In-class review game

How can we create an engaging in-class review game?

An engineer, user researcher, product manager, and I had the

opportunity to research the classroom space and prototype how Khan

Academy might fit into a teacher's workflow! This project spanned

around 4 months from user research to concept testing.

This is my favorite project

from my time at KA! Sadly,

it never got realized

because of shifted company

priorities.

Research

Going into the user research study, our hypothesis was that teachers

want a homework replacement. We spoke to 13 mainstream math

teachers in the US about their day-to-day challenges. We sought out

teachers who didn't routinely use technology in their classrooms.

We learned a lot! These are some illustrations our user research lead

created to capture our learnings.

Teachers have to juggle so

many things at the same

time. It's definitely one of

the most underappreciated

professions out there 😭

Teachers usually teach at

grade level, but there are

students all over the

spectrum in their classes.

At a high level, we discovered that teachers didn't find assigning

homework challenging, but that 

keeping student engaged and knowing

where they are is tough.

We also created some design principles to guide our thinking for the

rest of the project:

Brainstorming

We took over a corner of the

office and called it the

foam board fort.

We created How Might We (HMW) questions and invited the rest of the

company to generate ideas with us! Some of these questions included:

HMW make students feel joyful filling their own gaps for classrooms

with no access to tech?

HMW make a fun diagnostic for teachers who know tech is a classroom

management issues?

HMW make diagnostics feel useful on a routine basis for teachers on

autopilot?

At the same time, we looked at existing classroom products that

teachers loved! We realized that in-class review games like Kahoot!,

QuizletLive, and Socrative had high rates of growth.

Through ideation & competitive analysis, we narrowed our question to:

How might we create an engaging in-class math review game? For the

following couple months, we used this question to guide our

prototoype.

Game loop

First, we sketched out the core game loop.

Storyboarding

Then, we drew out the general flow of the game and how it would fit

into the classroom.

A. Ms. Frizzle is planning

the lesson for tomorrow and

sees that it's almost time

for the Unit 2 test. She

decides to use Khan Academy

for the review session.

B. Ms. Frizzle pulls up up a

question on the screen using

Khan Academy. Each student

tries to solve the problem

on their own device or in

groups.

C. Ms. Frizzle sees that

almost half the class

answered incorrectly and

decides to explain the

question at the board.

Game jam: prototyping

I can't show the footage of students in my public portfolio, so these are

all low-fi gifs! If you want to see the final prototype live in action,

please visit

khanacademy.org/r/classroom-teacher

and select the

"Demo" game.

Once we had the basic game mechanics outlined, we started to

prototoype the game. Each week, we did the following:

🤔 Hypothesis

💻 Prototype

Playtest in a classroom

Debrief with the teacher

🔁 Iterate

✨ Round 1.

The suspense of waiting for the right answer

will be engaging for students.

We created the prototype in Framer. The Desktop view on the left is

what the teacher projects on the screen and the Mobile view is the

student screen.

In these stills we used a

mobile screen for students

to differentiate from the

teacher view. In most

classrooms, students use

Chromebooks.

We wanted the sign in to be as easy as possible, so instead of having

teachers roster their students, we wanted students to join the game

through a simple class code.

In our original game loop, we assumed that teachers would

dramatically "reveal" the answer to the class. During the first week, we

learned that this hypothesis was incorrect. The suspense caused

students to be distracted because they didn't know what to do after

they answered a question.

After playtesting, we also realized that this design was hard for

teachers to interact with during class. It was hard to tell which

students had answered the question right or wrong.

✨Round 2.

Teachers want to engage with the data live

during class.

In the 2nd iteration, we pivoted the design to have a large sidebar with

the students. When a student got a question correct, a large green

check appeared next to their name. We drew the focus away from the

avatars because those were the least important part and mostly a fun

addition for the students.

We realized it was too hard for teachers to engage with all the

information immediately, so for the following iteration we wanted to

explore what an after-class teacher report might look like.

✨Round 3.

Teachers want to diagnose patterns in student

learning after class.

The results below are from an internal testing session, so the data isn't

very accurate. We wanted to be transparent with teachers and show

them all the raw data, so that they could make their own assumptions.

Yellow in correctness means that a student got the question correct

eventually.

Teachers loved being able to diagnose patterns in student

performance, so we decided to follow up the next week with a student-

facing post game experience.

✨Round 4.

Students want to study using their results from

in-class practice.

We wanted students to keep engaging with Khan Academy content

after the game by watching videos or reading articles to fill their gaps

in learning.

✨Round 5.

Students will be more motivated to do well

with higher stakes.

We collaborated with a game designer this week to discuss how we

could engage students further. Previously, the game was just a series of

exercises. There was no motivation for students to do well other than

the fact that their teacher would see their answers!

When a student joined the game, they would get placed on either team

Green or team Blue. Each student would get 10 points for getting a

question correct and 1 point for trying. All students would max out at

10 points per question.

When we tested this in the classroom, students would cheer for their

teams and try to help each other get the right answer!

If you want to see the final prototype live in action, please visit

khanacademy.org/r/classroom-teacher

and select the "Demo" game.

This is a super low quality gif of what it looked like in the classroom:

Future explorations

While we were prototyping ideas in the classroom, I also drew more

"far out" explorations to show how the product could look if we

expanded upon the idea even further. All these explorations focus on

how the class or team will collectively reach a goal. We didn't want the

focus to be on an individual student.

During projects, I like to

have a separate stream of

work to explore more far out

ideas! I think it's easier

come up with good solutions

by dreaming up the future

before simplifying it.

In this iteration, each team is a represented by a plant. Every time a

student answers a question, they get to contribute to the plant's

growth! I replaced the emojis with a sun and cloud because both

sunshine and rain are needed to grow a plant.

I'm pretty sure I proposed a

garden metaphor for every

project I worked on at Khan

Academy 😬

Khan Academy has a partnership with Pixar, so I wanted to explore

how we might be able to bring that world into the product. In this

example, every time a student gets a question right, they get the

opportunity to throw a balloon onto the UP house. The goal for the

class could be to get enough balloons to make the UP house fly away.

In this exploration, students would be fighting a Monster of the Day.

Every day, the monster would start out with X amount of HP and the

class would have to defeat the monster by answering questions.

Teachers love to have students reason through their answers! In the

following exploration, we would surface two popular answers and

select two students to "debate" the solution. Other students can send

hearts to the two debaters based upon who they think is correct!

What happened?

Although we received lots of teacher validation during the project, the

leadership team decided to hold off on pursuing this idea until we had

a more solid foundation for the teacher product.

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