Student Experience

Turning math practice into an adventure where students climb their own mountain at their own pace, building skills and confidence along the way.

Turning math practice into an adventure where students climb their own mountain at their own pace, building skills and confidence along the way.

Turning math practice into an adventure where students climb their own mountain at their own pace, building skills and confidence along the way.

Role

Product Designer

Team

1 PD, 1 PM, 2 engineers

Timeline

Apr'24-Till Now

Overview

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.

Student

What We Wanted VoyageMath to Achieve

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.

Keep it playful, not pressure-filled

Use game design to invite students into deeper learning.

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:

Gap observed

Rigid and demotivating. Students ignored explanations and didn't understand SmartScore.

Our Learning

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

Gap observed

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

Our Learning

Presentation matters. Educational content needs engaging design to maintain motivation.

Gap observed

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

Our Learning

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

Gap observed

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

Our Learning

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:

Mountain climb

Mountain climb

Badges

Badges

Campsite

Campsite

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

What We Learned

Mountain Progress

Students kept checking it. Clear visual of where they were.

Campsites

Students wanted to reach them, motivating correct answers. Mini-games gave a break from math.

Badges

Never noticed. Had no impact.

Mountain progress and campsites stayed. Badges got cut.

Over the next few rounds, we added more. Some came from student requests—'Can I customize my character?' gave us avatars, 'Can I skip ahead?' gave us ziplines. Others came from watching students struggle—we added vocabulary support for math terms they didn't understand, adaptive difficulty that matched their level, and different end screens based on how they were actually performing.

Here's the complete system. ⬇️

Building the Experience

Key Design Decision

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

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.

  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.

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

Customisation First

Personal investment before academic challenge

Visual Appeal

Beautiful landscapes set an adventure tone

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.

  1. The Core Gameplay Interface

Where Learning Happens

Split Screen Design

Left Panel

Math questions with clean, focused presentation

Right Panel

Mountain visualisation showing progress and peers

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

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.

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.

The Innovation

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

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. StepGuide: Teaching in the Moment

Our Secret Weapon

Traditional tools

Get it wrong → Feel stupid → Give up

VoyageMath's StepGuide

Get it wrong → StepGuide teaches → Nail the next one

How It Works

Immediate Trigger

Opens automatically after incorrect answers

Reward Structure

Students earn mountain steps and mini-game time

Visual Progress

Mini mountain shows progress even during guidance

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%.

The Innovation

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

The Innovation

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

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 Detection

Finds math terms in questions automatically

Simple Explanations

Grade-appropriate definitions with real-world examples

Visual Enhancement

Emojis and context clues support understanding

Hover Interaction

Non-intrusive help that doesn't disrupt flow

AI Detection

Finds math terms in questions automatically

Visual Enhancement

Emojis and context clues support understanding

Simple Explanations

Grade-appropriate definitions with real-world examples

Hover Interaction

Non-intrusive help that doesn't disrupt flow

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. 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.

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

Differentiated Challenge

Advanced students can accelerate progress

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

Visual Support

Magnifier and dyslexia-friendly fonts

Language Support

Translation and read-aloud features

Learning Environment

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

Impact

76%

Repeat rate

3.8/5

Student PSAT

86%

Teacher NPS

80%

Game completion rate

Loved by students ❤️

  • I like it because it is so helpful - I didn't get a lot wrong! I got like 4 wrong so I am very happy about that. I always get a lot wrong usually.

    Malik

    7th grader

  • It helped me learn the subject better, especially with the harder questions.

    Marcus

    7th grader

  • It helped me use paper a lot and made me get answers closer to the actual answer.

    Isabella

    5th grader

  • You can move on your own and take a break if you wanted to.

    Aiden

    7th grader

  • I loved the explanation and break down of the problems.

    Maya

    8th grader

  • I love VoyageMath! It helps me with any math problems, and if I get it wrong then it will explain the answer I got wrong.

    Caleb

    7th grader

  • I loved how it didn't feel like I was doing math - it felt like a fun game!

    Tyler

    6th grader

Trusted by teachers 🤝

  • They walk out of the classroom with a more positive vibe and more encouragement about themselves and their abilities.

    Christopher Borjas

    6th grade teacher

  • They said that if they get it wrong it explains it to them and breaks it down. They said that it had helped them a lot!

    Rebecca Hudgins

    7th and 8th grade teacher

  • The engagement level of students has increased quite a bit. They like VoyageMath a lot more.

    Erik Jonathan

    Middle school math teacher

What Stuck With Me

Designing for education means balancing joy with learning. Too serious becomes homework students avoid. Too playful and the game overshadows the lesson. The breakthrough wasn't any feature. It was removing shame from failure. Students don't quit because they lack ability. They quit because tools make mistakes feel permanent. Everything we built said: you can do this, and we'll help you get there.

Iteration taught me to trust what students do over what they say. Badges failed. Mountain progress became everything. Designing for struggling students forced better design for everyone. When a sixth grader says "I don't feel bad when I get it wrong because I still climb the mountain," that's the win. Not engagement metrics. A mindset shift.

Looking for a designer?

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

© 2026 AMAN JAIN

Looking for a designer?

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

© 2026 AMAN JAIN

Looking for a designer?

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

© 2026 AMAN JAIN