• Reviewed literature on student motivation, gamified learning, and teacher motivation. I found that adding engaging gamification features and personalized incentives to the curriculum can boost motivation for both students and teachers, making learning more effective and enjoyable.
• Conducted a heuristic analysis of the Code.org K-5 curriculum using Nielsen’s 10 usability principles, evaluating both the CS Fundamentals Express Desktop and iPad experiences, and presented key usability issues to the client such as enhancing visibility of hints for coding exercises.
• Conducted a competitive analysis with 7 direct and 7 indirect competitors and determined top gamification features to include such as avatars, digital rewards, level difficulties, and project sharing among others.
• Interviewed teachers to identify issues in the CS Fundamentals Express Course and gauge their response to game-like features. Identified three key enhancements: support and inclusion, motivation and engagement, and feedback and assessment.
• Created detailed personas to represent Code.org’s target audience, enhancing the client's understanding of student coding interests, skills, and capabilities, and driving the design of more effective learning content.