EdVenture: A game-based adaptive learning platform that blends playful design, AI personalization, and collaboration to close learning gaps.

EdVenture: A game-based adaptive learning platform that blends playful design, AI personalization, and collaboration to close learning gaps.

EdVenture: A game-based adaptive learning platform that blends playful design, AI personalization, and collaboration to close learning gaps.

EdVenture: Personalized
Adaptive Learning Platform

EdVenture: Personalized
Adaptive Learning Platform

EdVenture: Personalized
Adaptive Learning Platform

Jan 2025 - Aug 2025

Jan 2025 - Aug 2025

Type: Industry Partnership, Major Research Project at Toronto Metropolitan University, Team Project

Type: Industry Partnership, Major Research Project at Toronto Metropolitan University, Team Project

Roles: Lead UX Designer and Researcher

Roles: Lead UX Designer and Researcher

Tools: Figma

Tools: Figma

Target Audience: Customer: Parents & Teachers, Consumers: Ontario K-12 students

Target Audience: Customer: Parents & Teachers, Consumers: Ontario K-12 students

Time limit: 8 months 

Time limit: 8 months 

Team size: 3

Team size: 3

Project Summary:

This project is for my Industry Partnership Major Research Project (MRP) with Ametros Learning, which is a company that provides AI-powered practice-based learning that is primarily targeted towards post-secondary students. The MRP was created to address the issue in the current traditional education system that lacks personalization for a diverse range of students from having a skewed teacher to student ratio. Due to the time constraints of the project, the prototype focuses on Grade-4 students learning reading skills within the subject of Language Arts.  

Project Summary:

This project is for my Industry Partnership Major Research Project (MRP) with Ametros Learning, which is a company that provides AI-powered practice-based learning that is primarily targeted towards post-secondary students. The MRP was created to address the issue in the current traditional education system that lacks personalization for a diverse range of students from having a skewed teacher to student ratio. Due to the time constraints of the project, the prototype focuses on Grade-4 students learning reading skills within the subject of Language Arts.  

Problem

Problem

Traditional classroom settings often fail to address the diverse learning levels of students, especially those who need more time, support, or alternative methods to grasp key concepts and nurture motivation for learning.

As a result, many fall behind and disengage from the learning process.

Traditional classroom settings often fail to address the diverse learning levels of students, especially those who need more time, support, or alternative methods to grasp key concepts and nurture motivation for learning.

As a result, many fall behind and disengage from the learning process.

Value Proposition

Value Proposition

A game-based learning platform that transforms Ontario K-12 education and foundational skills into an engaging, personalized journey—guided by adaptive AI that serves as a real-time tutor and rooted in meaningful collaboration among classmates.

Unlike many gamified learning platforms that treat learning tasks as purely educational questions, disconnected from the overall narrative of the game, our platform integrates learning into the game's narrative adventure to help transform extrinsic motivation into intrinsic motivation.

A game-based learning platform that transforms Ontario K-12 education and foundational skills into an engaging, personalized journey—guided by adaptive AI that serves as a real-time tutor and rooted in meaningful collaboration among classmates.

Unlike many gamified learning platforms that treat learning tasks as purely educational questions, disconnected from the overall narrative of the game, our platform integrates learning into the game's narrative adventure to help transform extrinsic motivation into intrinsic motivation.

Discovery

Discovery

Pedagogical Research

For our core pedagogical research, we found 3 core problems within the traditional educational system:

For our core pedagogical research, we found 3 core problems within the traditional educational system:

  1. Low Reading Proficiency in Students

  1. Low Reading Proficiency in Students

According to 2023-2024 Education Quality Accountability Office (EQAO) Provincial Results

According to 2023-2024 Education Quality Accountability Office (EQAO) Provincial Results

one in four in Grade 3

one in four in Grade 3

one in five in Grade 6

one in five in Grade 6

fail to meet provincial reading standards

fail to meet provincial reading standards

  1. Limited Motivation in Reading

Only 29% of students agree that reading is their favorite activity.

Only 29% of students agree that reading is their favorite activity.

Only 60% of students think reading is an important skill.

Only 60% of students think reading is an important skill.

  1. Challenges in Traditional Teaching Methods

(1) One-Size-Fits-All Approach.

(1) One-Size-Fits-All Approach.

(2) Imbalanced student to teacher ratios in Ontario Schools.

(2) Imbalanced student to teacher ratios in Ontario Schools.

Reading Strategies

For our reading exercises, we adopted multiple reading strategies from Jennifer Serravallo's The Reading Strategies Book (2015). Some notable strategies include:

For our reading exercises, we adopted multiple reading strategies from Jennifer Serravallo's The Reading Strategies Book (2015). Some notable strategies include:

Single Player

'Back Up Ideas about Characters with Evidence'

'Back Up Ideas about Characters with Evidence'

Encourages students to use textual details to support their interpretations.

Encourages students to use textual details to support their interpretations.

'Text Clue/Background Knowledge Addition'

'Text Clue/Background Knowledge Addition'

Guides learners in connecting textual information with prior knowledge to construct meaningful inferences.

Guides learners in connecting textual information with prior knowledge to construct meaningful inferences.

Multiplayer

'Level-Specific Partner Menus'

'Level-Specific Partner Menus'

Encourages structured peer discussion

Encourages structured peer discussion

‘Vivid Setting Description and Impact on Character'
& 'Yes, But Why'

‘Vivid Setting Description and Impact on Character'
& 'Yes, But Why'

Basic information extraction skills & Explain a Character's Actions

Basic information extraction skills & Explain a Character's Actions

Concept

Concept

2 key scenarios

Single Player

Multiplayer

Core Game Elements

Integration

Exercises are integrated with the game narrative.

