Gamified Learning App

A case study for an elearning app for children between the ages of 5-13.

A case study for an elearning app for children between the ages of 5-13.

A case study for an elearning app for children between the ages of 5-13.

Using eLimu as a case study. eLimu is an e-learning platform that makes online learning fun, accessible and engaging for students between the ages of 5-13.

Using eLimu as a case study. eLimu is an e-learning platform that makes online learning fun, accessible and engaging for students between the ages of 5-13.

Using eLimu as a case study. eLimu is an e-learning platform that makes online learning fun, accessible and engaging for students between the ages of 5-13.

Client

Case Study

Services

UI Design UX Design

Industries

Education

Date

2023

Dashboard Sidebar Close Up
Dashboard Sidebar Close Up
Dashboard Sidebar Close Up

After a thorough review of some of eLimu’s products, here are some of the areas that could be improved on for a better user experience.

Full Dashboard
Full Dashboard
Full Dashboard
Extracted currency modules
Extracted currency modules
Extracted currency modules
Full Dashboard with Sidebar
Full Dashboard with Sidebar
Full Dashboard with Sidebar



Problem Statement:

The current e-learning platform lacks personalization, leading to a one-size-fits-all approach that fails to meet the diverse learning needs and preferences of individual child. This results in decreased engagement and ineffective learning experiences, leading to low retention and completion rates.


Solution:

Considering the target users(kids within ages 5-13), a personalized learning feature on the e-learning platform will solve this issue (problem statement above) by providing tailored content, adaptable pace, and customized feedback to each child based on their unique learning style, needs, and progress. This will lead to improved child engagement, motivation, and overall learning outcomes.

Sub-features

  1. User registration and profile setup: The user (mostly this will be either parent/teacher) creates an account and completes a profile setup process, including inputting their age and current knowledge level. This should be as simple as possible.

  2. Adaptive learning pace: The platform adjusts the pace of the task based on the user's progress and performance, providing extra support where necessary and challenging the user when appropriate.

  3. Completion: Upon completion of a task, the user receives a personalized message that recognizes their achievements.


Adopting a mobile-first strategy, here are the wireframes presented in a mobile format


High Fidelity design containing

  • One-time login as against log-in per product that currently exists

  • Personalized learning experience for students


Components

"Design is not just what it looks like and feels like. Design is how it works." - Steve Jobs

Designed with Framer by Feyi Alaka

"Design is not just what it looks like and feels like. Design is how it works." - Steve Jobs

Designed with Framer by Feyi Alaka

"Design is not just what it looks like and feels like. Design is how it works." - Steve Jobs

Designed with Framer by Feyi Alaka