Study Quest

Your next learning adventure awaits!

Studying—a task dreaded by many and beloved by few. Why do so many students avoid this essential activity? It’s no fun! When you open your books (or laptop), you are faced with an overwhelming amount of information and either the boring task of reviewing content you’ve covered before or the daunting task of conquering something new. Delight is nowhere to be found.

Except, what if it wasn’t? Focusing on how to help college students retain more of what they learn during lecture, my partner, Danny Shin, and I created Study Quest—a mobile game that transforms studying into a delightful adventure.

Concept Overview

Study Quest is a mobile game designed to make learning fun, approachable, and bite-sized. Students can connect to their school’s online Learning Management System then Study Quest will create tailored review materials and quizzes tailored to their preferred learning style and knowledge level.
The concept for Study Quest is built on four key pillars:
  1. Personalized Adaptive Learning (PAL):
    By adjusting content to suit individual students’ learning styles and adjusting as players learn and progress, the platform optimizes players’ learning.
  2. Spaced Repetition:
    Research shows that students forget nearly 60% of what they have learn after one day. One of the best ways to prevent this is by repeatedly reviewing information at spaced intervals. Study Quest removes the cognitive load of tracking when and what to study so that players can spend their efforts where it matters most—learning.
  3. Gamification:
    Gamification has been shown to increase student’s engagement and motivation. In Study Quest, this element of fun helps ensure students enjoy the learning process and return regularly to take advantage of the spaced-repetition effects.
  4. Artificial Intelligence (AI):
    AI is a powerful means to enabling the core functionality of Study Quest—from parsing uploaded content and generating review materials and quizzes to adapting and optimizing a player’s learning pathway.
Game Structure:
Study Quest is designed to make learning fun and keep students motivated. In the MVP version of the game, players earn points by completing lessons at the Study Hall and quizzes in the Quiz Meadow. They can spend these coins at the Shop to buy items to decorate their homes. In the future, other rewards like badges and a leaderboard could also help engage different kinds of players.

Sprint Process

To rapidly move from initial ideation to a testable prototype, we utilized a modified version of the Google Design Sprint framework—a process developed at Google Ventures for answering critical business questions on a highly accelerated timeline. While a classic Sprint takes place over 5 days solely dedicated to the project, ours was spread across 5 weeks as we balanced other projects simultaneously.
WEEK 0
Sunday

Ideation

LEAN UX Canvas
WEEK 1
Monday
Map
Expert Interviews
WEEK 2
Tuesday

Secondary Research
Competitor Analysis
Sketch
WEEK 3
Wednesday
Sticky Decision
Storyboard
WEEK 4
Thursday

Prototype
WEEK 5
Friday

Test
WEEK 0
Sunday

Ideation

LEAN UX Canvas
Before a Sprint can begin, you need to find the right challenge to focus on. Since we were going 0-1, we started with a blank slate. We used the Mash-Up worksheet from IDEO to start generating ideas and arrived at the initial topic of group note-taking for students.

However, during our whiteboard brainstorming, we questioned whether we could add meaningful value beyond what Google Docs already offered. This led to our first pivot: focusing on student retention of course materials, inspired by challenges we'd witnessed firsthand and new opportunities unlocked by AI.
Next, we utilized the LEAN UX Canvas, created by Jeff Gothelf and Josh Seiden, to further frame our business problem and identify the key assumptions and hypotheses we would test in our Sprint. From this exercise, we identified the following:
  • Problem: Students don’t fully retain what they learn from lecture/course materials.
  • User Outcomes: Make studying more fun and less stressful through a bite-sized, game-forward approach.
  • Proposed Solution: An AI-powered mobile study app that automatically converts class materials from any format into personalized quizzes, flashcards, and summaries, integrates with learning management systems, and uses adaptive study sessions and gamification to improve student retention of course content.
  • Key Assumptions:
    • Students struggle with consistent review habits.
    • Students will be motivated by points/unlocks.
    • Students will upload course information.
    • AI can consistently generate useful and relevant review content/quizzes.
WEEK 1
Monday
Map
Expert Interviews

Map

As is customary in the Sprint framework, we started Monday by creating a map of the experience of our product  with the “actors” on the left and our end goal on the right.

