Comprehensive Reading:
A Zero-to-One Gamified Independent Learning Experience

Game world intro — finding the lost characters Board-game style map Popup quiz — multiple choice Popup quiz — voice question Reward feedback — Knowledge Points Leaderboard
Role
Senior Product Designer
Company
TAL
Type
Gamified Experience Design · 0→1
Timeline
Jun–Aug 2023

Comprehensive Reading is a Chinese leveled-reading product for Grade 1–6 students, built to grow both a love of reading and reading ability across a complete "in-class + after-class" learning journey. As lead designer, I was responsible for the after-class practice module — turning tedious homework exercises into a game kids want to play on their own, and one that captures their learning. The goal: lift task completion while making learning outcomes visible to students and parents.

Product Overview

The Comprehensive Reading system spans a child's full learning journey through three parts: the Reading Plan builds a daily reading habit; the Reading Challenge provides ongoing motivation; and After-Class Practice reinforces and extends what was taught in class. This project focused on After-Class Practice — the key touchpoint where classroom learning turns into lasting ability, and the part of the product whose metrics most needed improvement at the time.

Comprehensive Reading product system: After-School Learning (Reading Plan / Reading Challenge / After-Class Practice) + In-Class Learning

Background

To pinpoint the problem, we ran a systematic analysis of Comprehensive Reading's core "in-class + after-class" metrics: for in-class, we looked at attendance, completion, and attendance-to-completion rates for long-term classes; for after-class, at task participation across long-term and short-term classes. The data showed clear room to improve participation and completion in the after-class practice module — especially in the higher L4–L6 grade bands.

In-Class & After-School Data Analysis

In-Class · Attendance & Completion

Long-term Class Attendance Rate

L4–L6 long-term class attendance rate, live vs recorded-live

Long-term Class Completion Rate

L4–L6 long-term class completion rate, live vs recorded-live

Long-term Class Attendance-Completion Rate

L1–L3 long-term class attendance-completion rate, live vs recorded-live

After-School · Task Participation

Long-term Class Participation Rate

Long-term class check-in participation and progress trend

Short-term Class Participation Rate

Short-term class check-in participation and progress trend

Defining the Problem

Anchored on our core metrics — attendance, completion, participation, and student NPS — we broke the root causes down from the perspective of three stakeholders:

01

Students

  • Low motivation to learn.
  • Poor persistence — they give up halfway.
02

Parents

  • No visible sense of learning outcomes.
  • Low perceived value of the course.
03

Product

  • Unclear learning plan.
  • Weak link between tasks and lesson content.
  • Learning outcomes surfaced poorly.

After-Class Practice · Design Goals

Starting from user needs and business needs, I combined the two into product goals, then translated those into clear design goals for this project — using design to achieve two things: lift task completion and make learning outcomes visible.

User Needs

Reinforce lesson content
Make learning fun
Feel the course's value

+

Business Needs

Lift task completion
Improve NPS

Product Goals

Lift task completion
Make outcomes visible

Design Goals

Lift task completion
Make outcomes visible

Exploring the Solution

I proposed gamification as the way in: "the knowledge content of Comprehensive Reading's after-class practice" × "a delightful experience" — boosting motivation and reinforcing learning at once. In other words, using design to hit both goals together: lift task completion and make learning outcomes visible.

Content

After-class practice
knowledge content

×

Method

Gamification

  • Boost motivation
  • Create a delightful experience
  • Reinforce learning

Goal

Lift task completion
Make outcomes visible

Achieved through design

Solution Exploration: Content

The knowledge content behind the gamified solution comes from the module's existing exercises: it supports both multiple-choice and voice question types, with audio playback to lower the reading barrier for younger students. Game content and learning content are seamlessly linked — every step a child takes in the game reinforces what they learned in class.

Multiple choice
Multiple-choice screen with three options A/B/C
Voice question
Voice question screen: read-aloud prompt with illustration and record button

User Research: The Psychology of Grade 1–6 Students

Before settling on a specific game format, I mapped the psychological traits of Grade 1–6 students as a design foundation: self-expression, curiosity, social interaction, sense of achievement, competition & cooperation, challenge, and learning & exploration. These needs became the anchors for choosing a game format and designing the incentive mechanics.

Comparing Game Formats

I ran a side-by-side comparison of four mainstream game formats: creative/building (e.g. Minecraft → storybook creation), action-adventure (e.g. Talking Tom Gold Run → level running), PvP battle (e.g. Hearthstone → card battles), and puzzle-progression (e.g. Defend the Carrot → a board-game style map).

Creative / Building

Minecraft

Minecraft gameplay

Storybook creation

Storybook creation: showcase of student work
Action-adventure

Talking Tom Gold Run

Talking Tom Gold Run gameplay

Level running

Level running: answering questions along a track
PvP battle

Hearthstone

Hearthstone opening hand screen

Card battle

Card battle: choosing battle cards
Puzzle-progression

Defend the Carrot

Defend the Carrot market map

Board-game map

Board-game style map

Choosing the Format: a Board-Game Map

Weighing the two dimensions of "game experience" and "learning content," I landed on a board-game map format: on experience, it's simple to understand and operate, enjoyable to play, and rewarding; on learning content, it decouples cleanly from the curriculum, can carry the existing after-class question types, and makes progress visible. This format struck the best balance between "fun" and "useful."

Game Experience

Easy to understand · Enjoyable · Rewarding

Board-game map experience example

Learning Content

Decoupled from curriculum · Carries after-class exercises · Progress visible

Multiple choice
Multiple-choice screen
Voice question
Voice question screen

Design · Flow

I designed the full game flow along two dimensions: stage and role. Breaking it down by stage keeps every step of "play → create" complete and controllable; breaking it down by role gives both the creator and the recipient a clear path. In particular, adding a create-your-own-game step beyond just playing was meant to boost engagement — a level a child builds can be shared with peers, drawing in new users, who then create and share in turn. This forms an effective "play → create → share → acquire" loop.

By Role

Creator and recipient form a "share–participate" viral loop

Creator
Enter gameOnboarding · World
PlayAnswer questions · Ranking
Create gameVoice intro · Set questions
Share gamePoster
Recipient
Enter gameWorld · Knowledge
PlayAnswer questions · Hints
Ranking
Share againDraws in new users, closing the loop

By Stage

Two paths — "play" and "create" — covering the full game lifecycle

Play
Enter game
World intro
Onboarding
Start game
Level complete
Leaderboard
Create
Creation guide
Set questions
Creation done
Try / Share game

Gamification Design Strategy

I split the gamification strategy into three threads — Content, Experience, and User — mapping to "balancing gamification with knowledge content," "creating a delightful experience," and "sparking positive emotion."

Strategy 1 · Content: Balancing Game and Learning

1Tie game content to the learning context

Game scenes and elements should serve the student's learning context — avoiding over-gamification.

Spinner vs. dice

Number count: matches the number of questions
Gamification: avoids over-gamified elements

Board-game map with the spinner enlarged in the lower-right corner
Scene transition: library loading screen
Scene transition
Reward feedback: Knowledge Points earned
Reward feedback
Level complete: glowing characters returning to the book
Level complete

Learning context

Scene transitions, reward feedback, and level completion are all designed around the learning context

2Fit learning content to the game experience

How students interact with the content should match the feel of gameplay.

Popup question format

Compatible with existing question types
Modular game content that preserves immersion

Lower the difficulty

Audio playback and "level hints," supporting both multiple-choice and voice questions

Popup quiz: a multiple-choice popup on the phone
Multiple-choice popup
Multiple choice
Voice question popup
Voice question

Boost motivation, spark positive emotion

Motivation: build a world, add Easter eggs, add randomness
Atmosphere: rich animation and sound

Reduce cognitive load, simplify the path

Onboarding & simplified flows and interactions to lower the learning curve

Reward mechanics with instant in-game feedback

Generous rewards, timely feedback

Strategy 2 · Experience: Create Delight

Across three fronts — motivation, cognitive load, and instant feedback — I set out to create a delightful gamified learning experience for kids.

"Motivation is the energy source of behavior."

— Edward Deci, psychologist

For "boosting motivation," I grounded the work in a "Meaning / Challenge / Reward / Curiosity" framework: a world gives the game meaning, random pressure gives it challenge, earned rewards make it worthwhile, and unknown surprises make it fun.

Meaning

Meaning

A complete game world gives each level a story and a sense of mission.

Challenge

Challenge

Random mechanics add just enough challenge and tension to keep kids focused and in flow.

Reward

Reward

Instant rewards like Knowledge Points tie effort directly to payoff.

Curiosity

Curiosity

Random Easter eggs and surprises spark exploration, so every round feels fresh.

1Boost motivation, spark positive emotion

Motivation: build a world, add Easter eggs, and add randomness to the game.

Curiosity

Randomly adds unknown surprises

A random spinner highlighted on the game map
World intro: reclaiming the characters from the book
MeaningBuild a world
Landing on a surprise tile: Knowledge Points taken and moved back
ChallengeAdd random pressure
Reward earned: magic ink bottle and Knowledge Points
RewardEarn rewards

2Reduce cognitive load

Onboarding to lower the learning curve.

Onboarding: welcome to the school library
Before play: start-level guidance
Before play
During play: guidance to tap the spinner and move
During play
Create game: guidance to add questions
Create game

3Simplify the interaction path

Streamlined flows and interactions to lower the effort.

Create game

Create-game flow: onboarding → unanswered → wrong/right answer → record hint / keep adding

4Reward mechanics with instant in-game feedback

Generous rewards, timely feedback.

In-game feedback

Reward earned: Knowledge Points +100 Reward earned: Wisdom Quill Try again: keep it up next time Surprise tile: Knowledge Points taken, moved back 3 steps

Echoes the world

Echoes the world: glowing magic book

Result feedback

Level complete: four rewards earned

Creation feedback

Creation complete: +88 coins

Timely, generous feedback at every step
keeps students engaged in the game

Strategy 3 · User: Spark Positive Emotion and Achievement

Boost motivation before learning, add fun during, and deliver a sense of achievement after.

Leaderboard: top three and my rank

Focus on my achievement

Leaderboard: top three
Top 3
Leaderboard: ranks 4–7, my rank highlighted
Ranks 4–7
Leaderboard: ranks 8–10, my rank highlighted
Ranks 8–10
Leaderboard: not ranked
Not ranked

Segmenting the Game Strategy to Drive Product Goals

For the different stages a child is in, I designed differentiated nudges: guide creation for the not-yet-created stage, guide play & sharing for the created stage, and guide sharing for the played stage. Social data cues like "this level has been challenged by 10 people" push users, step by step, toward the product goals.

Stage

Not created

Created

Played

Goal

Guide creation

Guide play & sharing

Guide sharing

Strategy

Not created: highlight the entry to build my level Created: view my level — challenged by 10 people Played: friends leaderboard, invite friends to challenge

Results

After launch, both design goals — "lift task completion" and "make learning outcomes visible" — were met.

62%

Overall Participation

98%

Task Completion

72%

Creation Rate

62%

Share Rate

The Reading Challenge Won Over Both Students and Parents

Across cohort 601, we received 20 student responses in total — 100% enjoyment.

🎁 Tonight's reading assignment has been replaced with the Reading Challenge. Has your child tried it yet? How do they like it?

My child really loves it.

🤭

Great!

Parent feedback: my child really loves it

I think we should test this format. Let's see everyone's feedback first. If the feedback is positive, we can continue using it. If not, we won't use it for now.

Which format do you think works better?

I really like it. This is very well designed. It's not just the reading pen — I think we ourselves are big readers. Don't give the kids so many essays to write. Honestly, we don't even have that much time. We're just playing the key knowledge points from this lesson in the reading challenge.

This is simple, and I think it's easier for kids to stick with it. Most of our students are still in school and don't have much time. As I see it, if kids read their textbooks on their own according to the time and pages we assign, and they can keep it up, that's already great!

Hearing the teacher tell the story in class is the most engaging.

The language in this unit is all about logic and accumulation. As long as kids keep at it, they will see results.

I really hope we can switch to the game-based format for all reading challenges soon.

Parent feedback: hoping to switch to the game-based challenge format soon

To make it easier for children to learn and to spark our little ones' interest in studying, we've introduced a new game-based reading challenge to replace this lesson's reading showcase 🥺
👉 All questions are based on what was taught in class. Children can unlock the next level after answering correctly, which adds a sense of achievement and helps them practice within the game~
🤔 Location: App → Classroom Tasks → Reading Challenge
I've already updated the challenge. Let me know if your child likes the new format! 😁 I'm looking forward to your feedback!

It's great for lower grades in the game-based format. For middle and upper grades, I think a direct quiz format works better.

Parent feedback: the game format suits lower grades

Haha~ Do you like the game?

He even asked me, his mom, to play with him 😂

Hello, Ms. Liang, Haozhe has already completed the level. He said it was really fun, and he even got to create his own questions. Very creative 😜

Ms. Liang, my child likes the quiz game format.

Please add more levels. My child enjoys the game much more than traditional exercises.

Ms. Liang, my son thinks the after-class reading game is really fun.

Parent feedback: really fun and very creative

Gamification Impact: Before / After

Before

Weak motivation
Delayed action
No reward
Gives up easily

Weak motivation

VS

After

Strong motivation
Triggered action
Earns reward
Stays engaged

Strong motivation

Reflection

Reusability across products / subjects

A complete game world creates a sustainable incentive system — with real potential to be reused across other subjects.

Design

Use different gamification strategies for lower vs. upper elementary grades; front-load the work, and later consider integrating with the "study buddy" feature.

On gamification

Continuously balancing "game form vs. game core" and "learning value vs. fun" is the central challenge of gamified design.

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