Project
Online Learning
Platform
Industry
Department of
Education
Role
UX Designer &
Researcher
Contributions
Research, User flows, UI design, Testing, Iterations
The Department of Education of Sri Lanka plans to introduce an ICT-based pedagogy for primary school children in 2023, aiming to enhance their ICT and cognitive skills within school ICT labs. As part of this initiative, this project focuses on a game from the proposed game-based learning tool, Clever Mind, tailored for Grade Five students. The game was developed by analyzing existing student activities, incorporating insights from educational experts, policy makers, and applying effective game mechanics and strategies. It was refined through continuous user testing. The final design offers teachers a way to monitor students’ cognitive development while providing students with an engaging and educational gaming experience.
The current Grade 5 scholarship system in Sri Lanka is exam-focused and teacher-centered traditional approach, limiting cognitive development in students. Over 90% score below the cutoff mark, and many enter secondary education without essential cognitive skills, which hampers their long-term academic growth and problem-solving ability. This highlights the need for an engaging, skill-based learning approach that promotes cognitive growth alongside academic achievement.
Many children in Sri Lanka lack access to personal computers or mobile devices, making it essential to integrate ICT-based learning within the school system. This project blends entertainment and education, with each game level designed to target specific cognitive skills. It also respects ethical and religious diversity, ensuring inclusive learning experiences for all students.
Initial concept testing was carried out in two phases, inspired by proven educational frameworks. The tests explored gameplay using four and then eight cognitive skill elements, with increasing complexity and participant engagement.
The initial game concept was tested using four cognitive skill elements.
Participants found the game easy to understand and completed it successfully by the 9th attempt.
Players were given ample time to observe and familiarize themselves with the cards.
Gameplay remained user-friendly, with one participant completing it by the 7th attempt and another as early as the 4th.
The introduction of the Category Formation skill increased the difficulty level for participants.
This phase expanded the game to include eight cognitive skill elements.
Stylised
+ 3D Cartoon graphics
3D Cartoon Characters
Opened Context
Imaginary Context
Luminous colours
Space
Mysterious
Lolapeluza was chosen for its playful, rounded, and highly engaging design, which aligns well with the visual preferences of young learners. Its bold and whimsical letterforms capture attention and foster a sense of fun and creativity which is a key elements in cognitive development activities. The font's friendly style reduces visual intimidation, making it more approachable and inviting for primary school children, while still maintaining readability for early readers.
After developing the high-fidelity version of the game, a second round of user testing was carried out to evaluate usability and learning effectiveness. This phase included both a returning participant familiar with the earlier card prototype and a new participant with no prior exposure to the game.
Participant 1 (Who already participated to the card prototype testing
Participant 2 (new to the project)
Participant 1 (previously involved in card prototype testing):
Successfully completed the game on the 3rd attempt, with a completion time of 32 seconds.
Participant 2 (new to the game):
Completed the game on the 9th attempt, taking 53 seconds.
Future Research Directions
Future Design Recomondations