversion Rate = (Number of Paid Subscriptions / Number of Free Trial Users) x 100
To calculate the conversion rate, the number of paid subscriptions resulting from the free trial is divided by the total number of free trial users, and then multiplied by 100 to obtain the percentage.

Example

For example, if a virtual reality learning platform like ImmersiLearn has 500 free trial users, and 100 of them convert to paid subscriptions, the conversion rate can be calculated as follows: Conversion Rate = (100 / 500) x 100 = 20% This means that 20% of the free trial users converted to paid subscriptions.

Benefits and Limitations

Effective measurement of the Conversion Rate from Free Trial to Paid Subscription provides valuable insights into the success of the free trial as a customer acquisition channel and the overall product-market fit. It helps businesses to optimize their free trial offerings, messaging, and user experience to boost conversion rates and drive revenue growth. However, as a standalone KPI, it may not provide a complete picture of the underlying reasons for high or low conversion rates, and businesses should consider additional qualitative and quantitative data to gain deeper insights.

Industry Benchmarks

In the US context, the average Conversion Rate from Free Trial to Paid Subscription varies across industries, with typical benchmarks ranging from 15% to 30%. Above-average performance levels may reach 40% or higher, while exceptional performance might achieve conversion rates of 50% or more. These benchmarks are particularly relevant for subscription-based platforms, including educational technology and e-learning solutions.

Tips and Tricks

  • Offer a compelling and valuable free trial experience that clearly showcases the benefits of the paid subscription.
  • Implement targeted email marketing campaigns to engage free trial users and encourage conversion.
  • Leverage customer testimonials and success stories to build trust and credibility, influencing free trial users to convert to paid subscriptions.
  • Continuously analyze and optimize the free trial process based on user feedback and behavior to improve conversion rates.

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