Expert Interviews

The next step was to ask the experts and quickly get feedback on our ideas and identify any blind spots we might have. We conducted two 30-minute interviews with a college professor and a student learning center director. We took notes using the How Might We format then used affinity mapping and dot voting to sort and prioritize the feedback we received.
The next step was to ask the experts and quickly get feedback on our ideas and identify any blind spots we might have. We conducted two 30-minute interviews with a college professor and a student learning center director. We took notes using the How Might We format then used affinity mapping and dot voting to sort and prioritize the feedback we received.
Key Takeaways from Expert Interviews:
  • Gamification is an important aspect of this product, ensuring that learning is a fun activity students want to do.
  • Incorporating customization for different learning styles/levels is key.
  • Different subjects will require different kinds of study/review content.
  • Going beyond rote recall and creating quizzes that call upon different kinds of metacognition will enhance learning outcomes.
  • It is important that AI doesn’t replace students’ critical engagement with the material. This “brain work” part is where learning happens.

Selected Sprint Question

Based on the information we had gathered so far, we felt that the most critical question to tackle in our sprint was:
How might we ensure that the AI-generated content from course materials is useful and relevant for students?
WEEK 2
Tuesday
Secondary Research
Competitor Analysis
Sketch

Research/Problem Space

Today, AI has enabled a significant shift in the educational paradigm. In the traditional classroom settings—where a single teacher instructs a group of students—there is little individualized or personalized instruction and pacing. However, with AI and the proliferation of online learning, there is now an opportunity to create personalized and adaptive education systems that can be optimized for each individual student to enable them to reach their fullest potential.

I examined several areas of research in preparation for this project, including memory, learning styles, gamification in learning tools, and the application of AI to education systems. Below is a summary of the most relevant findings.
Memory
Ebbinghaus Forgetting Curve

In the 1880s, German psychologist, Hermann Ebbinghaus, conducted experiments on memory that showed our retention of information after initial exposure behaves like an exponential decay function—after 1 day nearly 60% of information is lost and after a week nearly 75% is gone.11

Spaced Repetition

Following the publication of Ebbinghaus’ Forgetting Curve, researchers began to explore how to combat this phenomenon. They found that the best way to disrupt the natural forgetting process is through spaced repetitions at regular intervals—dramatically improving retention.14

Leitner System

The Leitner System is a popular method for implementing spaced repetition that was developed by Sebastian Leitner in 1972. Using flashcards, students sort cards over the course of a week to focus their repetitions on information they’ve previously missed.14

Source: Pocket Prep
Modern Spaced Repetition Algorithms

In recent years, research has been done on developing and testing optimized spaced repetition algorithms that further improve students’ retention.14

Learning Styles
Learning Style-Based Adaptive Educational Systems (LS-AES)

LS-AES are a subset of adaptive education systems focused on students’ learning preferences. Research shows that adapting content to students’ learning styles improves their achievement and performance.5

Felder-Sliverman Learning Style Model (FSLSM)

The FSLSM is one of the most reputable and widely-used learning models proposed in academic research.5

The framework categorizes learners along four dimensions:13

  1. Active-Reflective
  2. Sensing-Intuitive
  3. Visual-Verbal
  4. Sequential-Global
Tailoring Content to Learning Style

Research shows that the FSLSM is an effective way to match matching the presentation of course content to the students’ preferred learning style. As shown in the table to the right, different learning objects are recommended for different learning styles.

In addition to tailoring the content, research also suggests modifying the sequence of different kinds of content for different styles.5

Gamification
Gamified Learning

As apps like Duolingo and academic research have shown, incorporating gamification in the learning process can foster student engagement. However, its efficacy in inducing engagement depends on its alignment with the individual student—both in terms of their learning style (as discussed above) and in terms of their player type.13

Bartle’s Four Player Types

Developed by psychologist Richard Bartle, this framework categorizes players into four groups:

  1. Achievers
  2. Explorers
  3. Socializers
  4. Killers

Researchers have developed an abbreviated questionnaire that assesses both learning style and player type.13

Intrinsic Vs. Extrinsic Motivation

“Intrinsic motivation refers to the drive to use or interact with a design because of an inherent interest or pleasure in the activity itself rather than for some separable outcome.

