Immersive Classroom:
A Zero-to-One Gamified
Learning Platform

Immersive Classroom — student and teacher experiences shown across tablet, laptop, phone and monitor

The K12 online education market has long been fractured into two extremes. On one end are premium live classes (100–500 RMB per lesson) with an impressive 80–90% completion rate but inaccessible to many families. On the other are affordable recorded courses (50–100 RMB per lesson) with a dismal 30–50% completion rate. The opportunity: could we build a product that scales like a recorded class but engages like a live, premium experience?

Role
Senior Product Designer
Scope
0→1 Design
Company
TAL
Platforms
Student App & Teacher Interface
Timeline
Mar–May 2025

Our Vision

As the Lead UX Designer, I led the zero-to-one design of "Immersive Classroom." Our vision was to completely reimagine remote learning — moving away from static video grids and passive consumption toward an interactive, gamified platform using storytelling and multi-user interaction to simulate the dynamic environment of a physical classroom.

We had to design a dual-sided platform: the student experience needed to feel like an immersive game that captured fleeting attention, while the teacher experience needed to be a powerful, streamlined command center. The ambition was high — we weren't just redesigning a UI; we were attempting to fundamentally change how children interact with educational content through their screens.

Immersive Classroom vision

Discover & Insight

Students were dropping off from online classrooms with completion rates as low as 30–50%. Through user research and stakeholder interviews, a clear pattern emerged: traditional online education suffers from a profound lack of interactive elements. Children experienced severe screen fatigue, feeling isolated in a digital void without the peer pressure and environmental cues of a real classroom.

Lack of Interaction

Students feel disconnected without real-time engagement.

Boredom Fatigue

Long lectures and passive learning lead to drop-offs.

Sense of Isolation

Lack of peer interaction and classroom community.

Collaborating closely with educational content creators to unpack the pedagogy, we realized that simply adding quizzes or digital flashcards wouldn't solve the core issue. The environment itself was uninspiring. We hypothesized that if we could mask the learning process within a narrative — making it feel like play — we could drastically reduce the cognitive friction of remote learning.

Persona: Leo — 6-year-old, 1st grade

Wants: feeling valued while using the app · clear visual instructions and cues · real-time rewards.

Frustrations: gets easily distracted during 45-minute video lectures · feels isolated staring at a static screen · finds traditional digital worksheets boring and repetitive.

"I don't like the video classes because I can't see what my friends are doing, and the teacher just talks the whole time." — Lele

Core Insight

Engagement in K-12 online learning is driven not only by teaching quality, but by interaction and peer companionship.

This led to our first major pivot. We discarded the idea of an "optimized video player" and shifted our entire product strategy toward a story-led curriculum. The UI and UX had to seamlessly integrate with narrative arcs, requiring much tighter collaboration between design and content teams. We weren't just designing buttons — we were designing virtual worlds.

FeatureTraditional PlatformImmersive ClassroomValue Delivered
EnvironmentStatic video gridStory-driven backgroundsDeeper immersion
InteractionChat & hand-raiseVideo interactionStronger engagement
MotivationGradesGamified rewardsIntrinsic motivation boost

Finding Signal

During an early concept test, we introduced a simple prototype: the teacher appeared inside a desert exploration adventure instead of a static white screen. Students' behavior shifted immediately — they were no longer passively watching, but actively exploring.

Desert exploration concept test

This signal validated our hypothesis: immersion drives retention. We doubled down by integrating AR-driven interactions and gesture recognition. Instead of clicking a button to answer a question, students could use hand gestures the camera would recognize, triggering AR stickers on their screens. This physical-to-digital loop created a highly active learning posture.

Core Insight

Learning becomes engaging when it feels like an experience, not a task.

When we presented this direction to the executive team, the reaction was overwhelmingly positive — it was the differentiator the business needed. However, it introduced immense technical and UX complexity: real-time video, AR overlays, and multi-user syncing without overwhelming device processing power or the user's cognitive load.

Design direction overview

Content

Immersion

Make learning feel like exploration.

Interaction

Engagement

Increase attention & participation.

Structure

Scalability

Support diverse teaching scenarios.

Student Experience

System Architecture

The immersive classroom adopts a multi-layered interface to support rich learning content and diverse interaction methods. This significantly increases both technical and UX complexity, making a scalable and unified product architecture essential.

Multi-layered interface system
Multi-layered interface system

Immersive Classroom Learning Flow

1
Pre-classCourse Start
Student Introduction

Students get to know each other

Select Class Leader

Choose a class leader to guide the session.

Set Learning Theme

Define the theme and objectives for the class.

2
In-Class InteractionCore Learning
Distribute Resources

Share learning materials with students.

Group Photo Activity

Capture a moment and build connection.

Sequential Speaking

Students speak in order, one by one.

Simultaneous Speaking

Students speak at the same time.

