Gamification + Learning with Education.com
Representation:
A large portion of Education.com’s market is homeschooled students, so we travelled across the Untied States having students use the software in the home the way they naturally would.
Methodology:
When researchers left the room, we could see young students becoming lost in the software without an adult to guide them back to the “right lesson.”
Iteration:
We built 15 paper prototype games with students using Powerpoint that we had them use over the internet. Based on the children’s feedback, we would remove, iterate, and add to these games. By the end, students were saying these games were their favorite games.
Outcome:
Education.com now has a rubric and clear design direction on how to make games that students would ask to keep coming back to again and again. You can read about our open-source rubric here: Gamification Rubric .