Extrinsic motivation involves using or interacting with a design due to external rewards or pressures, rather than the enjoyment or satisfaction derived from the activity itself.”15

Game Themes

One study found a strong player preference for games in a fantasy or nature setting.13

Common Gamification Elements
  • Achievements
  • Progress tracking
  • Challenges
  • Points
  • Badges
  • Leaderboards
  • Financial incentives
  • Achievements
  • Social recognition features15

Applications of AI to Education Technology
Value of AI in Ed Tech

AI unlocks new potential for personalization and dynamic adaptability in online learning environments. As shown above, being able to customize content and its delivery to the individual student can significantly improve learning outcomes including achievement and engagement. A lot of research is being done across many different facets of educational AI exploring different approaches and methods of application and different modeling techniques.12

Personalized Adaptive Learning (PAL)

Personalized Adaptive Learning is a new pedagogical approach that, “adjusts content and teaching methods to individual student needs based on detailed analysis to offer more effective and engaging learning...PAL systems are built on the premise that the learning process is unique to each student.”12

Three Categories of PAL Systems
  • Macro-adaptive Systems:
    Utilize static data gathered from initial diagnostic assessments to construct a predefined, personalized learning path for the student to follow throughout the entire educational process.
  • Micro-adaptive Systems:
    Use dynamic, real-time data to progressively adjust activity recommendations during the learning process.
  • Intelligent Tutoring Systems (ITS):
    Serve as virtual mentors that use real-time student interaction to provide personalized guidance and feedback specifically designed to help the learner master complex concepts.12

Models and Prototypes

Researchers are developing and testing proof-of-concept and experimental designs. They are using natural language processing classification, and clustering techniques most prevalently. While AI applications are mostly being used in STEM disciplines presently, they have the potential to be adapted to any field.12

Ethical Concerns

Applications of AI in educational products carry a variety of ethical concerns which must be considered carefully, including privacy, information security, dehumanization of interactions, excessive surveillance, and data privacy.12

Bibliography
  1. Azzi, I., et al. "Approach Based on Artificial Neural Network to Improve Personalization in Adaptive E-Learning Systems." Embedded Systems and Artificial Intelligence, Advances in Intelligent Systems and Computing, vol. 1076, edited by V. Bhateja et al., Springer, 2020.
  2. Bennani, S., et al. "Integrating Machine Learning into Learner Profiling for Adaptive and Gamified Learning System." Computational Collective Intelligence, ICCCI 2022, LNAI, vol. 13501, edited by N. T. Nguyen et al., Springer, 2022.
  3. Boström, L., and L. M. Lassen. "Unraveling Learning, Learning Styles, Learning Strategies and Meta-Cognition." Education + Training, vol. 48, no. 2/3, 2006, pp. 178-89.
  4. Daghestani, L. F., et al. "Adapting Gamified Learning Systems Using Educational Data Mining Techniques." Computer Applications in Engineering Education, vol. 28, no. 3, 2020, pp. 568-89.
  5. Drissi, S., and A. Amirat. "An Adaptive E-Learning System Based on Student's Learning Styles: An Empirical Study." International Journal of Distance Education Technologies, vol. 14, no. 3, 2016, pp. 34-50.
  6. Drissi, S., and A. Amirat. "Adaptation with Four Dimensional Personalization Criteria Based on Felder Silverman Model." International Journal of Distance Education Technologies, vol. 15, no. 4, 2017.
  7. El-Bishouty, M. M., et al. "Use of Felder and Silverman Learning Style Model for Online Course Design." Educational Technology Research and Development, vol. 67, 2019, pp. 161-77.
  8. Fasihuddin, H., et al. "Towards Adaptive Open Learning Environments: Evaluating the Precision of Identifying Learning Styles by Tracking Learners' Behaviours." Education and Information Technologies, vol. 22, 2017, pp. 807-25.
  9. Hassan, M. A., et al. "Adaptive Gamification in E-Learning Based on Students' Learning Styles." Interactive Learning Environments, vol. 29, no. 4, 2021, pp. 545-65.
  10. Imran, A., et al. "AI-Driven Educational Transformation in ICT: Improving Adaptability, Sentiment, and Academic Performance with Advanced Machine Learning." PLOS ONE, vol. 20, no. 5, 2025, e0317519.
  11. Murre, J. M. J., and J. Dros. "Replication and Analysis of Ebbinghaus' Forgetting Curve." PLOS ONE, vol. 10, no. 7, 2015, e0120644.
  12. Romero Alonso, R., et al. "Role of Artificial Intelligence in the Personalization of Distance Education: A Systematic Review." RIED-Revista Iberoamericana de Educación a Distancia, vol. 28, no. 1, 2025.
  13. Srimathi, S., and D. Anitha. "Tailoring Themes and Elements Based on Learning Styles and Player Types in Adaptive Gamification in Education." International Conference on Transformations in Engineering Education (ICTIEE), 2024.
  14. Tabibian, B., et al. "Enhancing Human Learning via Spaced Repetition Optimization." Proceedings of the National Academy of Sciences, vol. 116, no. 10, 2019, pp. 3988-97.
  15. "What is Motivation in UX/UI Design?" Interaction Design Foundation, 13 Sept. 2016, www.interaction-design.org/literature/topics/motivation. Accessed 7 Jan. 2026.

