Digital platform game design to enhance cognitive skill among Primary school children at the ICT lab

Digital platform game design to enhance cognitive skill among Primary school children at the ICT lab

Digital platform game design to enhance cognitive skill among Primary school children at the ICT lab

Case study

Case study

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.

Problem Statement

Problem Statement

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.

Need of this Project

Need of this Project

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.

8 Core cognitive skills

The ability of the brain’s mental processes to absorb and retain information through experience, senses,
and thought is known as cognition.

Sustained Attention

Staying focused on something for a long time without getting distracted.

Response Inhibition

Stopping yourself from doing something you shouldn’t or need to wait for.

Speed of Information Processing

Understanding and using information quickly like a fast thinker.

Cognitive Flexibility

Being able to change your thinking when things around you change.

Multiple Simultaneous Attention

Paying attention to many things at once without getting mixed up.

Working Memory

Remembering and using information while you are working on a task.

Category Formation

Grouping things that are alike into the same family or set.

Pattern Recognition

Review the designs we’ve provided for you.

8 Core cognitive skills

The ability of the brain’s mental processes to absorb and retain information through experience, senses,
and thought is known as cognition.

Sustained Attention

Staying focused on something for a long time without getting distracted.

Response Inhibition

Stopping yourself from doing something you shouldn’t or need to wait for.

Speed of Information Processing

Understanding and using information quickly like a fast thinker.

Cognitive Flexibility

Being able to change your thinking when things around you change.

Multiple Simultaneous Attention

Paying attention to many things at once without getting mixed up.

Working Memory

Remembering and using information while you are working on a task.

Category Formation

Grouping things that are alike into the same family or set.

Pattern Recognition

Review the designs we’ve provided for you.

8 Core cognitive skills

The ability of the brain’s mental processes to absorb and retain information through experience, senses,
and thought is known as cognition.

Sustained Attention

Staying focused on something for a long time without getting distracted.

Response Inhibition

Stopping yourself from doing something you shouldn’t or need to wait for.

Speed of Information Processing

Understanding and using information quickly like a fast thinker.

Cognitive Flexibility

Being able to change your thinking when things around you change.

Multiple Simultaneous Attention

Paying attention to many things at once without getting mixed up.

Working Memory

Remembering and using information while you are working on a task.

Category Formation

Grouping things that are alike into the same family or set.

Pattern Recognition

Review the designs we’ve provided for you.

Client and users

Client and users

Client: National Institude of Education

Client: National Institude of Education

Client: National Institude of Education

Users: Grade Five Scholarship Students

Users: Grade Five Scholarship Students

Users: Grade Five Scholarship Students

  • i Generation is a new teaching approach by the Ministry of Education, Sri Lanka, aimed at improving ICT skills for school children.

  • Our users are Grade five Scholarship students in the Concrete Operational Stage of cognitive development, typically aged 7 to 11 years.

  • i Generation is a new teaching approach by the Ministry of Education, Sri Lanka, aimed at improving ICT skills for school children.

  • Our users are Grade five Scholarship students in the Concrete Operational Stage of cognitive development, typically aged 7 to 11 years.

Insight

Insight

“CHILDREN ALWAYS LIKES TO PLAY GAMES TO WIN”

“CHILDREN ALWAYS LIKES TO PLAY GAMES TO WIN”

User Mood Board

User Mood Board

User Behaviour

User Behaviour

Solution

Solution

ICT lab Experience for Cognitive Development through Gamified online Learning Platform (Game Based Learning)

ICT lab Experience for Cognitive Development through Gamified online Learning Platform (Game Based Learning)

ICT lab Experience for Cognitive Development through Gamified online Learning Platform (Game Based Learning)

The target group are mostly engaged with Games

The target group are mostly engaged with Games

The target group are mostly engaged with Games

Can increase the interaction than existing methodology

Can increase the interaction than existing methodology

Can increase the interaction than existing methodology

Video games are a Multisensory medium

Video games are a Multisensory medium

Video games are a Multisensory medium

Can learn in their own pace

Can learn in their own pace

Can learn in their own pace

Third party data can be collected for analysis

Third party data can be collected for analysis

Third party data can be collected for analysis

Can be accessible to all who have computer facilities

Can be accessible to all who have computer facilities

Can be accessible to all who have computer facilities

User Testing

User Testing

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.

Testing Phase 1
Testing Phase 1
  • 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.

Testing Phase 2
Testing Phase 2
  • 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.

Wireframes

Wireframes

Graphic Style

Graphic Style

Stylised

+ 3D Cartoon graphics

3D Cartoon Characters

Opened Context

Imaginary Context

Luminous colours

Space

Mysterious

Colour Palette

The color palette was carefully chosen based on user testing and emotional impact, focusing on creativity, imagination, wisdom, and innovation. Luminous colors though emotionally rich were avoided due to negative responses from the target group.

1459C1

Imagination

1B1461

User test

E5007D

Luminance

652483

Wisdom

E5007D

Innovation

FFBC22

Creativity

Colours derived from User testing

Luminous Colours

Emotional: Creativity, Imagination, Wisdom, Innovation

To be avoided to the Target group

Hated by Target Group

Colour Palette

The color palette was carefully chosen based on user testing and emotional impact, focusing on creativity, imagination, wisdom, and innovation. Luminous colors though emotionally rich were avoided due to negative responses from the target group.

