Making learning gamified for students at Quizizz

Quizizz was losing students to Blooket and Gimkit. Not on features, on fun.

I led the redesign as lead designer: art direction, play test sessions alongside the research team, and stakeholder alignment, working with a junior designer, a researcher, a product manager, an illustrator, and five engineers.

We added peer-to-peer interaction, strategy elements, and reward systems. Student satisfaction moved from 3.1 to 3.8, the first significant improvement in three years.

Student emotion sticker 1
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Research

Student and teacher research process visualization

Teacher Insights

We connected with a few teachers, also looked at various forums and figured:

  • 1Blooket/Gimkit were taking over ice-breakers and review use cases
  • 2Quizizz was seen as a serious assessment tool rather than an engaging platform
  • 3Quizizz's live mode hadn't evolved enough to provide variety
  • 4Teachers valued Quizizz's educational rigor over extreme gamification

Student Preferences

Since we couldn't reach US students directly, we analyzed Blooket/Gimkit's Reddit and Discord

  • 1Students enjoy strategy-based gameplay
  • 2They want classroom banter and bragging rights
  • 3Enjoy unpredictable elements that can change game outcomes

Our challenge was clear: Create engaging gameplay that students love while maintaining the educational rigor teachers valued in Quizizz.

Introducing

Game Mechanics

Peer to Peer

Peer to Peer

Fun classroom banter within students

Strategy

Strategy

Choosing the right form of attack or defense

Loss Aversion

Loss Aversion

Stay in line and protect score or sabotage

My Favorite Interactions

Levels - Roulette

Students progress through levels, and upon reaching certain milestones, they get to choose between different variations of strike and shield.


Striking Success

This demonstrates how students can strike another students score.


Shield in Action

This shows how students strikes work when someone shields their score.

Impact

PSAT (Participant Satisfaction Score) is our key metric for measuring student engagement

3.13.8

First significant movement in 3 years!

What students said

Student reaction 1
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What teachers said

Teacher reaction 1
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Teacher reaction 6
Behind the scenes of Quizizz gamification

Want to know more details?

Fin.