After the success of the Ministry of Education’s Gamified App B (the) 1 Challenge, I was called to work with a new education challenge by the Colombian Ministry of ICTs. This time the goal was to create a learning app to improve the computational thinking skills of students from the public school system.
Similar to the English subject, public school system students in Colombia tend to struggle with computational skills and software development classes. Our goal was to help them improve such skills in an engaging and playful way.
Additionally, the projects’ main stakeholders (Ministry of ICTs and British Council) wanted to introduce the topic of sustainability and environmental consciousness into the experience.
Due to the complexity of the pedagogical structure and content, the first step was to conduct UX research on both the teachers and the students, to find their pain points and biggest struggles regarding the subject area of computational skills.
Based on our findings I created a gamified strategy based on a simple interface and Gameloop, but powerful enough to allow users to tackle the required challenges and attain these skills. The core motivator of ownership was developed through the character of the “Ecodron”, which every player can customize and use to complete these challenges.
We designed two different paths, based on the level of complexity and difficulty to empower students and achieve mastery on their own terms. Additionally, the whole experience’s narrative layer was filled with ecological facts and missions that fostered an environmental-friendly mindset in students.