
The project was to create an innovative educational platform that transforms traditional math learning into an exciting e-learning experience. By incorporating competitive contests, real-time leaderboards, and a comprehensive analytics suite, the platform aims to boost student motivation, improve problem-solving skills, and provide educators with valuable performance insights.
Develop an interactive platform where students can solve math problems within a fun environment to combat learning fatigue.
Implement a system for live contests and persistent leaderboards to foster healthy competition and encourage continuous practice.
Create a powerful analytics dashboard for teachers and parents to track student progress, identify strengths, and pinpoint areas needing improvement.
Traditional rote learning methods were leading to a significant drop in student interest and motivation in mathematics.
Students and teachers lacked immediate feedback on performance, making it difficult to correct misunderstandings as they occurred.
Existing tools didn't adapt to individual learning paces, leaving some students behind and others unchallenged.
Educators had access to performance data but lacked the tools to easily interpret it and personalize their teaching strategies.
There was no compelling reason for students to practice math problems beyond assigned homework.
Formal tests created anxiety, whereas a gamified environment could provide a lower-stakes setting for students to build confidence.
To tackle all challenges efficiently, we used the following approach:
We collaborated with educators to map the math curriculum to engaging game levels and contest formats. We defined the key metrics for the student analytics suite and designed the user interface for both students and educators.

Our development team built the core quiz engine, the real-time leaderboard system using WebSockets, and the backend for the analytics dashboard. The platform was built in agile sprints, allowing for continuous feedback and refinement from educational advisors.

The platform underwent a closed beta with several schools to test scalability and gather user feedback. After refining the features based on real-world usage, we launched the platform and provided onboarding materials for teachers to integrate it into their classrooms.

Gamified elements and leaderboards motivated students to voluntarily spend more time solving math problems outside of class.
Students using the platform for 3 months showed a marked improvement in their standardized math test scores compared to a control group.
The analytics suite enabled 90% of teachers to identify and address specific learning gaps for individual students more effectively.
The first global math contest saw over 10,000 students participate, demonstrating high user engagement and successful community building.
We used the following technologies to deliver this project.
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