Learning Launch

Challenge

As lead of the development team for new EdTech solutions, I had a new project in hand to

take advantage of different educational resources that we had generated and to be able to

sell them to users, so that they could use and learn them using gamification techniques.

The project should consist of an itinerary through which the user would navigate performing

different types of tasks, for which they would receive a certain score. The higher your

accumulated score (for having performed more tasks correctly), the higher the level you

would reach and the greater number of prizes.

This project was to be carried out with the educational resources already available and in a

period of about 3 months.

Selection

Given that we already had some idea of how the project structure should be, we thought that

the best tool to validate our project and our hypotheses in this regard was to use the

Learning Launch tool.

Application

Our first task was to prove that access to the platform, user registration and desktop access

was simple and fluid enough for our users, since the age card was between 6 and 16 years

old.

For them, we selected 3 groups of users, each of which had a predefined age range (6-9,

10-12, 13-16) and we asked them to register on the platform, observing at all times the

difficulties that they could introduce oneself.

The second task consisted of these same groups accessing the different educational

activities, performing them and obtaining a score.

Finally, the third task consisted of observing if they were able to access and use the section

of the platform in which the achievements of each user were shown, the scores obtained…

Insights

Thanks to the Learning Launch tool, we were able to observe that most of our hypotheses

about the platform were true, we were also able to observe that certain aspects had to be

improved.

For example, it was necessary to improve the registration part for younger users, involving

parents, since they could not register by themselves.

The part of solving the different educational activities had a behavior similar to what we had

anticipated.

In the final part, thanks above all to the older users, we were able to gather enough

information and some new ideas to improve this part, especially modifying the gamification

of the product.


Learning Launch Challenge As lead of the development team for new EdTech solutions , I had a new project in hand to take advantage of different educational resources that we had generated and to be able to sell them to users , so that they could use and learn them using gamification techniques . The project should consist of an itinerary through which the user would navigate performing different types of tasks , for which they would receive a certain score . The higher your accumulated score ( for having performed more tasks correctly ) , the higher the level you would reach and the greater number of prizes . This project was to be carried out with the educational resources already available and in a period of about 3 months . Selection Given that we already had some idea of how the project structure should be , we thought that the best tool to validate our project and our hypotheses in this regard was to use the Learning Launch tool . Application Our first task was to prove that access to the platform , user registration and desktop access was simple and fluid enough for our users , since the age card was between 6 and 16 years old . For them , we selected 3 groups of users , each of which had a predefined age range ( 6 - 9 , 10 - 12 , 13 - 16 ) and we asked them to register on the platform , observing at all times the difficulties that they could introduce oneself . The second task consisted of these same groups accessing the different educational activities , performing them and obtaining a score . Finally , the third task consisted of observing if they were able to access and use the section of the platform in which the achievements of each user were shown , the scores obtained … Insights Thanks to the Learning Launch tool , we were able to observe that most of our hypotheses about the platform were true , we were also able to observe that certain aspects had to be improved . For example , it was necessary to improve the registration part for younger users , involving parents , since they could not register by themselves . The part of solving the different educational activities had a behavior similar to what we had anticipated . In the final part , thanks above all to the older users , we were able to gather enough information and some new ideas to improve this part , especially modifying the gamification of the product .