Gamification at Lalilo

My role UX Designer, UI Designer, Illustrator, Project Manager

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Intro

Lalilo's gamification is one of our biggest subjects. We want students to be engaged in the platform and at school through the school year. We want them to feel like every little step accomplished during their journey is a victory.

Team Designer, Devs, Product Owner, Educational content team, Data Scientists

My role UX Design, UI Design, Illustrator, Product Management

Context Lalilo 2017 - 2020

★ Goal Provide an engaging product for students in K-2 (6 years old)

Personas

Having students from different horizons at school means they are not engaged in the same way in learning to read. Those are examples of personas we can focus on the first version of gamification. There’s also a lot of diversities that could be taken into account like social condition, age, disabilities... etc.

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Jessica

Interest in learning to read:
Enjoys reading and starts
reading simple sentences

Interest in games & technologies:
Familiar with mobile games,
more in an explorer game profile

Ellipse-2

Alex

Interest in learning to read:
Alex has some difficulties
with learning at school

Interest in games & technologies:
Familiar with video games
and computers

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Chelsea

Interest in learning to read:
Ready loves to read and is already reading little books on her ownl

Interest in games & technologies:
Isn’t autonomus with computer
& technologies

Gamification Loop

We elaborated with pedagogical editors and data scientists a gamification system that allows students to have intrinsic and extrinsic motivation so that every child can go ahead on one of the two aspects and still be motivated.

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Map

The map is the first gamification element student are seeing when arriving on Lalilo. They are changing worlds throughout the year. Every interface are adapted to the world students are in so that they can feel they are going ahead in their journey but also so that they can see their progress.

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An engaging environnement

The map is the first gamification element student are seeing when arriving on Laliilo. They are changing worlds throughout the year. Every interface is adapted to the world students are in so that they can feel they are going ahead in their journey but also so that they can see their progress.

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Exercice-template2-1-1

Worlds

We created different environments in which the student can evolve throughout the school year.

Animals

Students can discover a new animal at each exercise. It allows them to have a new friend each time they are learning something new.

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Intrinsic motivation

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Stories

To help student understand his progress and make sure he will have fun while learning we created intrinsec motivational rewards. This means those rewards are related directly to skills.

Badges

To help student understand his progress and make sure he will have fun while learning we created intrinsic motivational rewards. This means those rewards are related directly to skills.

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What I've learned

• Students are a very diversified population and everybody has a different need in terms of engagement.
• I’ve learned how to think about the needs of the user but also how to optimize conception so that it could be costless in a team point of view (how to optimize developers, design and narrators work?)

• As children are very communicative between them, it’s better to do a regular observation and catch some feedback on the go then trying to have exact answers to questions about engagement. It makes the feedbacks more authentic. 

• Case study of Lalilo is very specific about keeping student engagement through the school year: it’s the real challenge with gamification at Lalilo.


Lorry Packo