VoyageMath Student Experience

Turns math practice into an adventure where students progress through guided challenges, building skills and confidence along their learning journey.

MY ROLE

Product Designer

TEAM

1 PD, 1 PM, 2 engineers

TIMELINE

Aug'23-Till Now

Practice tools were broken. They felt like tests, punished mistakes, and pushed kids to chase speed instead of understanding. For average and struggling students, that meant frustration, not growth.

We built VoyageMath to fix that. To make math feel encouraging. To create a space where mistakes become learning moments, not sources of shame. And to turn practice into something students actually want to keep doing.

In a nutshell:

VoyageMath is a gamified math practice experience designed to help every student climb their own mountain at their own pace. By blending question scaffolding, adaptive difficulty, visual progress, and reward mechanics, VoyageMath turns quiet frustration into confident momentum.

What We Wanted VoyageMath to Achieve

Make practice feel like progress

Turn repetition into reward and effort into visible movement.

Make practice feel like progress

Turn repetition into reward and effort into visible movement.

Make practice feel like progress

Turn repetition into reward and effort into visible movement.

Support the strugglers

Build scaffolds for students who are often left behind, such as low performers, ESL learners, and students with learning accommodations.

Support the strugglers

Build scaffolds for students who are often left behind, such as low performers, ESL learners, and students with learning accommodations.

Support the strugglers

Build scaffolds for students who are often left behind, such as low performers, ESL learners, and students with learning accommodations.

Keep it playful, not pressure-filled

Use game design to invite students into deeper learning.

Keep it playful, not pressure-filled

Use game design to invite students into deeper learning.

Keep it playful, not pressure-filled

Use game design to invite students into deeper learning.

Timeline & Process Overview

Our design journey unfolded in four iterative phases:

Discover

Classroom visits with 15-20 students

1:1 teacher interviews

Competitor tear-downs (IXL, ByteLearn, Quizizz)

Behavioral observation sessions

AUG - SEPT, 23

Define

Synthesized user needs from research

Crafted early prototypes

Mapped student learning journeys

Identified 3 core user cohorts

SEPT - OCT, 23

Develop

Built testable StepGuide flows

Created mountain climb mechanics

Designed campsite mini-games

Developed adaptive algorithm

OCT - DEC, 23

Deliver

Piloted in real classrooms

Gathered usage data and feedback

Optimized based on student behavior

Scaled successful mechanics

JAN - FEB, 24

Each phase informed the next, with at least two playtests per core mechanic before full rollout.

Research & Insights

Before jumping into wireframes, we spent weeks listening closely to the students and teachers we were designing for.

What We Did

  • Playtested around 10 times with groups of 15–20 students from grades 5–8, refining each MVP based on what we saw

  • Interviewed multiple teachers from the US to understand classroom dynamics

  • Shadowed students during practice sessions to see real behavior patterns

  • Analyzed behavior on other edtech tools like IXL, ByteLearn, and Quizizz

What We Learned from Competitor Analysis

We tested tools already in classrooms and observed where they fell short:

Tool

Gap Observed

Our Learning

Rigid and demotivating. Students ignored explanations and didn't understand Smart Score.

Progress needs to be clear and rewarding. Feedback should be supportive, not punitive.

Students overused hints. Felt stuck when forced to get it right before continuing.

Help should guide, not overwhelm. Scaffolding must be optional and supportive.

Dry, worksheet-like interface with no engagement elements. Students saw it as "digital homework."

Presentation matters. Even educational content needs engaging design to maintain student motivation.

Game overshadowed learning. Students played but didn't retain.

Fun should serve learning, not replace it. Game mechanics must reinforce effort.

Our Takeaway:

Students need tools that balance motivation with learning, offer support without giving away the answer, and reward effort meaningfully.

What We Built and Tested as MVPs

We divided students into 3 cohorts and focused on the middle and lower-performing groups:

1

2

3

Above average and toppers

Above average and toppers

Average students

Average students

Weak and extremely weak

Weak and extremely weak

We tested mechanics like badges, mountain climb progress, and campsites to see what really clicked:

This MVP design was created in a week to test our hypothesis

Badges were forgettable. Mountain progress worked because it showed movement. Campsites brought fun and rewards without breaking the learning rhythm.


Later playtests showed us what was missing. We added avatars (ownership), a high-risk Zipline mode (creativity and challenge), and confidence boosters (meaningful progress).

Design Framework: Balancing Motivation and Learning

Each design choice mapped back to key motivational principles:

Progress

The mountain gave visible feedback

Surprise

Campsites kept it fresh

Identity

Avatars made it personal

Challenge

Zipline added excitement

Even our leaderboard followed this thinking. Students only saw peers on their current leg of the mountain: keeping social pressure low, but peer motivation high.