Random Speaking

Randomly select students to speak.

Interactive Quiz

Engage with questions and instant feedback.

3
Break & TransitionMid-Class Break
Select Assistant

Choose a student assistant to help the class.

Ring the Bell

Interactive bell to resume the class.

4
Wrap-upCourse End
Distribute Rewards

Open the treasure box and celebrate achievements.

Content Design for Immersive Learning

Designing engaging and contextualized learning experiences through interactive learning content and interactive assessment. By integrating traditional knowledge with contextualized learning, students learn through realistic scenarios, deepening their understanding and applying knowledge directly in the learning process.

Immersive Scenario-Based Learning

Students learn through narrative-driven scenarios, transforming abstract knowledge into concrete experiences while enhancing engagement and emotional connection.

Immersive Group Photo Interaction

By capturing group moments within immersive learning scenarios, students experience learning as a journey of exploration and discovery.

Interactive Design for Engaging Learning

Enhancing classroom engagement through real-time interaction, immersive scenarios, and instant feedback.

1Dynamic Stage Mode

High-frequency interactions with audio, video, and content tightly integrated.

2Role-Playing Interaction

Students actively participate through interactive role-playing scenarios.

3Engaging Interaction

Students' expressions appear on screen, strengthening peer connection.

4Instant Feedback & Reinforcement

Lightweight audio and video feedback keeps students focused.

2 Modes × 3 Interaction Formats

A flexible interaction system combining configurable stage control and real-time engagement, supporting multiple speaking formats to enhance participation and classroom immersion.

Dynamic Stage Mode

A configurable interaction mode that allows teachers to freely arrange and control student video windows during class.

Real-time Interaction Mode

A default interaction mode where student video windows are activated instantly for spontaneous, in-the-moment engagement.

Single student speaking
Single student speaking
Sequential speaking
Sequential speaking
Simultaneous speaking
Simultaneous speaking
1

Dynamic Stage Mode

Teachers can initiate student video interactions closely integrated with learning content, enhancing classroom immersion, increasing peer interaction frequency, and fostering a stronger sense of learning companionship.

Integration of video and lesson content
Adjustable video layouts
Adjustable video layouts to support diverse teaching scenarios
Video and lesson content integration
Class monitor selects topic
Class Monitor Selects Topic
2

Role-Based Learning & Skill Acquisition

Students take on different roles throughout the learning process, each associated with specific abilities.
This approach enhances engagement and creates a stronger connection between interaction and learning content.

Resource distribution by student representative
Resource Distribution by Student Representative
Assistant-led class timing
Assistant-Led Class Timing
3

Fostering Engagement & Enhancing Student Visibility

Interactive participation highlights student performance, builds an engaging classroom atmosphere, and strengthens peer connection and learning presence.

Voice-driven keyword unlock
Voice-driven Keyword Unlock Interaction with Animated Feedback
Gesture-based interaction
Gesture-based Interaction with Animated Feedback
KeyWords animation
KeyWords Animation
Hand raise animation
Hand Raise Animation
Like interaction
Like Interaction
Coin reward feedback in class
4

Feedback Mechanism: Coin Reward Feedback & AI Teacher Feedback

  • Video Interaction: The system provides coin-based reward feedback.
  • Student Verbal Response: The AI teacher model delivers personalized voice feedback, fostering a stronger sense of connection between teachers and students.
AI Teacher Feedback Mechanism
AI teacher feedback mechanism flowchart

Impact & Results

72.9%
Course Completion Rate
+9%
Increase in Completion Rate
4.6 / 5
User Satisfaction

Attendance decline reduced by 4.3%

Attendance rate chart — L6 Attendance rate chart — L5 Attendance rate chart — L1

Attendance completion rate increased by 9%

Attendance completion rate chart — L6 Attendance completion rate chart — L5 Attendance completion rate chart — L1

Overall completion rate varies across grade levels

Overall completion rate chart — L6 Overall completion rate chart — L5 Overall completion rate chart — L1

User Feedback

Evaluation Metrics (5-point scale)

Evaluation metrics on a 5-point scale

Key Takeaway

Unlike overall ratings, the interactive experience received unanimous positive feedback from both students and parents, achieving the highest score of 4.79 / 5.

"My child would give the interaction 1000 points. Parents noticed how engaged they were. During activities like selecting a class leader, kids stood up and raised their hands — they were eager to participate."

— Grade 1 student's parent

"Throughout the lesson, students were highly engaged and eager to participate. The experience felt new, the visuals were very appealing, and most kids would really enjoy it."

— Grade 6 student (female)

Reflection & Next Steps

In the 0-to-1 design and implementation of the immersive classroom, close collaboration with business and engineering teams is essential. The design must support rich pedagogical needs while remaining feasible within technical and resource constraints — a constant balance between ideal experiences and real-world limitations. The role of a designer is to craft the best possible experience within these constraints; otherwise even the most compelling ideas remain conceptual.

