According to the U.S. National Center for Education Statistics (NCES), 34% of fourth grade students are below basic reading level, and another 31% are below the proficient reading level. A child who struggles with literacy will suffer negative effects well into adulthood. Often, the causes of illiteracy are external, such as socioeconomic disparity and poor access to resources.
How can we support young learners to independently navigate and be successful in their literary education? My mission statement:
“I believe that an immersive, gamefied learning environment gives students the ability to become self-directed in their exploration of a language."
My Role:
I worked on this project alone and was fully responsible for all roles. Roles include:
• Management (weekly reviews and task organization)
• User Research & Analysis (user interviews, white paper research)
• Ideation (storyboards, journey maps)
• Design (wireframing, branding, UI design)
• Lo and Hi-fidelity Prototyping (flow and interactions)
• Usability Testing (iterative design)
Project Title:
Exploratory Literacy Education App
Purpose:
Conceptualizing a gamefied literacy education app for sixth grade students in the USA
Client:
Job Interview Assignment
Timeline:
Four days
Task:
- Create a basic application user flow
- Create three wireframes
- Enable a parent/teacher to monitor progress
Due to the time constraint of this project, User Interviews were limited to two subjects:
Takeaways:
Two User Personas were generated based on these interviews, and a third persona was synthesized from my personal experience as a second-language instructor and the insights I gathered from white paper research.
Rosa represents a student who is not a native-speaker of English. According to the NCES, about 35% of low-literacy adults are citizens born outside of the United States.
Rosa needs:
English is his first language, but classroom environments don't interest him much. His parents support him by offering external incentives if he gets good grades.
Connor needs:
A little outside our target age-group, Avery was able to articulate and self-reflect in ways younger students cannot. She's a self-motivated student who is close to her teachers.
Avery Needs:
The design should support all four language skills in the context of literacy. Some notable design considerations include:
I analyzed several "edutainment" products, including vintage classics like Amazon River and Carmen Sandiego, and newer developments like Blooket and Game Builder Garage. In newer games, there was a sense of energy, surprise, and tactility. Anthropomorphism of concepts was also prevalent.
“As a player, I want learning to feel like exploring the world, and I want lessons to be delightful surprises."
Students like to feel like their hard work is adding up to something.
Skill trees, gathering collectables, and unlocking new arenas are ways we can incentivize students in their work.
I decided to limit the wireframe to low fidelity for three reasons:
Students learn something better when they can manipulate it in their hands. Incorporating gestures such as swiping, drawing, handwriting, and even rotation can keep things fresh.
1/6
When it comes to school, a lot of what students do is mandated to them by parents, teachers, and coaches. Without the freedom to explore their own skills and preferences, children are deprived of the opportunity to become self-motivated. My mission is to help students explore without feeling the pressure to perform.
As a former teacher, it's hard not to approach this project from a purely adult perspective. The traditional model of "I do, we do, you do" is an ingrained habit, and I sometimes find myself focusing on the procedure of teaching rather than the experience of learning.
Instead of thinking like a teacher, I need to think more like a learner.
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