Interactive Content
Conceptualization of new learning formats with more engaging and immersive experiences
EXPERTISE
Media
TEAM SIZE
40
PROJECT DURATION
2 years
OUTPUT
10000+ elements
ACHIEVEMENT
Goal
Learning should always be fun, with maximum impact and retention. At BYJU'S, the idea has always been to redefine new learning experiences to enable this, whether it is interactivities to use in online live classes, AR/VR experiences in offline classrooms, or learning games and quizzes on the app.
Process
Depending on the teaching format, the interactive node itself had to be thought of, and workflows had to be developed for creation accordingly. On the app front, the team identified learning games and ILEs (interactive learning elements) that leveraged storylines and simulations to explain Math and Science concepts. Additionally, gamification was leveraged across all app offerings for testing elements and quizzes. Another gap that the team filled was to create a more cohesive experience between the videos and other nodes on the app, by leveraging the same IPs across formats. For this, various 3D games were designed for the BYJU'S Math Companion and Disney-BYJU'S Early Learn products. For the live learning space, over 10,000 applets were built using Cocos and GeoGebra. These allowed for a very hands-on learning experience for students who would attend the live classes, and strongly proved our hypothesis of how interactive learning is poivotal for improved performance. To enhance classroom experiences and help students visualize complex concepts in Science, especially in topics pertaining to the human body, we conceptualized AR/VR simulations and games to really notch learning up to another level.
Result
Not only did we end up streamlining the entire process of creating such learning experiences under a single team, but also kept innovating and identifying new interactive models the whole way. In the bargain, we saw massive improvements in metrics like app engagement, and in retention of our classes (online and offline). The use of ILEs and games within the app also improved completion rates of learn journeys. Additionally, we saw improved scores in the performance of students in their school tests and exams.