Every feature aimed to support students emotionally and academically, not just make things fun.

Here's what we built

We built a 🏔️ mountain-climbing adventure where correct answers move students ⬆️ up the trail, wrong answers trigger helpful 🎯 StepGuide moments, and major milestones unlock 🏕️ celebrations with friends.

The journey from base camp to summit transforms math practice into a rewarding quest for mastery.

Here's how we built it

  1. Onboarding & Game Rules

The First Impression Matters

A gamified three-slide introduction sets a positive, adventure-focused tone that immediately differentiates VoyageMath from traditional quiz tools.

Key Design Decision: This onboarding appears only once per user, ensuring returning students can jump straight into practice.

  1. Game Entry & Avatar Setup

Creating Personal Investment

The Experience

Students enter a beautifully illustrated mountain landscape where they can see themselves alongside classmates. The avatar customization system (adapted from Quizizz) allows personal expression and builds investment in the experience.

Design Decisions

Social Context

Immediately showing classmates creates community feeling

Social Context

Immediately showing classmates creates community feeling

Social Context

Immediately showing classmates creates community feeling

Customisation First

Personal investment before academic challenge

Customisation First

Personal investment before academic challenge

Customisation First

Personal investment before academic challenge

Visual Appeal

Beautiful landscapes set an adventure tone

Visual Appeal

Beautiful landscapes set an adventure tone

Visual Appeal

Beautiful landscapes set an adventure tone

  1. The Core Gameplay Interface

Where Learning Happens

Split Screen Design

Left Panel

Math questions with clean, focused presentation

Left Panel

Math questions with clean, focused presentation

Left Panel

Math questions with clean, focused presentation

Right Panel

Mountain visualisation showing progress and peers

Right Panel

Mountain visualisation showing progress and peers

Right Panel

Mountain visualisation showing progress and peers

Key Design Decision: To balance motivation without discouraging struggling students, we only show peers in the same mountain "leg." This creates achievable competition as students progress through new peer groups, solving the "too much vs too little competition" challenge.

We change the background image and zoom in on the mountain as the student climbs higher, making the game feel more immersive.

  1. StepGuide: Teaching in the Moment

Our Secret Weapon

Traditional tools

Get it wrong

feel stupid

give up

VoyageMath

Get it wrong

StepGuide teaches

StepGuide

teaches

nail the next one

The Innovation: Instead of penalizing wrong answers, we reward learning through guidance.

How It Works

Immediate Trigger

Opens automatically after incorrect answers

Immediate Trigger

Opens automatically after incorrect answers

Immediate Trigger

Opens automatically after incorrect answers

Reward Structure

Students earn mountain steps and mini-game time

Reward Structure

Students earn mountain steps and mini-game time

Reward Structure

Students earn mountain steps and mini-game time

Visual Progress

Mini mountain shows progress even during guidance

Visual Progress

Mini mountain shows progress even during guidance

Visual Progress

Mini mountain shows progress even during guidance

Step-by-Step

Complex problems become manageable

Step-by-Step

Complex problems become manageable

Step-by-Step

Complex problems become manageable

Design Evolution: Initially, we hid the mountain during StepGuide, which reduced engagement. By creating a mini-mountain view, students could see their progress throughout the learning process, dramatically increasing completion rates by 30%.

  1. Math Vocabulary Support

Breaking Down Language Barriers

The Problem: 60% of below-average students couldn't understand math terminology

The solution

AI-Powered Detection

Automatically identifies math vocabulary in questions

AI-Powered Detection

Automatically identifies math vocabulary in questions

AI-Powered Detection

Automatically identifies math vocabulary in questions

Simple Explanations

Grade-appropriate definitions with real-world examples

Simple Explanations

Grade-appropriate definitions with real-world examples

Simple Explanations

Grade-appropriate definitions with real-world examples

Visual Enhancement

Emojis and context clues support understanding

Visual Enhancement

Emojis and context clues support understanding

Visual Enhancement

Emojis and context clues support understanding

Hover Interaction

Non-intrusive help that doesn't disrupt flow

Hover Interaction

Non-intrusive help that doesn't disrupt flow

Hover Interaction

Non-intrusive help that doesn't disrupt flow

  1. Milestone Celebrations: Campsites

Rewarding Progress

Campsite Arrival & Avatar Rewards

Students are greeted with congratulations and a mystery box animation that unlocks new avatar customization options.

Mini-Game Hub & Hall of Fame

Students can take a breather and play 4 different mini-games, each with their own Hall of Fame leaderboard.

Key Insight: Average math students get a chance to excel and show off their potential through different skill-based mini-games, creating alternative paths to recognition and confidence.

