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Product Management Improvement Question: Enhancing gamification in Ruangguru's online quizzes for better engagement
Image of author vinay

Vinay

Updated Nov 30, 2024

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In what ways can we improve the gamification elements in Ruangguru's online quizzes?

Product Improvement Medium Member-only
User Experience Design Feature Prioritization Metrics Analysis EdTech E-learning Mobile Apps
User Engagement Product Improvement EdTech Gamification Ruangguru

Introduction

To improve the gamification elements in Ruangguru's online quizzes, we need to analyze the current user experience, identify pain points, and develop innovative solutions that enhance engagement and learning outcomes. I'll approach this challenge systematically, focusing on user needs, behavioral insights, and industry best practices.

Step 1

Clarifying Questions (5 mins)

  • Looking at the product context, I'm thinking Ruangguru might be targeting a diverse student population. Could you help me understand the primary age groups and educational levels we're focusing on for these online quizzes?

Why it matters: Different age groups have varying motivations and respond to gamification elements differently. Expected answer: Primarily targeting high school students (ages 14-18). Impact on approach: Would tailor gamification elements to be age-appropriate and aligned with teenage motivations.

  • Considering user behavior, I'm curious about the current engagement patterns. What's the average quiz completion rate, and how often do users typically engage with the quizzes?

Why it matters: Helps identify if we need to focus on initial engagement or sustained motivation. Expected answer: 60% completion rate, with users engaging 2-3 times per week. Impact on approach: Would prioritize features that encourage completion and increase frequency of use.

  • Regarding product lifecycle, where does Ruangguru stand in terms of market penetration and growth? Are we looking to expand the user base or increase engagement of existing users?

Why it matters: Determines if we should focus on acquisition features or retention-oriented gamification. Expected answer: Established market leader, focusing on increasing engagement and retention. Impact on approach: Would emphasize gamification elements that foster long-term user loyalty and deeper platform integration.

  • From a company alignment perspective, what are the key performance indicators (KPIs) that Ruangguru is currently prioritizing for the online quiz feature?

Why it matters: Ensures our gamification improvements align with broader business objectives. Expected answer: Prioritizing user retention, time spent on platform, and learning outcome improvements. Impact on approach: Would design gamification elements that directly contribute to these KPIs.

Tip

At this point, I'd like to take a 1-minute break to organize my thoughts before diving into the next step.

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