Industry

Education

Client

Masters Thesis

Math-Master Mobile App Design

Main Project Image
Main Project Image
Main Project Image

My Team

Fotios S (Project Supervisor)

Tools

Figma, Maze, Google meet Google sheets

Timeline

10-12 weeks (From Idea to Delivery)

Enhancing University Math Education: Exploring the Impact of Gamification on Student Engagement and Learning!

Brief

The Math Master App is a high-fidelity, gamified learning platform designed to transform university-level mathematics education. This innovative app integrates game-like elements to enhance usability and student motivation, making complex mathematical concepts engaging.

Problem

In my dissertation, I addressed the widespread disinterest among students toward mathematics, a subject essential yet often approached with reluctance. After reviewing over 20+ research papers, I confirmed that many students engage with math mechanically, merely to fulfil academic requirements. This insight led me to explore gamification as a potential solution to enhance student engagement and make math learning more interactive and enjoyable. Using tools like user personas and journey mapping, I identified key pain points in traditional math education and developed gamified strategies aimed at transforming the student learning experience.

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Project Goals

  1. Enhance Engagement: To increase student interest and participation in mathematics by integrating gamification techniques that make learning more interactive and enjoyable.

  2. Improve Learning Outcomes: To use gamified elements effectively to deepen understanding and retention of mathematical concepts among university students.

  3. Optimize User Experience: To design a user-friendly interface that supports the educational goals through intuitive navigation and engaging content delivery.

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Research insights

Through extensive literature review and user interviews conducted via Google Meet, I gathered significant insights into the challenges and perceptions surrounding university-level mathematics education. Data organization and analysis were performed using google sheets. This comprehensive research confirmed a general disinterest in traditional math learning methods among students and highlighted the potential for gamification to make learning more dynamic and engaging.

Ideation Process

During the ideation phase of the project, I employed a variety of creative exercises to bridge the gap between the initial research findings and the design of the gamified learning platform. This included:

  1. Creating detailed user personas and journey maps to visualize the diverse needs and experiences of students.

  2. Storyboarding and scenario development to explore how gamified elements could be integrated into the learning experience.

  3. Sketching and wireframing various design concepts, which helped in experimenting with different layouts and gamification strategies such as points, badges, and leader boards.

Each step was iterative, involving feedback loops with project supervisor to refine the concepts continually. This collaborative approach ensured that the solutions were not only innovative but also aligned with the real needs of students, aiming to make their learning experience both enjoyable and effective.

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Prototyping

After defining the project's direction through ideation, I moved into the prototyping phase. Utilizing tools like Figma, After effects I developed a series of interactive high-fidelity prototypes that brought the gamified learning concepts to life. This phase included:

  1. Interactive elements: Implementing game mechanics such as scoring systems, progress tracking, and rewards to enhance engagement and motivation.

  2. Responsive design: Ensuring the prototype was accessible and effective across various devices, considering students often switch between devices.

  3. User interface: Crafting an intuitive and appealing interface that facilitates easy navigation and minimizes cognitive load, making it easier for students to focus on learning.

Throughout the prototyping process, I conducted several rounds of user testing with 10+ students to gather feedback and make iterative improvements. For which I used Maze usability testing tool and google meet .This feedback was crucial in refining the user experience and ensuring the final product would effectively meet the educational goals.

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Completing this project provided valuable insights into the intersection of gamification and education. Throughout the development, user feedback and usability testing were instrumental in shaping the final product. Although feedback varied, the Maze usability testing software revealed that despite differing opinions, the overall usability scores were consistently high, indicating a positive reception to the gamified features.

The project notably improved student engagement, as confirmed by user feedback. However, the limited sample size was a constraint, and with more resources, I would aim for broader testing to validate the design with a larger group of users. This would ensure the findings are robust and widely applicable. This experience has been immensely educational, teaching me the importance of iterative design and comprehensive user testing. I received distinctions from three different examiners, validating the quality and impact of my work. The project not only enhanced my skills in time management and user-centered design but also emphasized the critical role of continuous feedback in creating effective educational tools.

2024 © Yatish.in

2024 © Yatish.in

2024 © Yatish.in