SparkleLabs Case Study
Making learning online fun and accesible for younger people
Making learning online fun and accesible for younger people
Making learning online fun and accesible for younger people
Gamified education website with online quiz exercises - a place for people with various interests
Gamified education website with online quiz exercises - a place for people with various interests
Gamified education website with online quiz exercises - a place for people with various interests
Gamified education website with online quiz exercises - a place for people with various interests
Web Design
Product Design
Market research
Competetive Analysis
Wireframes
User Flows
What
Website
Website
Where
Poland
Poland
Why
Spark interest in learning new technical things in children and young adults
Why
Spark interest in learning new technical things in children and young adults
Role
Designer, Researcher
Role
Category
Designer, Researcher
Recruitment Portal
Category
When
Education, Learning online
Jul 2022 - Nov 2023
When
May 2024
Problem statement
Problem statement
Problem statement
01
Children and teenagers are getting easily distracted and don't want to learn new things. Adults often lack the time to learn new things and they want the experience to be joyful, calming and engaging.
Children and teenagers are getting easily distracted and don't want to learn new things. Adults often lack the time to learn new things and they want the experience to be joyful, calming and engaging.
Children and teenagers are getting easily distracted and don't want to learn new things. Adults often lack the time to learn new things and they want the experience to be joyful, calming and engaging.
Children and teenagers are getting easily distracted and don't want to learn new things. Adults often lack the time to learn new things and they want the experience to be joyful, calming and engaging.
Project Goals
Project Goals
Project Goals
01
Spark interest in building, creating and learning across various spectrums of target audiences.
Spark interest in building, creating and learning across various spectrums of target audiences.
02
Website with a clean, minimal interface that is compelling for adults and not overly quirky or childish at the same.
Website with a clean, minimal interface that is compelling for adults and not overly quirky or childish at the same.
03
Making online learning easy, effortless and accessible for the users
Making online learning easy, effortless and accessible for the users
Market Research
Market Research
Market Research
01
Interactive elements like quizzes or games significantly boost engagement among young learners, particularly when they study technical topics. Nearly 83% of students reported being more motivated when courses included gamified elements
Interactive elements like quizzes or games significantly boost engagement among young learners, particularly when they study technical topics. Nearly 83% of students reported being more motivated when courses included gamified elements
02
Using gamified approaches in online learning can increase retention rates by up to 20-25% among children and young adults. These methods make learning more enjoyable, helping students retain technical knowledge more effectively.
Using gamified approaches in online learning can increase retention rates by up to 20-25% among children and young adults. These methods make learning more enjoyable, helping students retain technical knowledge more effectively.
03
78% of students perform better in courses they find enjoyable. Making learning fun through interactive quizzes, games, and challenges in subjects like coding and science has been shown to reduce student stress and increase satisfaction with learning
78% of students perform better in courses they find enjoyable. Making learning fun through interactive quizzes, games, and challenges in subjects like coding and science has been shown to reduce student stress and increase satisfaction with learning
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