Competitive Analysis

To gain a deeper understanding of the existing solutions in the space, we conducted a competitor analysis of NotebookLM, Quizlet, Duolingo, and Chegg.
Observations:
  • Many products already incorporate AI-generated flashcards and quizzes. More refined prompts and user controls increase the quality of these AI outputs. However, the way options are presented for tuning the AI outputs are limited and not very user-friendly.
  • The existing solutions that utilize AI only offer one-off content generation. Unlike Duolingo, the other products don’t include gamification, representation of learning progress/pathways, or reminder features.
Key Opportunities:
  • Combine small, spaced repetition model with uploading your own course content.
  • Give users granular control over how the output is created.
  • Provide a more comprehensible layer of abstraction between user and AI model.
  • Create a user onboarding experience to help tailor offerings.
  • Give users control to indicate groupings of content, content for different courses, and more/less important/reliable content.

Duolingo

An app focused on language education that uses gamification and animation to create an engaging learning experience.

NotebookLM

NotebookLM is Google's AI research assistant where users can upload documents, notes, and sources to generate audio, video, flashcards, quizzes, and more.

Quizlet

A study app where users can create flashcards, study guides, and practice tests manually or using AI.

Chegg

Chegg is an online learning platform that provides textbook solutions, expert Q&A help, and study resources for college students.

Sketching

As we presented our map, expert feedback, and research, our peers sketched ideas that came to mind. In addition, we did a Crazy 8s exercise and sketched slightly more refined solutions—resulting in a large and divergent stack of concept sketches.
WEEK 3
Wednesday
Sticky Decision
Storyboard

Decide

The first task of Wednesday is to decide what solution(s) you will prototype. To do this, we followed a modified version of the Sticky Decision process. After posting all of the solution sketches on a wall, we discussed them one-by-one and wrote out the key idea for each solution on a post-it.
Next, we took those post-its and did an affinity mapping exercise to identify the key themes, and utilized dot voting to prioritize the ideas.
Solution Categories:
  • Onboarding
  • Gamification
  • Progress Tracking
  • Characters
  • User Control
  • Multiple Content Delivery Options
  • Fact Checking for AI
  • Alerts

Changing Direction

After considering the findings of our research and the feedback of our peers, we decided on a significant change in the direction of the product and our sprint.

We began the sprint with the question, “How might we ensure that the AI-generated content from course materials is useful and relevant for students?” Our secondary research revealed that a lot is being done in this area, and that many methods for different aspects of this question are being proposed. Based on these findings, we felt a high degree of confidence that this concept would be technically feasible to execute in the near term. However, we concluded that the key to addressing our question of usefulness and relevance for students would be in the tuning of algorithms and artificial intelligence models, ultimately requiring input from an AI Engineer to properly test.

In our secondary research, we found that gamification is a powerful mechanism for inducing student engagement and motivation. Additionally, in our peer feedback session, several people mentioned the idea of leaning further into the gamified aspects of our product with characters, incentives/prizes, levels, and more. This spurred us to re-envision the app experience to center on a game where students play as a knight on a quest.

With this new concept, we wanted to devote the remaining time in our sprint to determining whether this concept would resonate with students and whether they would find the game engaging enough to propel them to study more—thereby maximizing the benefits of the spaced repetition study technique.

Based on this, our new sprint question was:
Can a knight's quest game that incorporates AI-generated study materials engage students enough to drive regular study habits?

