Designing a product framework for learning

Overview

In a chemistry class, students often memorize facts from a chapter, take a test, then move on to the next chapter. Through this traditional method, students often struggle to visualize the abstract world of chemistry and fail to grasp key concepts. This lack of context and understanding often leaves students confused and uninterested, and leaves teachers frustrated.
Our goal: To create an interactive, digital product to ease the struggle around teaching and learning chemistry concepts by making the abstract tangible and allowing students to interact with the building blocks of matter.

Platform: Web, iOS and Android tablets
Role: Creative Director (guided the design process from problem definition, market and user research, and establishing requirements to concept ideation and wireframing/prototying, and iteration)
Team: Edward Wang, Pedagogy Director; Gene Wang, Producer
Time frame: 4 months

Research

Target Audience: AP versus Gen Chem
We evaluated Advanced Placement (AP) and General Chemistry (Gen Chem) classrooms as potential targets. While AP had a proven market for test preparation materials and courses, Gen Chem offered a broader market and more flexible curriculum which meant more potential users. The less advanced curriculum also meant more potential secondary users including: middle schools, honors chem, introductory college courses, and tutoring.

Advanced Placement

  • Proven test prep spending
  • Standards set nationally
  • Self-selected students with more advanced knowledge
  • Smaller market
  • Limited extra time in the curriculum
  • Specific scope limited for secondary audiences
  • More math, less conceptual

General Chemistry

  • Broader market
  • More flexibility in the curriculum
  • Less math, more conceptual
  • Broader scope, better for secondary audiences
  • Standards vary by state
  • Students sometimes have less interest and foundational knowledge

Competitive Analysis

We explored existing educational science apps and websites on the market. Our research didn’t identify any direct competitors that offered that the same interactive experience and breadth of content that we felt was needed to be relevant throughout a chemistry course and help improve learning. What we found fell into the following groups:

Existing products fell into the 4 groups with virtual labs and web simulations being the closest competitors.

The criteria

We identified the following criteria based on business requirements and user needs to help guide our design process. These would help shape our product and inform our decisions and choices.

Go deep & focus on the why

In order to make the content more approachable for general chemistry students we needed to focus on explaining the "why" behind fundamental concepts rather than rote practice so students could build a solid foundation of understanding.

Cover a broad range of topics & concepts

Existing resources focused on a single topic or concept. We wanted to increase our value in the classroom by covering multiple topics that could be used at multiple points throughout a chemistry course.

Be modular with multiple points of entry

We wanted to offer flexibility in usage with a low barrier to entry. Instead of a linear product with one entry point, we would need to be modular with multiple entry points so that teachers could use as little, or hopefully as much, as they wanted and in any order .

Highlight interconnected systems

The traditional chemistry curriculum often overlooks the connections between one chapter and the next. We believed that highlighting the relationship between microscopic and macroscopic concepts was key to showing how it all fits together.

Keep the scope manageable

A full high school chemistry course covers a lot. We needed to keep the design and development times reasonable if we wanted students and teachers to actually get to use the product.

Content definition

Next, we needed to define what content would be included in the product. I asked our Pedagogy and Content Directors to prepare a “road trip” through chemistry. What “states/regions” would they stop in and what “sites” would they see in each one? We asked the following questions to help guide our journey:

  • What do students need to know (for standards and testing)?
  • What’s hard for students to understand?
  • What’s hard for teachers to teach?
  • Now forget standards and testing, what’s interesting to know about chemistry?
  • What does/doesn’t work well in this medium?

Usage scenarios

Pre-instruction

Teacher assigns a specific content area for students to complete in class or for homework to introduce a topic before a lesson.

During instruction

Teacher has students play  specific game levels during instruction or use the sandbox as a demonstration tool during a lesson.

Post-instruction

Teacher assigns a specific content area for students to complete to review a topic or set of topics after a lesson.

Ideation

Turning concepts into actions

With our criteria set and our content outlined, our next step was to figure out what an interactive learning experience for chemistry might actually look like. To do this we broke down the chemistry topics into actions users might perform and looked for commonalities and trends to help define the product. 

Modular yet interconnected

We decide it made most sense to keep the concepts grouped in topics and create individual experiences based around each set. In order to showcase  chemistry as a system, we needed to tie the experiences together (interconnected). Yet, we also needed each one to stand alone so a teacher could use any or all of them in no set order (modular). This was a huge challenge. 

We struggled to imagine a learning game that would have some overlap in concepts with another game without requiring students to repeat some duplicate levels in each game in order to cover concepts from both. All of our early ideas required some levels to appear in both games.

Design

The framework

Eventually we came up with an idea that would allow students to not repeat levels. Instead, students would use objects created in one game to complete levels in other games. This would highlight how concepts from one topic were connected to concepts from another. For example, the Atoms game would connect to the Covalent Bonding game so students could see why the size of an atom and its electron configuration were important in bonding.

An early framework design. Each topic consisted of a set of “explore” games that culminated in a challenge level (blurred topics have not been released).

CRITERIA CHECKLIST

Evaluate

The final framework

We re-evaluated the connections based on the specific objects/particles that could be passed and the concepts attached to each. We removed some topics/games based on their potential impact in the curriculum. We also adjusted the connections based on what made sense conceptually and through the framework we had established.

The final product framework that would serve as a foundation for design and development.

CRITERIA CHECKLIST

The results

We prioritized production and release of the games based on the timing of the topics during the school year, the impact on learning, and complexity of elements in each design (building a system of chemistry is hard!). The result is Collisions®, a system of seven, soon to be eight, interconnected digital chemistry games with over 30,0000 active monthly student and teacher users during the school year.

Collisions® was honored as a 2019 Webby Nominee for Best Education Game.