Exercises are integrated with the game narrative.

Integration

Exercises are integrated with the game narrative.

Motivation

Promote helping others over competition.

Promote helping others over competition.

Motivation

Promote helping others over competition.

Art Style

Cozy and warm game aesthetics encourage screen time without overstimulation.

Cozy and warm game aesthetics encourage screen time without overstimulation.

Art Style

Cozy and warm game aesthetics encourage screen time without overstimulation.

Conversation

Help students collaborate together and establish effective communication.

Help students collaborate together and establish effective communication.

Conversation

Help students collaborate together and establish effective communication.

Exploration

Supports player exploration within an open-world to build their own unique paths.

Supports player exploration within an open-world to build their own unique paths.

Exploration

Supports player exploration within an open-world to build their own unique paths.

Design

Design

Single Player

Mid-fidelity Iteration

High-fidelity Iteration

Key Usability Changes

Our team conducted usability changes based on the comments provided by our Industry Partner supervisor at Ametros Learning Inc. and our peer Show and Tell usability testing day.

Our team conducted usability changes based on the comments provided by our Industry Partner supervisor at Ametros Learning Inc. and our peer Show and Tell usability testing day.

Before

After

Users have to click twice to access stage selection.

Users have to click twice to access stage selection.

Users start on stage selection page right away.

Users start on stage selection page right away.

UI assets do not match game aesthetics and are relatively obscure.

UI assets do not match game aesthetics and are relatively obscure.

UI assets match game aesthetics and are in a more accessible location.

UI assets match game aesthetics and are in a more accessible location.

Exercise can be easily guessed & passage cannot be referred to again.

Exercise can be easily guessed & passage cannot be referred to again.

Exercises are by conversing with AI and text can be referred back by asking AI.

Exercises are by conversing with AI and text can be referred back by asking AI.

Multiplayer

Due to time constraints, our team adapted to sketching the wireframe for the multiplayer flow on paper and go straight to hi-fi after feedback cycle instead of creating mid-fi first.

Due to time constraints, our team adapted to sketching the wireframe for the multiplayer flow on paper and go straight to hi-fi after feedback cycle instead of creating mid-fi first.

Wireframe Sketch

High-fidelity Iteration

Key Design Decisions

Based on the comments provided by our Industry Partner supervisor, our team proceeded with the best choice of the wireframe sketches and moved forward to hi-fi.

Before

After

Our team decided to move on with a minimalistic approach to lessen complexity of the game.

Our team decided to move on with a minimalistic approach to lessen complexity of the game.

Our team decided to move on with option 1 to allow for students to take notes and practice their oral and collaborative skills by group discussion.

Our team decided to move on with option 1 to allow for students to take notes and practice their oral and collaborative skills by group discussion.

Validation

Validation

Prototype

Prototype

Video Walkthrough

Video Walkthrough

Game Trailer

Game Trailer

Demo Presentation Slides

Demo Presentation Slides

Reflection

Reflection

Key Learning Outcomes

Key Learning Outcomes

  • Experience working with a client that would bring real-world change in the educational setting.

  • Learning the bridge between UX Design with Game Design and Pedagogical Research and Design. 

  • Working as a UX Design Lead alongside teammates with varying roles such as Graphic Designer and Project Manager. 

The key takeaway from this project would be that this was my first big UX research project with a client, or industry partner, that could bring real-world change in the educational setting.

  • Experience working with a client that would bring real-world change in the educational setting.

  • Learning the bridge between UX Design with Game Design and Pedagogical Research and Design. 

  • Working as a UX Design Lead alongside teammates with varying roles such as Graphic Designer and Project Manager. 

The key takeaway from this project would be that this was my first big UX research project with a client, or industry partner, that could bring real-world change in the educational setting.

Biggest Challenge

Biggest Challenge

Infinite Choice Paralysis, Scope of Work, and Time Constraints

As our Industry Partners opened the floor for us to work on and create a platform of our own choice and design to integrate their educational AI, our team faced the challenge of deciding on the scope of the project to fit within the time constraints of only 7 months.

Infinite Choice Paralysis, Scope of Work, and Time Constraints

As our Industry Partners opened the floor for us to work on and create a platform of our own choice and design to integrate their educational AI, our team faced the challenge of deciding on the scope of the project to fit within the time constraints of only 7 months.

The Solution

The Solution

Time Management, Effective Communication, and Adaptive Decision Making

As a UX Design Lead for the team, I practiced open and effective communication on whether we can achieve the scope of work within the 7 months time constraints. Managing both my professional work and academics, I adapted my designs and workflow for the project accordingly. 

Time Management, Effective Communication, and Adaptive Decision Making

As a UX Design Lead for the team, I practiced open and effective communication on whether we can achieve the scope of work within the 7 months time constraints. Managing both my professional work and academics, I adapted my designs and workflow for the project accordingly. 

Next Steps & Future Improvements

Next Steps & Future Improvements

Expansion

Create more scenarios to offer more examples of educational game designs.

Create more scenarios to offer more examples of educational game designs.

Inclusion

Create exercises tailored to other grades within Ontario’s K-12 curriculum.

Create exercises tailored to other grades within Ontario’s K-12 curriculum.

Testing

Conduct official testing of the app with the target audience: Ontario’s K-12 students.

Conduct official testing of the app with the target audience: Ontario’s K-12 students.

Launch

Upgrade from a Figma prototype to an official app or web app

Upgrade from a Figma prototype to an official app or web app

William Aung

Product Designer

© William, Naing Lin Aung 2026