Coding Hero Academy

Tech-learning game for school students

integrated into the Codingjr learning app primarily used by students of partner schools, soon to be marketed as a b2c app after increased refinement and retention.

Role

Product Designer

& Strategist

Duration

1 month

Team

Engineering Team

I owned

Research, Product Strategy, Flows, UI Design, Gamification

Platform

Mobile App

(B2B2C → B2C)

Constraints

Tight deadline, Devs on notice period

Executive Summary

CodingJr's partner schools had their study material, virtual labs and tests on the app, but still no student engagement. I designed a gamified learning ecosystem spanning four tech domains. I led game mechanics and visual identity to companion characters and a phygital reward loop in one month. After a 40-student beta and two critical iterations, the game went live across partner schools. 74% of students returned on Day 30 without a single teacher prompt. 600+ schools adopted it as a core student engagement offering.

Problem

What was broken?

Partner school students had no incentive to open our learning app outside class while we planned to launch it as a B2C app. We had to appeal to students and fit into their free-time, learning goals and existing interests.

Results

What changed?

Students got a structured, self-driven learning path they actually returned to. 74% Day-30 retention. 600+ schools adopted the game as a central offering.

What were some key problems?

Student Front (B2B2C):

Our tech-learning module integration offered no incentive to self-study

Students expected gamification from the dedicated learning app and cited other apps as examples,

Students spent a lot of time on phone otherwise at home, playing games and watching Youtube.

University Front (B2B) :

Schools paid per student and low engagement undermined the value proposition

CodingJr needed a B2C expansion angle; a game was the strongest candidate

Codingjr schools did not have much to differentiate themselves from schools that teach coding and have their own apps.

Why Solve This?

Business Value

Schools paid per student. A game driving daily logins made the subscription feel worth it and gave the sales team a stronger pitch for new schools.

User Value

Adolescent students are the biggest demographic of mobile gamers. Tech knowledge in 10-minute game sessions is accessible to students who'd never sit through a lecture.

Strategic Fit

By integrating the game experience into the physical school experience, we built an unbreakable bond between codingjr subscription and the school culture.

Exploration & Insights

What to keep:

Active recall through MCQs, snippet arrangement, and True/False.

Leaderboards, streaks, badges, milestones and rewards for habit formation and healthy competition

Companion characters giving the experience emotional texture and personalisation

Multi-format learning reducing cognitive fatigue across a session


What to change:

Prioritise content quality over over-gamification

Too many gamified elements and rewards disrupt learning journey

Question/answers without context are just one-time wins

No revision leads to no retention -- the game has to be reward revision

If making a feature leads us to charging a premium fee, shouldn’t make it

Lifeline system is always better for experience and autonomy

Explored the gold standard of Gamification --Duolingo (and other coding games such as mimo) articles, reviews and discussions

Team Alignment & Collaboration

Workshops

Ran game mechanic walkthroughs to align on feasibility before designing flows. All the game logic logic, analytics and capabilities were designed along with team discussions to avoid architectural dead-ends.

Trade-offs

-Gave up Usability Testing to ship before school pitch season.


- Skipped multiple micro-interactions and animations in development due to limited dev. team capabilities.

Managing Stakeholders

-Gave detailed scenarios and walkthroughs to the CTO and co-founder thrice a week to maintain their interest and excitement.

Visual Design Direction

Ran a visual validation study with 179 students across two schools. 68% chose the high-energy, vibrant UI and the 32% chose the minimal UI. Students playing a game after school want it to feel like a game, not a study portal. So I decided to strike a balance.

Key Design Decisions

The 5 lifeline model locks the lesson on loss but students can spend coins to reduce lockout, or unlock by revising the previous chapter with a perfect score. Lockout is the revision loop mechanism.

You’ve made a fantastic choice!

We are getting your chapter ready.

You need to revise this level, and reattempt all

questions with a 100% score without losing

any lifeline to unlock your locked chapter.

Lockout time reduced!

Your lockout time has been reduced. Lesson 3 will unlock in

Revise a Level

30:00

Revise previous chapters to use this time

effectively.

