After the release of version 1.0, the Ministry of Education noticed some issues related to gameplay time and user retention. I was called once more to lead the project’s revamp from a Gamified and UX perspective.
After conducting several focus groups and semi-structured interviews with active users, I designed a holistic gamified strategy to reinforce critical motivators like accomplishment, social influence, and ownership and possession. Additionally, I expanded the narrative layer to gradually take the students from a local context to a nationwide context. Also, I included a reward system that combined extrinsic as well as intrinsic motivation via a customizable avatar.