Storyboarding

To save time in prototyping, we used storyboarding to plan the flows upfront. Given our time constraints, we decided to prototype only our Minimum Viable Product (MVP) features which included:
  • Create an account/log in
  • Onboarding personalization
  • Content upload
  • Immersive learning center
  • Quizzes with characters
  • Shop
  • Home
  • Coins
WEEK 4
Thursday
Prototype

Game Design Research

Since we had pivoted from our initial app concept into a game-focused direction, before we could prototype, we needed to do some game design research. We examined a few video games adjacent to our concept to better understand the patterns and conventions in this discipline.

Prototyping

Working within a very limited time frame, we focused on creating a prototype that would provide just enough detail that participants could comprehend and give feedback on the concept for the app.

We structured our prototype around five key flows:
Sign Up and Character Selection
Upload Content and Preferences
Lesson at the Study Hall
Quiz with a Knowledge Sheep
Shop and Home Decoration
WEEK 5
Friday
Test

Recruiting

We prepared our participant screener and conducted recruiting through a variety of avenues including posting to social networks, using snowball sampling, and doing in-person intercepts. Eventually, we were able to gather five current undergraduate or graduate students for a 30 minute usability test.
Alice
Graduate Student
University of Illinois, Urbana-Champaign
Wendy
Graduate Student
University of Illinois, Urbana-Champaign
Adrian
Undergraduate Student
California College of the Arts
James
Graduate Student
University of Illinois, Urbana-Champaign
Yana
Undergraduate Student
California College of the Arts

Testing

Following the Five-Act Interview structure, we wrote an interview script to build rapport with our participants, then walk through our five prototyped flows, and finally close with a few debrief questions.

Research Findings

Through this prototype, we were able to validate that participants were interested in the overall study/reward ecosystem we had developed, and that they would be interested in the types of fully-fledged features we had brainstormed, such as full character customization, a richer storyline, enhanced animation, and fine-grain control over study/review material.
Participants expressed strong interest in the core value proposition of Study Quest.
3/5 participants strongly appreciated that the product uses a video game format, finding it more interesting and familiar compared to traditional study methods or general platforms like Canvas.
Additional onboarding is needed to help orient new users in the Study Quest world.
3/5 participants experienced clarity or navigation issues. Two found the entry confusing, wishing for clearer instructional text, animations, or explicit buttons like "start class".
Users desire a fully realized game world.
3/5 participants requested deeper gamification and aesthetic improvements, including filling out empty areas (Quiz Meadow), adding character movement animations, offering a story line, and allowing character customization and accessory purchases.
3/5 participants commented positively on the characters and aesthetics.

Next Steps

While we were able to validate students’ interest in the Study Quest concept during this Sprint, there is a lot left to do to realize our vision for the full game.

Artificial Intelligence (AI)
AI is a critical component of Study Quest’s functionality. During this Sprint, we utilized several worksheets from Google’s People + AI (PAIR) Guidebook to evaluate and define the role AI would play in our app. As we continue to build Study Quest, further exploration is needed around the ways we facilitate user control over AI-generated outputs, reporting of flawed information, and citation of sources.

Enhancing App Features
During this Sprint, we were able to design just enough to test whether our overall concept and game ecosystem would be motivating and exciting for college students. From our testing, we found that our participants were interested, but as we anticipated, more work was needed in every area to create an experience that was truly immersive and useful.
Onboarding:
  • Allow for much greater customization of the character and content input/goals.
  • Add more incremental onboarding to help users understand the world as they start exploring.
Learning Center:
  • More customization over lesson type/content presentation.
  • Continue to explore AI’s ability to reliably generate this content.
  • Consider more different kinds of courses and materials.
Quiz Meadow:
  • What content should be shown when (i.e., what users just studied or a mix of content)?
  • How can we structure questions to promote memorization vs synthesis vs. putting concepts into practice; Metacognition—recall, critical thinking—and depth analysis?
  • Should different course types be differentiated?
Shop:
  • Include a wider variety of items and customization options.
Home:
  • Give users more control over item placement.
Storyline:
  • Build out a more robust story around your quest.
Animation
  • Bring the game to life with more animation throughout.
Social:
  • Add a leaderboard.
  • Give users a way to share photos of their home.