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 Senior Product Designer, I led the zero-to-one design of "Immersive Classroom" — replacing static video grids with a gamified platform that uses storytelling and multi-user interaction to recreate the dynamics of a physical classroom.

The platform is dual-sided: for students, something that feels like a game; for teachers, a streamlined command center. Two very different design problems sharing one system.

Immersive Classroom vision

Discover & Insight

Completion rates for recorded classes ran as low as 30–50%. Research and stakeholder interviews pointed to one pattern: without the peer presence and environmental cues of a real classroom, children experienced screen fatigue and isolation.

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.

Working with the content team, it became clear that adding quizzes wouldn't fix this — the environment itself was the problem. Our hypothesis: wrap the learning in a narrative so it feels like play, and the friction drops.

Primary Persona

Leo

6 years old · 1st grade · Learns at home, mostly on a tablet

Needs

  • To feel noticed and valued while using the app
  • Clear visual instructions and cues
  • Rewards that arrive in the moment

Frustrations

  • Loses focus during 45-minute video lectures
  • Feels alone in front of a static screen
  • Finds digital worksheets boring and repetitive

"I don't like video classes. The teacher just keeps talking, and I get bored."

Leo, 1st grade
Core Insight

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

That triggered our first pivot: we dropped the "optimized video player" framing and moved to a story-led curriculum, with the interface built around narrative arcs rather than playback controls.

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

Testing the Hypothesis

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

The signal validated the hypothesis, so we pushed further into AR and gesture recognition: students answer with hand gestures the camera reads, triggering AR stickers on screen — a physical-to-digital loop that keeps them in an active posture.

Core Insight

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

Leadership backed the direction as the differentiator the business needed — but it introduced real complexity: real-time video, AR overlays, and multi-user syncing, all within device and cognitive limits.

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 multi-layered interface supporting this range of content and interaction made a unified, scalable 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

Interactive content and assessment place knowledge inside realistic scenarios, so students apply what they learn as they learn it.

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

Flexible layouts for audio, video and content.

2Role-Playing

Students act out the lesson, not watch it.

3Peer Presence

Classmates' reactions show up on screen.

4Instant Feedback

Quick audio and video cues keep focus.

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 — original Chinese chart
Attendance rate chart — L5 — original Chinese chart
Attendance rate chart — L1 — original Chinese chart

Attendance completion rate increased by 9%

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

Overall completion rate varies across grade levels

Overall completion rate chart — L6 — original Chinese chart
Overall completion rate chart — L5 — original Chinese chart
Overall completion rate chart — L1 — original Chinese chart
Hover for English

Across all three grade bands, immersive classes held attention longer than the recorded baseline — and the gap widened with every lesson, which is exactly where recorded courses normally lose students.

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

Zero-to-one work here meant constant negotiation with business and engineering: designs had to serve pedagogy while staying within technical and resource constraints. The designer's job is to deliver the best possible experience within those 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

The new recorded-class model needed teacher-side capabilities fast, so v1 extended the existing teacher interface with a generalized interaction publishing workflow — flexible configuration, quick deployment of varied 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

But publishing an interaction took too many steps, and checking notes pulled teachers' eyes off the main screen — breaking the flow for students.

Due to the constraints of the waist-up 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
Waist-up recording setup

Problem Breakdown

Starting from the operational challenges teachers face in the waist-up 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 waist-up 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 waist-up recording studio

Deployed the prototype in a waist-up 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.

User Satisfaction Score

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

What I Learned: Reflections on a 0→1 Journey

The biggest lesson: in EdTech, interaction design only works when it's aligned with the pedagogy. Technology and design had to serve the story, not the other way around.

Designing for conflicting needs also stretched me — the vivid, stimulating world children need sits directly against the calm, low-load environment teachers need to work efficiently.

Addressing the isolation and fatigue built into remote learning is what mattered here — not building a better video player, but a space children wanted to be in.

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