Balancing Engagement and Expectations in an Educational Game

Capstone TEAM

Design Lead(Me), 4 Product Designers

My responsibility

Product Design, UX Research

TIMELINE

6 Weeks, 2024

Summary

Faced with conflicting feedback from clients and users about the in-game currency system in an educational math game for K-5, I designed an optimized reward system that balanced child engagement with parental approval. This solution led to a 85% increase in parental satisfaction rates.

Context

Mathventures is a K-5 math game designed to make learning math engaging and fun.

Our team inherited the project from a previous capstone group that had already developed an engaging game experience.

Problem

Clients and users hold contrasting views on the current in-game currency system.

challenge

How can we redesign the reward system to maintain engagement while addressing parental concerns?

Research

I conducted focus group interview with nine kids aged 7 to 12 to understand their perspectives on game reward systems.

Key Takeaways

📊 Visible Progress Boosts Motivation

Kids stay engaged when they see their growth through progress bars, badges, or milestones.

🎁 Frequent Rewards Sustain Engagement

Frequent, tangible rewards (stickers, unlockables) reinforce positive behavior and sustain engagement.

🎨 Personalization Enhances Enjoyment

Customizing characters, themes, or difficulty levels gives kids a sense of ownership and excitement.

Activity 1: Line judging

We used a physical Likert scale where children physically positioned themselves along a green line to indicate preference between two reward system concepts. This interactive method encouraged independent decision-making and reduced peer influence.

Activity 2: Design journal

Children sketched or wrote about their dream reward system, providing us with direct insights into their creative preferences.

Ideate

Before designing solutions, we mapped the entire user journey to pinpoint friction points and opportunities for improvement in the current coin-based system.

Idea 1.0: Remove Coins – Direct Rewards

Instead of earning coins, children directly receive rewards (e.g., furniture to decorate their virtual room).

✅ Encourages engagement
❌ Lacks personalization

We brainstormed and later settled on four game mechanics anticipated to enhance our game experience: XP (Experience Points) & Level Up, Collectibles, and Power-Ups.

‍I suggested postponing the development of Power-Ups—bonus items for leveling up or providing hints—given our goal of delivering a MVP prototype for quick user testing. Introducing Power-Ups would have added unnecessary complexity and exceeded our development timeline. The team agreed after discussion.

Idea 1.1: Remove Coins – Introduce Choice in Rewards

Instead of randomly assigning rewards, children select their prize from multiple options.

✅ Enhances personalization & Maintains engagement

We brainstormed and later settled on four game mechanics anticipated to enhance our game experience: XP (Experience Points) & Level Up, Collectibles, and Power-Ups.

‍I suggested postponing the development of Power-Ups—bonus items for leveling up or providing hints—given our goal of delivering a MVP prototype for quick user testing. Introducing Power-Ups would have added unnecessary complexity and exceeded our development timeline. The team agreed after discussion.

Idea 2.0: Replace Coins with XP (Experience Points)

Children earn XP instead of coins, leveling up to unlock new rewards.

✅ Strengthens progress tracking
❌ Reduces reward frequency, potentially decreasing motivation

Final Solution: A Hybrid System

After team discussions and research validation, we combined the best aspects of each idea:

✅ XP & Leveling Up → Provides progress tracking
‍
✅ Collectibles & Choice → Ensures engagement & personalization

Iterate

XP bar

Through a quick usability test with children, we confirmed that the numbered XP bar was significantly clearer, helping users understand their progression better.

Collectibles

Initially, we considered granting one reward per completed game, but user interviews revealed that children preferred having choices. We iterated to a three-option selection system, enhancing engagement.

Bonus Stages

By adding a bonus stage to the map, users will sometimes have multiple options. To clarify the available choices, we decided to make the areas that users cannot access black-and-white, while the options will remain colored.

Design

Part 1 - Challenges & Prizes

XP serves as a measure of player progress and development within the game.

Part 2 - Prizes & Customization

Collectibles are decorative items users earn by finishing games.

Part 3 - Choices & Challenges

Bonus Stages are optional, harder challenges on the map, rewarding successful players with Collectibles.

Contents

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