Next steps identified through follow-up research:

  • Optimize interaction flow: improve answer feedback and waiting states for smoother, more responsive interactions.
  • Enhance feedback mechanisms: introduce more contextual and personalized feedback for student responses beyond generic evaluations.
  • Strengthen attention design: refine AI-driven calling and highlighting mechanisms to make "being noticed" more memorable and effective.
  • Evolve reward system: expand beyond basic incentives with progression, competition, and richer reward layers.

Teacher Experience

Background

With the introduction of a new recorded-class model for immersive classrooms, there was a need to rapidly develop supporting teacher-side capabilities. To accelerate delivery, the initial version was built upon the existing teacher interface, where a generalized interaction publishing workflow was designed and extended — enabling flexible configuration and quick deployment of diverse teaching interactions.

Control panel on the teacher's desktop monitor
Control panel — desktop monitor
Preview screen on the large teaching display
Preview screen — interactive teaching display

Problem

During class, interactions require a lengthy workflow and frequent operation on the control panel. Meanwhile, teachers need to check notes while teaching, causing their visual focus to shift away from the main screen. This disrupts the interaction flow and results in a suboptimal student experience.

Due to the constraints of the semi-body recording setup, teachers must focus visually on the preview screen during instruction, while performing interaction operations on a separate control panel.

Immersive classroom demo
Immersive classroom demo
Semi-body recording setup
Semi-body recording setup

Problem Breakdown

Starting from the operational challenges teachers face in the semi-body recording setup, we defined clear design goals and proposed strategies to optimize the teaching experience.

Problem breakdown framework

Framework Design

Build a clear and consistent information architecture for the semi-body recording setup, helping teachers focus on teaching while reducing operational burden.

Product Capabilities

Lesson Content

Interaction Controls

Content Preview

Instructor Notes

Page Structure

Page structure exploration 1 Page structure exploration 2 Page structure exploration 3 Page structure exploration 4

Design Iteration: From Complexity to Clarity

From Complexity to Clarity

V1 Direct Migration

Directly migrated the control panel to the preview screen.

V1 iteration

Issue: Redundant information and visual clutter.

V2 Simplified Content

Reduced unnecessary elements and highlighted the current step.

V2 iteration

Remaining Problem: Interaction states and controls were still not suitable for the preview screen.

V3 State Clarity

Clarified current interaction states and streamlined actions.

V3 iteration

Improvement: Removed non-essential information to improve focus.

V4 Visual Optimization

Refined visual hierarchy and interaction feedback.

V4 iteration

Outcome: A cleaner, more intuitive interface aligned with the teaching flow.

Design Solution

By reducing operational complexity and emphasizing real-time status feedback, the design enables teachers to effortlessly manage turn-based speaking sessions with clarity, control, and minimal cognitive load.

Final design solution

Final Design: Group Photo Interaction Workflow

Using the group photo interaction as an example, this end-to-end workflow shows how teachers initiate and manage in-class interactions — streamlined operations with clear, real-time guidance.

Step 1
Step 1 — Publish interaction
Step 2
Step 2 — 6 people on stage: start
Step 3
Step 3 — 6 people on stage: complete
Step 4
Step 4 — Start recording
Step 5
Step 5 — Recording countdown
Step 6
Step 6 — Recording end

Impact & Results

Through interviews, field testing, and surveys, we validated the design in real teaching scenarios and measured a significant improvement in teacher satisfaction.

User Interviews

1:1 user interview session

Conducted 1:1 interviews with lead teachers in the early stage to understand real teaching behaviors and operational habits.

Field Testing

Field testing in the semi-body recording studio

Deployed the prototype in a semi-body recording environment and observed teachers' real-time usage, focusing on usability and interaction flow.

Survey Study

Post-launch survey questionnaire

Collected structured feedback post-launch to evaluate usability, learning curve, and overall satisfaction.

NPS Increase

5.7
Before
8.3
After
+46% ↑
Significant Improvement
in Satisfaction

What I Learned: Reflections on a 0→1 Journey

Building Immersive Classroom from zero to one was a masterclass in cross-functional collaboration. The biggest lesson: UI/UX cannot exist in a vacuum, especially in ed-tech. The success of this platform hinged entirely on aligning interaction design with the pedagogical goals of the educational content creators — technology and design had to serve the story, not the other way around.

I also gained a deep appreciation for designing dual-sided platforms with conflicting user needs. Balancing the hyper-stimulating, vibrant world required for child engagement against the calm, structured, low-cognitive-load environment required for teacher efficiency pushed me to expand my design vocabulary.

Ultimately, this project reinforced my belief that good design solves human problems. By addressing the isolation and screen fatigue inherent in remote learning, we didn't just build a better video player — we created a space where children actually wanted to learn.

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