Case Study
Integration of an educational game into school curricula
Modern educational institutions are seeking ways to make learning more interactive and engaging for students. Our team has developed an educational game aimed at fostering critical thinking and teamwork among children. The challenge was to integrate the game into school curricula and increase student engagement.
- Integrate the game into school curricula and reach 1,000 users within the first 3 months.
- Increase the average time children spend in the app by at least 20% during the same period.
- Collect feedback from teachers and students to improve functionality.
Using the Customer Development methodology to identify pain points, I conducted interviews with directors, teachers and parents (10 interviews with school administrations, 15 with teachers, 20 with parents)
Created a comparison table of key features of competing products using SWOT analysis
Developed questionnaires in Google Forms, analyzed the results using Excel and Pivot Tables to identify preferences for game mechanics.
Cross-functional collaboration
Stage 1: Market research and analysis
Stage 2: Product development and improvement
Stage 3: Product development and improvement
Stage 4: Go-to-Market Strategy and Launch
Stage 5: Metrics and analytics
Prototyping
(via Figma & Miro)
Work with marketing teams
Development of the market entry strategy
Data-Driven Product Managemen
Google Analytics & Amplitude
Interpreting data for decision making
Conducting in-depth interviews
Surveys among students (more than 200 respondents)
Formation of user personas
Behavior
in the application
Age: 12
Class: 6th grade
Location: Medium-sized city (e.g. Nizhny Novgorod)
Technical equipment: Uses a smartphone and tablet, internet access at home and at school.
Learning: Improving academic performance in core subjects (math, Russian language).
Gamification: Seeks interesting and fun ways to learn, loves game elements and challenges.
Recognition: Wants to earn rewards, badges, and share their successes with friends.
Boring lessons: Standard textbooks and assignments seem boring and monotonous.
Complex topics: Some subjects are difficult, require more explanation and practice.
Limited attention: Quickly loses interest if the app is not interactive and does not engage.
Use frequency: 3-4 times a week, more often in the evening after school.
Favorite features: Mini-games, quizzes, challenges with friends.
Engagement: Engagement grows if they see progress and rewards.
Behavior
in the application
Age: 38
Subject: Mathematics
Experience: 15 years
Location: Large city (e.g. St. Petersburg)
Technical equipment: Uses a laptop and interactive whiteboard in class, confident user of technology.
Efficiency: Make lessons more interesting and interactive for students.
Progress monitoring: Easily track students' progress and adapt the material to their level.
Innovation: Implementation of modern technologies in the educational process.
Difficulty of implementation: Fear that the application will be difficult to set up and will require a lot of time.
Lack of support: Fear that in case of technical failures there will be no prompt help.
Overload: Too many additional platforms to work with, which increases the load.
Frequency of use: Regularly uses in lessons, 2-3 times a week.
Favorite features: Automated checking of assignments, creation of individual assignments for students.
Engagement: High if the app makes work easier and saves time.
Metric: Average time spent in the app per user
Goal: increase by 20%
Result: increase by 30%
Tools: Cohort analysis in Amplitude for tracking user retention by groups.
Feedback and Satisfaction (NPS, CSAT)
Goal: 1,000 users in 3 months
Result: 1,500 users (exceeded the goal by 50%)
Tools: Google Analytics and Amplitude for tracking conversions and traffic sources.
Behavior
in the application
Forming a product backlog in Jira
Age: 45
Position: Deputy Director for Academic Affairs
Experience: 20 years in the educational field
Location: Regional center (e.g. Yekaterinburg)
Technical equipment: Work computer with access to administrative panels and analytics.
Process management: Optimization of the educational process through the implementation of digital solutions.
Reporting: Ease of collecting and analyzing data on academic performance and attendance.
Compliance with standards: Compliance with educational requirements and the implementation of advanced methods.
Budget constraints: Limited funding for the implementation of new technologies.
Staff resistance: Teachers may be reluctant to accept new technologies.
Integration difficulties: Problems with integrating a new application with existing systems.
Frequency of use: Periodically checks reports and statistics, once a week or month.
Favorite features: Student performance analytics, engagement reports.
Engagement: Average, depends on how easy the app makes administration.
Based on interview and survey data, I created detailed profiles of end users (student, teacher, administrator).
Divided tasks by priorities using the MoSCoW (Must have, Should have, Could have, Won’t have) method.
To showcase new features like teacher reports and responsive assignments for students.
Create wireframes and prototypes in Figma
Implementation of gamification elements (badges, difficulty levels) to increase engagement
Ensuring compliance with educational standards
Organization of Agile/Scrum sprints with two-week iterations and weekly reviews with the team
Preparation of methodological materials for teachers and instructions for students
Pilot testing in 5 schools (total coverage - about 300 students)
Analysis of usage data via Amplitude: tracking engagement metrics such as DAU/WAU, number of completed tasks and time spent in the application
Use of feedback collection tools - built-in questionnaires in the application, as well as post-pilot interviews with teachers
Conducting A/B/С tests to check different versions of the interface and game mechanics (3 700+ users)
- Developing a rollout strategy through educational institutions: Conducted product demos for school administrators and teachers using Pitch Decks in Canva
- Created educational materials for teachers (PDF guides, video tutorials) and conducted online seminars via Zoom
- Marketing campaign with an emphasis on the educational value of the product: social media posts, email newsletters, collaboration with educational blogs and platforms
Metric: Day 7, Day 30 Retention Rate
Result: 65% retention on Day 7 and 45% on Day 30 (above average for educational apps).
Using RFM analysis to identify the most loyal user groups.
NPS among teachers: +35
CSAT among students: 4.5/5
Data collection via built-in surveys
Russian Electronic School
- A large archive of video lectures and online courses.
- Cooperation with leading universities and experts.
- Availability of materials for a wide range of users.
- Official status and support from the Ministry of Education of the Russian Federation.
- Free access to educational materials for all users.
- Compliance with federal state educational standards (FSES).
- Individual online lessons with teachers.
- Interactive platform with a variety of materials.
- Flexibility of schedule and personalized approach.
- Courses from leading teachers and experts.
- Preparation for exams and Olympiads.
- High quality of educational content.
- Wide coverage of school subjects.
- Interactive and adaptive tasks that adapt to the student's level.
- High popularity and trust among teachers and parents.
- Limited gamification, which may reduce interest for some students.
- Paid access to some features may be a barrier for some users.
- High cost of some courses.
- Limited gamification and interactivity.
- High cost of lessons compared to traditional teaching methods.
- Dependence on the quality of the Internet connection.
- Limited interactivity and gamification compared to private platforms.
- Slow adaptation to modern educational trends and technologies.
- Limited gamification and interactive elements.
- Less emphasis on school education.
- Increased competition from new educational platforms.
- Changes in educational standards requiring content adaptation.
- Competition from free educational resources.
- Changes in exam formats requiring updating of materials.
- The emergence of new online schools with more affordable prices.
- Decreasing interest in online learning after the epidemiological situation stabilizes.
- Competition from more innovative private platforms.
- Limited funding and bureaucratic barriers slowing down development.
- Growth of competition from new educational platforms.
- Changes in educational policy and financing.
- Development of courses for schoolchildren and introduction of game elements.
- Partnership with public and private educational institutions.
- Integration with other public and private educational resources.
- Development of mobile applications to improve accessibility.
- Expanding the range of languages and courses offered.
- Developing group lessons to reduce costs.
- Development of more affordable courses.
- Introduction of game elements to increase student motivation.
- Expanding the range of subjects and courses.
- Introducing gamification elements to increase engagement.