
Filling a hole in school curriculum by a gamified learning experience
Designing an e-learning app for secondary schools focused on teaching students media literacy and critical thinking through a gamified learning experience, which effectively solves the problem of lack of teaching materials and time for methodologic preparation, and enables teachers to include the topic seamlessly.
Field
Product Design for Education
Client
Ministry of Investment, Regional Development and Informatics of the Slovak Republic.

Context
Underperforming school system, Slovak students ranking below the average of OECD
Memorisation-focused curriculum not reflecting the challenges of 21st century
Increasing number of youth voting for radical political parties
Problem
How might we help high school teachers to seamlessly include Critical Thinking and Media Literacy in their teaching plans?
My role
Product Designer working in a team of Project Manager, 2 Developers, 2 Curriculum Creators, Content writer, and a high school teacher as our consultant and QA.
My role was to design the interface, but also together with the project manager, guide the team within the design process.
The Design Process
Research and product specification
As we were already well-aware of the situation in Slovak schools and the absence of innovation was clear, we focused our research on the target personas - teachers and students, to tailor our solution to their specific needs.

To ensure broad coverage with our personas, I defined them as extremes on both ends of the spectrum. On one side, we have a young, tech-savvy, enthusiastic teacher seeking new ways to enhance lessons; on the other, an older, reluctant teacher wary of technology. By designing for the most challenging users, we can better serve everyone in between.
Based on our knowledge of the personas and school environment, as well as the structure of similar learning apps, we created a list of requirements and features for our MVP product:
💡 Our Minimal Viable Product (Condensed)
With MVP criteria as my base, I then continued with designing in low fidelity:
User flows
To get the basic idea of how app will structured.
Wireframing
To see what elements will be placed on each page.
Information architecture
To map out what needs to be designed and how.
Creating full user flows
Firstly in low fidelity, then in high.
Rounds of ideation, iteration and testing
My design process encompassed rounds of ideation, design, feedback and testing, and iteration. We divided testing into sections - with different classes of high schoolers from Secondary School of Mechanical engineering in Bratislava, we were separately testing all 5 parts of the app, gathering qualitative but also quantitative feedback. Simultaneously, the app and our progress was oversaw and reviewed by officers and technical experts from the Ministry.
I started by designing the core features of the app, creating the least used sections as last. Started with mobile version of student interface, followed by its desktop equivalent, then used components in student’s interface to create teacher interface and then lastly, license admin management section.
Building the app gradually in chunks (Home Screen, Weekly Challenge, Discussion Forum, Educational Materials, Profile, User Management), I followed the same process for all parts:
Design system
To make file management and development easier, I was simultaneously building and editing design system of our app, and in case of more complex designs, such as an interactive roadmap, provided the developers with ready-to-implement building blocks.

Gamification elements
After rounds of research, our app ended with these gamification elements, approved by our test groups of highschoolers:

Result
Reflecting on the fulfilled Minimal Viable Product Criteria we set at the beginning, combined with positive feedback we got through user research, our app should significantly lower the effort teacher will have to make in order to introduce Critical Thinking and Media Literacy into their teaching plans. Here are the key features our app offers to teachers and students: