Students' reading capabilities are usually assessed through paper-based protocols. These processes require the presence of an experimenter and they're boring (for the child). In addition, a manual transcription of the results is needed. How could we improve this assessment methodology?
Wireframes;
design system;
prototype.
Figma;
After Effects.
Designing a high fidelity prototype of an application concerning gamified assessment of children's reading capabilities.
Crab is a mobile application prototype designed for children.
The aim of this prototype is to explore a potential gamified version of traditional assessments for learning
abilities.
In particular, the experiment concerns in words and pseudo-words decoding in children. The interaction is
structured in such a way that
the desired target group can participate in and enjoy the assessment thanks to a gamificational approach.
The solution was designed for Italian speakers and the prototype is completely in Italian.
Performing experimental tests with children is not an easy task, neither for the experimenter nor for the
subject.
Indeed, the main challenge of this project was to deliver different kinds of learning disorder assessments in a
fun and enjoyable way for children.
In these cases, the risk is to produce a so-called "chocolate broccoli", namely a traditional (boring)
educational test covered by just some sweet gamification properties.
To avoid this, we adopted a sea-themed storytelling to convey specific messages that could actually improve the
enjoyability of the whole experiment.