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Gamified Assessment for Indonesian Teachers

How behavior change occurs and is optimized through gamified experimentation.

Overview

The Ministry of Education of Indonesia has a mission to develop teachers. One of the methods to achieve this is by cultivating a habit of self-reflection. As a first step toward that objective, we needed to encourage teachers to continuously perform a series of self-assessments.

Challenge

How do we encourage teachers to engage in self-reflection assessments, which are often perceived as boring and do not provide immediate rewards?

Outcomes

We successfully encouraged users to start the assessment and even complete the entire series. Over time, we also increased the number of users who completed all the assessments.

Behind the Scene

Referencing BJ Fogg’s behavioral design framework, we determined that to successfully change behavior—in this case, encouraging users to complete assessments—we needed to create an experience that is both easy and motivating.

Inspired by mobile game UI design, I chose to use color coding, illustrations, and a more graphical approach to ensure the UI was intuitive and user-friendly. To execute this effectively, I organized the team by grouping the designer, copywriter, and illustrator as key drivers in the design process.

To enhance motivation, we presented assessment results as numbers, making them highly comparable among users. This encouraged social interactions like bragging and sharing, which motivated users to complete more assessments. We based our approach on insights from previous user research that identified the main motivational factors for our users.