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Quiz feature on an Educational app

This documentation aims to answer the following questions as I believe that sufficient understanding of the answers will bring ease in creating a useful and usable Quiz feature.

The questions to be answered below are:

We begin with the question — who is the user?

The target users are teenagers — secondary school and pre-university students either already into or curious about the sciences and stem subjects. This could include students that are not yet interested in the science area.

The intended use or aim of the app is to Foster interest in STEM subjects in the teenagers who either have issues engaging the subjects or want to improve their engagement with the subjects.

Research.

This explains how I went about ensuring the feature designed will achieve the aim of encouraging the user to engage with the feature.

To have this achieved effectively, I needed to get to know and to an extent understand the user.

A number of secondary students both male and female, science and the arts, were engaged to find out their challenges with STEM subjects and some of the feedback are provided below.

For the students in the art and commercial field, the following summarized feedback was obtained from them;

For those in the sciences, the major issues with the field are;

From the three male and female science students, two distinct personas were created. These personas differ in their traits but fit the use case of the feature and what the feature aims to achieve.

Meet Rabiu

He is a 13 year old SS1 student who looks to make a decision on his field of study at the end of the session.

He loves sports and video games and is usually the fun guy in class. He is an above average student though.

His father is an engineer and his mum a doctor but apart from these two fields, he doesn’t see anything interesting about the sciences. His parents come off as boring so it just proves his point about the sciences not being fun.

He does have the curiosity for the sciences but is yet to find the spark.

Then we have Cindy

She’s the youngest in her class. 14 year old science student in SS3 that all teachers are so proud of.

She’s the best in the class and is highly competitive. She loves her subjects and is always striving to get new information.

She sees no challenge in her classmates and looks for an opportunity to engage people that can challenge her brain.

Further research was made from people who have studied learning habits of students and the observations (culled from a Cambridge study on adolescence and learning as well as The Teenage Brain: Research Highlights) gotten are listed below;

Testing

Having a sufficient overview of who our users are and what they seek, I came up with a few ideas on how to create optimal engagement with the feature on the app.

Some of the ideas to be explored were;

Inquiries were made into the viability of these ideas and feedback was gotten from selected teens;

The next issue was to find out how many questions should be asked for every test, how often the rewards should be given and how many tests per cycle.

A long test every week would not foster proper engagement as best practice puts questionnaires to be between. Best practice says not beyond 12 questions so I went for 10 questions. The feedback on scores comes after the tests with corrections made as well as encouraging comments based on scores to motivate the users.

The questions had to be a mix of regular and application questions so as to bring more interest through engaging with the app.

Six STEM courses were chosen (Chemistry, Physics, Math, Geology, Computer Science and Biology) with the choice of questions to be random basic questions relating to life and crossing over other fields.

Being a multiple-choice based test, I knew the scores alone would not suffice in grading to give us a best so I decided to add time taken to finish the test to the metrics.

Secondary school teachers recommended it to be a weekly thing with tests coming in everyday in a chosen subject. This would improve engagement and the challenge to get the best times. The scores and times would be averaged per week and the highest based on this given a token prize.

Physical prizes will be a task from a logistical standpoint so I opted for a virtual and generally acceptable prize.

The options were

When 20 people were asked, the ratio of the options was 5:11:4. It is interesting to note that only Iphone users opted for the Itunes gift card.

In the future, other alternative gifts could be employed to spice the quiz up.

Testing was done as the project was carried out to validate the usability and relevance of the additions and eliminations. Iterations were done real time to come up with the final design.

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