Case Study 02 Ruangguru
Associate Product Manager 2021 — 2022 Jakarta, Thailand & Vietnam

Designing Gamification That Sparks Learning Motivation

Turning the virtual pet to a gamification feature that actually encourages and converts users to learn.

EdtechConsumerGame Design
Artifacts
01 / 03
Problem

What we were actually solving

The virtual pet was a hit on engagement charts but failed to encourage users to do learning activities. Users logged in to feed and open their pet, then bounced. The mission system asked everyone for 15 minutes a day of study regardless of why they opened the app, and pet evolution unfolded over weeks that felt too long to the point that progress felt invisible.

Process

How we got there

Team

14 engineers, 1 product designer, 1 interaction designer, 1 animator, 2 game designers, 2 researchers, 1 data analyst.

  1. Step 01
    Data Analysis

    Funneled engagement vs. learning events across 1.2M weekly active learners.

  2. Step 02
    User Interviews

    20 sessions across exam-prep, casual, and parent-driven cohorts.

  3. Step 03
    Interaction & Game Design

    Co-designed mission and feedback loops with game and interaction designers.

  4. Step 04
    Concept Testing

    Three competing prototypes tested with target cohorts.

  5. Step 05
    Usability Testing

    Iterated mission cadence, evolution tempo, and reward language.

Solution

What shipped

We rebuilt the mission system around what the learner was actually trying to do that week (exam prep, catch-up, or maintenance) so missions align with study plan. Pet health and evolution became immediate and visible by showing micro interaction for every learning activities and level progression for every mission set completed, replacing the weeks-long evolution.

Outcome

The numbers

+25%
conversion-to-learn
+28%
time-in-app
+11%
retention