ONLINE STUDY SPACE: USING GAMIFICATION AND VIRTUAL WORLDS TO IMPROVE ONLINE STUDYING

Product Owner

As the product owner I was responsible for the satisfaction of the client with the end-product, as well as ensuring trainees applied the design thinking + scrum methodologies along with appropriate design methods.

Tasks

  • Define the project brief together with stakeholders
  • Client Management
  • 1-1 coaching with design trainees
  • Facilitating Sprint Planning, Retrospectives, Translate and Review Sessions
  • Advising on direction of design process and creative concept
  • Advise on creative technologies and software useful for the project

Clients

Background

During the pandemic, the Amsterdam University of Applied Sciences and the University of Amsterdam introduced an MS Teams group to support students in studying from home and feeling connected with their educational institute and peers. The problem was that they felt this experience was not (visually) engaging. Their need is to design a platform that appeals to the imagination where students can more easily navigate and are motivated to create connections with each other.

Design Challenge

The design challenge is to enhance the online study space of the UvA & HvA to improve (1) the onboarding, (2) learning, and (3) engagement & belonging experience of students in the platform. We will do so by trying out two experiments within MS Teams with the theme’s Gamification & Virtual Worlds.

Outcome

This project is currently in progress. Outcome will be updated when project has ended.