Web App

Web App

Uplift K-12 - Lesson Gamification

Uplift K-12 - Lesson Gamification

Web App

Web App

Uplift K-12 - Lesson Gamification

Uplift K-12 - Lesson Gamification

Project Overview

Uplift K12 is a TechEd Whiteboard tool for K-12 students to interact with tutors and learn math through digital games and activities. Our project aims to enhance the experience by making it more appealing and engaging for both tutors and students.

Project Overview

Uplift K12 is a TechEd Whiteboard tool for K-12 students to interact with tutors and learn math through digital games and activities. Our project aims to enhance the experience by making it more appealing and engaging for both tutors and students.

Project Overview

Uplift K12 is a TechEd Whiteboard tool for K-12 students to interact with tutors and learn math through digital games and activities. Our project aims to enhance the experience by making it more appealing and engaging for both tutors and students.

Project Goals

Copy for a feature section of a website should be concise, engaging, and clearly communicate the value proposition of the product or service being highlighted.

Project Goals

Copy for a feature section of a website should be concise, engaging, and clearly communicate the value proposition of the product or service being highlighted.

Project Goals

Copy for a feature section of a website should be concise, engaging, and clearly communicate the value proposition of the product or service being highlighted.

Dividing into two teams

Following initial research, we divided into two separate sub-groups to address the two separate project goals. To solve the gamification task, I was part of a team of five. Each day, both teams met to discuss the design process and any difficulties we faced during our project.

Identifying Challenges

In our existing tutoring platform, the intent to gamify the learning experience was present but not successfully implemented. As a result, both tutors and students faced a lackluster educational environment, lacking in elements that make learning fun and engaging. This shortfall not only affected the overall teaching experience but also dampened student enthusiasm and participation. Recognizing this gap, our objective was to transform the platform into a vibrant, gamified learning space. The central question we aimed to address was: How can we successfully implement a gamified system to create a fun and effective teaching and learning experience for tutors and students?

Our Solution

We need to create a game-based learning experience with consistent gamification strategies for positive behavior, self-esteem, and a safe environment embracing student mistakes.

Exploring the current website

We conducted a heuristic evaluation of the Uplift K12 website to improve usability and identify design gaps, focusing on interface effectiveness and user experience for our prototype design.

What is the purpose of
earning gems?

Lorem ipsum dolor sit amet, consectetur adipiscing elit.

Not clear student reward
system

Lorem ipsum dolor sit amet, consectetur adipiscing elit.

Limited and non inclusive
student avatars

Lorem ipsum dolor sit amet, consectetur adipiscing elit.

Research Process

Uplift K12 is a TechEd Whiteboard tool for K-12 students to interact with tutors and learn math through digital games and activities. Our project aims to enhance the experience by making it more appealing and engaging for both tutors and students.

Research Process

Uplift K12 is a TechEd Whiteboard tool for K-12 students to interact with tutors and learn math through digital games and activities. Our project aims to enhance the experience by making it more appealing and engaging for both tutors and students.

Research Process

Uplift K12 is a TechEd Whiteboard tool for K-12 students to interact with tutors and learn math through digital games and activities. Our project aims to enhance the experience by making it more appealing and engaging for both tutors and students.

Mapping our interview key insights

We held a collaborative design lab to analyze research observations from interviews, using an affinity map divided into Lesson Packaging, Gamification, and a Mutual section. Here are some "I" statements related to lesson gamification from the mapping exercise.

I want to use external tools to motivate students individually and make them excited about the next lesson.

I want to prevent student disengagement from gamified lessons caused by disappointment.

I need to ensure students' engagement and alignment of incentives throughout the lesson.

Playing with Sketches

Based on our findings, we decided to do an Ideation Workshop. This will help us figure out what we want our design to look like by finding common ideas that everyone agrees on - it's a simple way to make sure we're all on the same page.

Usability Testing

What we found out?

We conducted usability tests with current platform users, our objective was to observe users using the newly designed reward system, and identify any potential pain points or stumbling blocks.

Similiar icons caused confusion

60% of users were confused over two similar video icons for two separate functions.

Signifiers cause user uncertainty

100% of users indicated signifiers of the selected badges were not fun and motivating enough.

Missing colors on CTA buttons

80% of users hesitated to click on CTA buttons, causing slower responses and less interaction.

Final Design

Teacher Whiteboard

The new whiteboard enhances education with interactive features like motivational stickers. It also includes a Pomodoro timer, notes, and a to-do list for efficient organization. This fun, engaging approach keeps students motivated and captivated in their learning experience.

Did you know?

Did you know?

The Pomodoro timer is a helpful time management tool for teachers and students. It helps manage time, fosters focus, encourages breaks, and promotes collaboration in the classroom.

The Pomodoro timer is a helpful time management tool for teachers and students. It helps manage time, fosters focus, encourages breaks, and promotes collaboration in the classroom.

Rewards

After the lesson, teachers can award badges and personal notes, leveraging human psychology to boost students' sense of achievement and motivation for ongoing learning.

Student Whiteboard

The new student whiteboard enables students to utilize manipulatives and tools during class, monitor their progress, and engage in group learning by expressing themselves with reaction options.

Student Dashboard

After logging in, students can choose an avatar and indicate their current mood, then access a customized dashboard to review activities and earned badges. This enhances their motivation and makes learning more enjoyable.

Creating a Colorful and Inclusive Classroom


I Illustrated a set of inclusive student avatars to create a more welcoming and representative learning environment for all students.

Final Thoughts

Copy for a feature section of a website should be concise, engaging, and clearly communicate the value proposition of the product or service being highlighted.

(C) 2023 CRAFTED WITH ❤️ & 🍵 BY SHANI SINGH

(C) 2023 CRAFTED WITH ❤️ & 🍵 BY SHANI SINGH

(C) 2023 CRAFTED WITH ❤️ & 🍵 BY SHANI SINGH