1459C1

Imagination

1B1461

User test

E5007D

Luminance

652483

Wisdom

E5007D

Innovation

FFBC22

Creativity

Colours derived from User testing

Luminous Colours

Emotional: Creativity, Imagination, Wisdom, Innovation

To be avoided to the Target group

Hated by Target Group

Font Selection

Font Selection

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.

Final Interface

Final Interface

User Testing 2

User Testing 2

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
Participant 1
  • 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
Participant 2
  • Participant 2 (new to the game):
    Completed the game on the 9th attempt, taking 53 seconds.

Skills in this Level

The core cognitive skills targeted and developed at this stage of the framework. Each skill is carefully integrated into the gameplay to support age-appropriate cognitive growth, aligning with the developmental needs of primary school children and fostering essential thinking abilities such as memory, attention, flexibility, and problem-solving.

Memory Duration Reference:

  • 1–3 seconds: Information is held in sensory memory, where the brain briefly registers sights, sounds, and other sensations.

  • 3–30 seconds: Information moves into short-term memory, where it can be actively held and used for a short period.

Speed of Information Processing

Playing inside the given time period Responding to the playing speed

Working Memory

Remember the last planet they haven’t selected at the last round

Pattern Recognition

Understanding the patterns of planets popping up of each levels of the game

Response Inhibition

Avoiding the distractions on the interface Ex: Stones, Stars

Cognitive Flexibility

Changing the object which is wanted to be keep in mind, time to time Changing according to the rules

Multiple Simultaneous Attention

Checking the Solar system collection slots when collecting them Consider the remaining time

Sustained Attention

Focusing on the planets popping up

Skills in this Level

The core cognitive skills targeted and developed at this stage of the framework. Each skill is carefully integrated into the gameplay to support age-appropriate cognitive growth, aligning with the developmental needs of primary school children and fostering essential thinking abilities such as memory, attention, flexibility, and problem-solving.

Memory Duration Reference:

  • 1–3 seconds: Information is held in sensory memory, where the brain briefly registers sights, sounds, and other sensations.

  • 3–30 seconds: Information moves into short-term memory, where it can be actively held and used for a short period.

Speed of Information Processing

Playing inside the given time period Responding to the playing speed

Working Memory

Remember the last planet they haven’t selected at the last round

Pattern Recognition

Understanding the patterns of planets popping up of each levels of the game

Response Inhibition

Avoiding the distractions on the interface Ex: Stones, Stars

Cognitive Flexibility

Changing the object which is wanted to be keep in mind, time to time Changing according to the rules

Multiple Simultaneous Attention

Checking the Solar system collection slots when collecting them Consider the remaining time

Sustained Attention

Focusing on the planets popping up

Skills in this Level

The core cognitive skills targeted and developed at this stage of the framework. Each skill is carefully integrated into the gameplay to support age-appropriate cognitive growth, aligning with the developmental needs of primary school children and fostering essential thinking abilities such as memory, attention, flexibility, and problem-solving.

Memory Duration Reference:

  • 1–3 seconds: Information is held in sensory memory, where the brain briefly registers sights, sounds, and other sensations.

  • 3–30 seconds: Information moves into short-term memory, where it can be actively held and used for a short period.

Speed of Information Processing

Playing inside the given time period Responding to the playing speed

Working Memory

Remember the last planet they haven’t selected at the last round

Pattern Recognition

Understanding the patterns of planets popping up of each levels of the game

Response Inhibition

Avoiding the distractions on the interface Ex: Stones, Stars

Cognitive Flexibility

Changing the object which is wanted to be keep in mind, time to time Changing according to the rules

Multiple Simultaneous Attention

Checking the Solar system collection slots when collecting them Consider the remaining time

Sustained Attention

Focusing on the planets popping up

Future Considerations

Future Considerations

Future research could focus on developing fully immersive VR environments with improved realism, using VR headsets like Quest Pro for enhanced eye tracking and avatar interaction.

Future research could focus on developing fully immersive VR environments with improved realism, using VR headsets like Quest Pro for enhanced eye tracking and avatar interaction.

VR
headsets

VR
headsets

Incorporating real-time feedback, AI integration, and voice sensors can make the platform more interactive and personalised.

Incorporating real-time feedback, AI integration, and voice sensors can make the platform more interactive and personalised.

AI integration
& voice sensors

AI integration
& voice sensors

Future studies could explore the impact of varied interview scenarios, improved gamification, and different user preferences on reducing interview anxiety.

Future studies could explore the impact of varied interview scenarios, improved gamification, and different user preferences on reducing interview anxiety.

Varied interview scenarios

Varied interview scenarios

Expanding gamification elements and offering greater customization in tasks and rewards can enhance user motivation and engagement.

Expanding gamification elements and offering greater customization in tasks and rewards can enhance user motivation and engagement.

Expanding gamification elements

Expanding gamification elements

Further research should also consider studies to track the long-term impact of VR-based interventions on participant’s confidence and performance in real job interviews.

Further research should also consider studies to track the long-term impact of VR-based interventions on participant’s confidence and performance in real job interviews.

Long-term
impact

Long-term
impact

The responsiveness of avatar should be refined to better replicate real-world interactions and responses to user’s facial expressions and behavior.

The responsiveness of avatar should be refined to better replicate real-world interactions and responses to user’s facial expressions and behavior.

Responsiveness of avatar should be refined to better replicate real-world interactions and responses to user’s facial expressions and behavior.

Responses to user’s facial expressions

Responses to user’s facial expressions

Future Research Directions

Future Design Recomondations

Interfaces After Feedbacks

Interfaces After Feedbacks

Design Process

Design Process