  1. Zipline Stations: Strategic Risk-Taking

High Stakes, High Rewards

The Concept

Confident students can challenge themselves for bigger rewards, but get it wrong and you slide back down the mountain. Not confident? Choose lower risk or skip entirely.

Design Purpose

Strategic Thinking

Students evaluate their confidence level

Strategic Thinking

Students evaluate their confidence level

Strategic Thinking

Students evaluate their confidence level

Differentiated Challenge

Advanced students can accelerate progress

Differentiated Challenge

Advanced students can accelerate progress

Differentiated Challenge

Advanced students can accelerate progress

No Safety Net

No StepGuide available, making it a true test

No Safety Net

No StepGuide available, making it a true test

No Safety Net

No StepGuide available, making it a true test

  1. Personalized End Experiences

Every Journey Has Its Ending

We have personalized quiz end experiences for students based on their performance, targeting exactly the right message for each type of learner.

Three Outcome States

  1. Success State (Mastery Score 80+)

Students are celebrated with fun stickers and placed at the mountain top where they can see friends who also mastered the skill. This creates a motivational target for other students to aspire toward.

  1. Encouragement State (Tried Hard, <80 Mastery)

Our adaptive logic gently stops their progress and nudges them to seek teacher help. They can review missed questions to learn before playing again.

  1. Guidance State (Rushing Pattern)

When we detect rushing behavior (average <10 seconds + mostly wrong answers), we ask students to slow down and think through their answers more carefully.

  1. Accessibility & Inclusion

Supporting Every Learner

Comprehensive Accommodations

Borrowed from Quizizz's robust accessibility system:

Calculation Support

Scientific and graphing calculators

Calculation Support

Scientific and graphing calculators

Calculation Support

Scientific and graphing calculators

Visual Support

Magnifier and dyslexia-friendly fonts

Visual Support

Magnifier and dyslexia-friendly fonts

Visual Support

Magnifier and dyslexia-friendly fonts

Language Support

Translation and read-aloud features

Language Support

Translation and read-aloud features

Language Support

Translation and read-aloud features

Learning Environment

Option to remove peer visibility from the mountain for pressure-free practice

Learning Environment

Option to remove peer visibility from the mountain for pressure-free practice

Learning Environment

Option to remove peer visibility from the mountain for pressure-free practice

The Adaptive Algorithm

🚀 Start with 2 confidence boosters - super simple questions to motivate students

⚡ Get 5 consecutive correct answers to advance levels

📊 Maximum 11 questions per level

🏁 Session ends if unable to progress; teacher flagged for support

Starting Point

Confidence boosters

2 questions

Easy Level

Build mastery

11 questions

Medium Level

Increased complexity

11 questions

Hard Level

Advanced students

11 questions

How did we evolve the algorithm?

v1

Medium Start

Start with 5 medium questions: 3+ correct → stay medium, <3 → drop to easy. Advance with 3 consecutive correct.

Problem: Discouraged average students from the beginning

v2

Easy Advance

3 consecutive correct answers.

Problem: Too easy to advance, wide gap between fast and slow students

v3

Lucky Breaks

5 correct answers total (not consecutive)

Problem: Students advanced through luck rather than understanding

v4

Perfect Balance

5 consecutive correct answers with confidence boosters

Result: Balanced progression that ensures actual learning

📊 What We Saw

76%

Repeat Rate

3.8/5

Student PSAT

86

Teacher NPS

80%

Game Completion Rate

What Teachers & Students Are Saying…

"I like how VoyageMath keeps them engaged with their math tasks so I can focus on more important things for the class"

Jennifer Wing, 6th Grade Math Teacher

"I love customizing my avatar and playing VoyageMath with my friends!"

Grade 7 Student

"When I get a question wrong, I don't feel bad because I still get to climb the mountain"

Grade 6 Student

🪄 Closing Thoughts

What I Learned

Designing for education requires balancing engagement with efficacy. The most successful elements of VoyageMath came from understanding that learning motivation is as important as learning content. Students need to feel successful and supported to engage with challenging material.

Next Steps

Building on VoyageMath's success, we're investing in mindful gamification techniques that deepen engagement across learning sessions. Students will collect gems after each completed session, creating a progression system that extends beyond individual games. These gems unlock thousands of avatar customization assets, special mountain themes, and exclusive rewards, fostering long-term investment in their learning journey while maintaining our core principle: game mechanics that serve learning, not replace it.

~ THE END ~

Looking for a designer?

If you're building something cool and need a hand, I'm all ears.

© 2025 AMAN JAIN

Looking for a designer?

If you're building something cool and need a hand, I'm all ears.

© 2025 AMAN JAIN

Looking for a designer?

If you're building something cool and need a hand, I'm all ears.

© 2025 AMAN JAIN