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Edtech & gamification case study

RGAME

Integrating an educational game into school curricula: turning classroom adoption, teacher buy-in, and gamified engagement into a measurable rollout across real educational institutions.

Adoption goal Reach 1,000 users in the first 3 months after launch inside school environments.
Engagement goal Increase average time spent in the app by at least 20% while keeping learning value clear.
Research base 45 stakeholder interviews plus 200+ student responses to understand curriculum fit and game mechanics.
Role surface Strategy, user research, delivery management, product design, UX/UI, and launch support across 1 year.
Customer Development SWOT analysis MoSCoW & RICE Agile / Scrum A/B(/C) testing Google Analytics Amplitude
School rollout Gamified learning Teacher enablement

Impact targets

The launch needed more than installs

The original case set clear adoption and engagement goals, then validated them with retention, satisfaction, and pilot feedback once the product reached real schools.

User acquisition 1,500 users

Reached in the first 3 months, exceeding the original 1,000-user target by 50%.

Time in app +30%

The average time children spent in the product grew beyond the planned +20% target.

Retention 65% / 45%

Day 7 and Day 30 retention stayed above educational app averages after the launch.

Satisfaction NPS +35

Teachers reported strong sentiment, while student CSAT reached 4.5 out of 5.

Challenge

A game is not enough if the school cannot adopt it

The product promise was compelling, but integration into real educational processes demanded a clearer operating model than a purely entertainment-first app would need.

Modern educational institutions were looking for more interactive and engaging learning formats, yet most classroom routines still relied on passive materials. The challenge was to embed a team-based educational game into school curricula without making teachers or administrators take on extra operational friction.

  • Students needed stronger engagement and clearer progress feedback.
  • Teachers needed lightweight classroom setup and automated support.
  • Administrators needed evidence, reporting, and standards compliance.

The work combined product strategy, research, prioritization, UX design, and launch support. Instead of polishing isolated screens, the case focused on three connected systems: curriculum fit, gamified student motivation, and a rollout model teachers could actually sustain.

  • Use Customer Development to surface pains across all stakeholder groups.
  • Prioritize features with MoSCoW and RICE instead of growing the scope blindly.
  • Validate classroom viability through pilots, onboarding materials, and analytics.

Process

From discovery to school rollout

The original page outlined a five-stage delivery path: market research, product improvement, launch preparation, go-to-market, and analytics. Here it is organized into a cleaner flow while preserving the same work logic.

High-level flow

The role combined strategy, research, design, delivery coordination, and launch support rather than stopping at a single UX deliverable.

Research Prioritise Prototype Launch Measure
01
Research Interviews, surveys, competitor benchmarking, and educational context mapping.
02
Prioritise MoSCoW, RICE, personas, and backlog shaping around classroom value.
03
Prototype User scenarios, wireframes, Figma prototypes, gamification mechanics, and UX testing.
04
Launch Pilot schools, teacher materials, stakeholder training, and go-to-market support.
05
Measure Amplitude, Google Analytics, retention, cohort analysis, NPS, and CSAT.

Market research and analysis

Use customer development and market comparison to understand where a school-facing educational game can actually win.

  • Conduct interviews with school administrators, teachers, and parents.
  • Survey students at scale to identify preferred mechanics and attention triggers.
  • Create a SWOT comparison of direct and indirect educational competitors.
  • Translate findings into initial personas and opportunity areas.

Product development and improvement

Move from discovery into product structure: what the experience should include, how it should work, and what gets built first.

  • Prioritize the backlog with MoSCoW and RICE.
  • Design user scenarios, wireframes, and clickable prototypes in Figma and Miro.
  • Implement gamification elements like badges and difficulty levels.
  • Ensure the solution stays aligned with educational standards and teacher routines.

Pilot and product refinement

Use real classroom conditions to validate whether the product works as a teaching tool, not just as a concept.

  • Run Agile / Scrum sprints with two-week iterations and regular team reviews.
  • Prepare methodological materials for teachers and onboarding guides for students.
  • Pilot the product in 5 schools, covering about 300 students.
  • Use qualitative and in-product feedback to refine mechanics before a wider launch.

Go-to-market and launch

Prepare the product and the surrounding rollout materials so schools can adopt it with less resistance.

  • Develop demos for school administrators and teachers.
  • Create PDF guides, video tutorials, and online seminars via Zoom.
  • Coordinate marketing focused on educational value instead of generic product noise.
  • Work with partner channels, blogs, and school stakeholders to support activation.

Metrics and analytics

Track whether the rollout is producing real learning-product behavior, not just early curiosity.

  • Monitor DAU/WAU, completed tasks, and average time spent in the app.
  • Use Google Analytics and Amplitude to track growth and retention cohorts.
  • Run A/B(/C) testing to validate interface and game mechanic changes.
  • Capture NPS and CSAT through built-in surveys and post-pilot interviews.

Research

What the research actually uncovered

The case was built on mixed research: stakeholder interviews, student surveys, competitor analysis, and practical questions about what schools can realistically adopt.

Research base

The evidence combined classroom stakeholders, product framing, and direct behavior signals.

