Our team developed a STEM tablet app aimed at teaching math through baseball science for middle school students. The concept combined educational content with interactive elements, including a virtual coach and calculator.
While the initial concept was promising, the app could not compete with pure entertainment games. User testing by dfusion, inc, an education technology company in California, revealed that students found the prototype too similar to traditional schoolwork.
Since sustainable funding depended on a successful first prototype, the project was shut down after its first failure with user testing.
1. Importance of user-centered-design
4. Cross-Functional Collaboration
This project highlighted the potential for combining sports and STEM education. However, success depends on using a user-centered approach and adequate resources. Surely gamifying education is a solvable problem.
Future iterations could involve quick formative testing with middle school kids to understand how to successfully engage students in math learning through their interest in baseball.