You’ve lost all your lifelines.

To ensure deep learning, Lesson 3 is now locked for 2:00:00.

Unlock the chapter

right now for

30 coins

Unlock by revising with a perfect score

Level 14

Exit game

You’ve lost all your lifelines.

To ensure deep learning, Lesson 3 is now locked for 2:00:00.

Reduce lockout time to 30 mins for

20 coins

Unlock the chapter

right now for

30 coins

Exit game

Use your coins to reduce/remove lockout

or unlock revision as currency after a certain level

9:41

Game Design

Continue

Lesson Unlocked

You can continue learning lesson x at Level x, with increased focus now.

9:41

Lesson Unlocked!

Continue Learning

Coins spent:

-20

Pay attention to the question type to give

more accurate answers.

A 60-minute timer to ensure equitable competition between phone owners and borrowers.

9:41

28

Let's remember how to code a main heading on a webpage. Code an HTML element that displays the text "Welcome!" as the largest heading.

Tap the snippets below and arrange in correct order

file name.html

Continue

Compiler

Output

Welcome

You’ve finished your daily

60 minutes!

After finishing this chapter, we encourage you to take a break today.

Finish this chapter and then relax

Play later

Extend game time by 30 minutes

20 coins

Exit game

A reward wheel after every 3 chapters (1 sitting average) to keep the delight high

9:41

+20

+20

New

chapter

Boss Quiz

+10

2x xp

multiplier

Better luck

next time!

GO

+25

+5

+10

+10

+5

Wheel of Fortune

Spin & Win exciting Rewards!

Revision boss quiz positioned as the ultimate reward as it gives the opportunity to win the most xp and coins

9:41

Boss Quiz 2 Completed

Overall Score

90%

Xp

120

20

Continue

Wow you did it!

View Level-wise performance

Bite-sized content on an

easy-on-the-eye blue background, no juicy UI

Simple active-recall based coding problems,

True/False, Snippet Arrangement

Juicy UI limited to celebratory screens

Phygital (Physical + Digital Game loop)

Integrating the gamified learning experience into physical school environment gets a student academic validation and social recognition while cementing a strong loop between the home-learning and school-learning journey. Adopted in pilot by 32 schools with plans to expand to more.

In online game

in offline school

Winning titles and acing the leaderboard . . .

. . . leads to students being celebrated in weekly assembly and appearing on “hall of fame” bulletin with their equipped titles

Extraordinary performance, perfect game completion, and acing all games . . .

. . . gets students discount coupons and free resources from the company repository

Four distinct companion archetypes . . .

. . . appears as standees and cutouts in summits, events and competitions for better brand positioning, brand recall and character attachment.


Pilot Feedback & Insight

Apollo School, Ahmedabad — 40 students (20 Grade 5, 20 Grade 10). 45 minutes in class, then 3 levels independently over 5 days.

Failures

Focus music played without explanation. Students in class didn't hear it; at home they couldn't identify the source.

60-minute hard stop felt punitive, especially to students performing well. "Getting locked out for doing well" was common feedback.

Lockout caused drop-off. Students redirected to other app sections and didn't return to the game before the next school day.

Actions Taken

Added an onboarding screen establishing the purpose of focus music with clear instructions to mute it.


Reframed the timer in onboarding. Students can now finish the current chapter after the timer runs out. Added a floating removable timer visible throughout the app.

Added a persistent floating timer throughout the app. Lockout screen now suggests revising previous levels — turning the wait into a revision prompt.

Business & User Impact (30 days)

67%

students returned after 30 days with no teacher prompting

600+

schools adopted the app as a key offering; 32 are running phygital pilot

5%

mark up in the subscription fee and 98% schools stayed

What’s next

AI-supported adaptive difficulty and companion-delivered hints that couldn't ship in v1.

Parental engagement layer: progress nudges, badge sharing, time-spent data

Online multiplayer: real-time coding battles and quiz combat for extended daily engagement

Companion accessories purchasable with coins — expanding the coin economy loop

B2C launch: with retention data and refined mechanics, this is CodingJr's strongest standalone B2C candidate.