10 Interviews with school administrations.
15 Teacher interviews about lesson fit and platform workload.
20 Parent interviews about trust, value, and home usage.
200+ Student survey responses on game mechanics and engagement.
Customer Development Google Forms Excel & Pivot Tables SWOT analysis Personas Benchmark analysis

Core takeaways

The strongest signal from the research was that adoption depended on different value stories for each audience. The product needed to be fun for students, practical for teachers, and accountable for school leadership.

Students wanted challenge and visible rewards

Mini-games, quizzes, achievements, and friend-based competition drove attention far more than static content.

Teachers wanted easier operations, not extra complexity

Automated checking, individual assignments, and low-friction setup mattered more than flashy novelty alone.

Administrators cared about proof and standards

Reporting, performance analytics, and compatibility with educational requirements were essential for rollout approval.

The product needed a full operating model

Guides, teacher enablement, pilot support, and analytics were as important as the student-facing interface itself.

Personas

Three audiences shaped every product decision

The original case documented detailed profiles for the student, the teacher, and the administrator. In the rebuild, they stay central because the product was never serving only one user type.

Student, Ivan

12 years old, 6th grade, smartphone and tablet user.

Learn
Goals

Improve academic performance, enjoy learning through challenge, and earn visible rewards that can be shared with friends.

Pains
  • Boring lessons and monotonous tasks reduce motivation quickly.
  • Hard topics need more explanation and repeatable practice.
  • Attention drops fast when the product is not interactive.
Behavior

Uses the app 3 to 4 times a week, especially after school, and responds best to mini-games, quizzes, and challenge loops.

Teacher, Maria

Math teacher, 15 years experience, confident with classroom tech.

Teach
Goals

Make lessons more interactive, monitor progress easily, and introduce modern teaching tools without increasing admin load.

Pains
  • Fear that setup will take too much time.
  • Concern about technical failures and lack of support.
  • Overload from too many disconnected education tools.
Behavior

Uses the product in lessons 2 to 3 times a week and values automated checking plus tailored assignments most.

Administrator, Alexey

Deputy director for academic affairs with reporting and rollout responsibilities.

Scale
Goals

Improve the educational process with digital tools, access reliable reporting, and keep the rollout aligned with standards.

Pains
  • Budget constraints make risky implementations harder to justify.
  • Teachers may resist unfamiliar workflows.
  • Integration with existing systems can become a blocker.
Behavior

Checks statistics weekly or monthly and values performance dashboards, engagement reports, and low-friction administration.

Benchmark

What the market read taught the team

The case included a SWOT comparison against established education platforms. The goal was not to copy one competitor, but to identify where classroom-oriented gamification and school rollout could become a differentiated product story.

Competitive landscape

The benchmark covered large educational brands, online schools, and public educational platforms to understand their strengths, blind spots, and opportunity gaps.

Uchi.ru

Strong subject coverage and adaptive tasks, but less emphasis on deeper game dynamics.

Foxford

High-quality educational content and exam prep, but less interactivity and higher purchase friction.

SkyEng

Personalized lessons and flexibility, though the model is less aligned with school-wide rollout.

Russian Electronic School

Institutional legitimacy and free access, but slower adaptation to modern engagement patterns.

Lectorium

Broad learning archive and expert-led materials, but weaker classroom interactivity.

RGame opportunity

Blend curriculum value, team-based play, teacher enablement, and measurable school adoption in one product story.

SWOT synthesis

The benchmark translated market observations into a product strategy lens that could guide scope, positioning, and rollout decisions.

S Strength

Gamified format, teamwork mechanics, and differentiated engagement potential inside school learning.

W Weakness

Implementation complexity, limited initial trust, and the need to align with educational workflows and standards.

O Opportunity

Partnerships with schools, better mobile accessibility, and stronger game loops to raise student motivation.

T Threat

Fast-moving educational platforms, budget constraints, and shifting requirements around school-approved content.

Artifacts

The visuals that anchored the original story

The export carried a mix of case screenshots and delivery artefacts. Here they are used as a cleaner visual strip to keep the page readable while preserving the original proof.

RGame case artifact showing research and rollout documentation

Research and rollout board

A preserved visual artefact representing how research, opportunity framing, and launch preparation were documented.

RGame case artifact showing delivery and product structure

Product structure snapshot

A product-facing screen used to retain the visual language of the original case while showing the experience in context.

RGame case artifact showing implementation or analytics proof

Implementation proof

a representative view for the launch and measurement layer that followed the initial design and pilot work.

Results

The product worked because the rollout model worked

The outcome was not just a better-looking educational game. It was a clearer school adoption model with measurable engagement growth, retention, and feedback quality.

What the case delivered

  • 1,500 users in the first 3 months after launch, outperforming the initial acquisition target.
  • Average time spent in the product increased by 30%, exceeding the planned +20% benchmark.
  • Strong retention after launch: 65% on Day 7 and 45% on Day 30.
  • Teacher NPS reached +35 and student CSAT reached 4.5/5.
  • 5-school pilot and about 300 students provided real-world validation before wider rollout.

Operational takeaway

The redesign worked because it treated the product as a system: classroom use cases, teacher enablement, school buy-in, and analytics were designed together instead of in separate tracks.

45+ Stakeholder interviews across administrators, teachers, and parents.
200+ Student survey responses informing mechanics and experience priorities.
1 year From discovery and backlog strategy through launch, pilots, and analytics.