The Customer
The Customer is a nationwide organization, that has been developing one of the greatest educational, sports and civic large-scale projects since 2003.
Their mission is to help adolescents, parents, teachers and activists master the skills of the XXI century and become ambassadors of change in their own communities.
During the pandemic year of 2020, Customer decided to adapt their educational projects to the online format. He approached us to create a unique interactive eLearning platform.
Tasks
After a couple of brainstorming sessions, we recommended to use Open edX technology as a basis for the learning management system that will cover all the project's needs and goals: making it driving, engaging and atrractive for users.
In addition to that, we've already had a set of pre-built off-the shelf solutions (reporting engine and gamification engine) to significantly reduce time-to-market.
The customization flexibility of the platform (Python + Django stack) also came in handy for the project.
Gamification and interactivity should implement a methodology of «pleasant tension»: neither boring nor too difficult. Introduction of a deadline system and scheduled access to learning content.
Challenges
Timeline. Implementation time was very limited, so extensive experience of the team was decisive.
Unique design. We needed to develop custom UX/UI that would comply with the Customer's image (futurism and friendliness), platform mission (diverse informal education) and goals (engagement).
Scalability. The platform needed to be ready for high usage volumes and for a quickly growing user base.
Mobile devices friendly
Interactive content should be deeply optimized for viewing and interacting via mobile devices.
Solutions
Custom Gamification Solution
We’ve delivered a scalable, customized eLearning solution that allowed the "Gamified learning platform" project to:
- Target thousands of potential learners
- Qualify learners in an automated way (set of Open edX out-of-the-box quizzes, surveys and prerequisites)
- Keep learners motivated using reporting, gamification, and automated messenger notification capabilities
- Filter out non-motivated learners using the functionality of managed learning content access and prerequisites
- Successfully launch the project and issue 10 times more certificates than in the offline mode
The platform’s attractiveness, convenience, and accessibility allow scaling the impact further.
Gamification significantly affects the level of involvement and is one of the most visited sections of the course.
Customer highly evaluates the possibilities of Telegram notifications and PS Analytics capabilities to maintain learner engagement (9 out of 10).
Over 5 thousand new users in the first 3 months
80% platform visits with high engagement (according to Google Analytics reports)
Raccoon Gang is ready to implement an equally cool project for you. We have helped develop hundreds of unique e-learning projects. Do you want to put your educational idea into practice? Just contact us!