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AI-powered personalized study application

"KNOWGO"

KNOWGO application offers high school students an alternative to classroom learning. The application allows personalized learning at each student's pace by integrating AI-based learning tools.

The learning in the application is interactive, interesting, and incorporates gamification.

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About the Application

AI-powered personalized study application

KNOWGO application offers high school students an alternative to classroom learning. The application allows for personalized learning at each student's pace by integrating AI-based learning tools.

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The Challenge

The formal education system with its uniform pace dictated by the Ministry of Education's syllabus is not suitable for all students, and therefore, there are many students who fall through the system and give up or fail in their studies.

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The Solution

AI-powered personalized study application

student combined with technology. The system checks the knowledge level of each student and, according to the level of knowledge, a structured study program is tailored to him. A system that combines tests for close monitoring and a gamification system that encourages use of the app and interest in the study material.

Weakness

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  • ​Lack of teacher supervision

  • No interpersonal interaction

  • Not all subjects can be studied in the app

  • Dependence on accurate diagnosis - What happens when the diagnosis is incorrect?

Threats​

 

  • Social isolation

  • Feeling of failure if the student experiences difficulty using the application

  • Students who prefer frontal learning will reject the application

  • Addiction or overuse of the gaming aspect of the application​

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Strengths

  • Full customization to the student's level

  •  Smart diagnostics 

  • Positive gamification – motivation through prizes

  • independent learning

Opportunities

 

  • A breakthrough in solutions for learning disabilities –

  • Upgrading the learning experience for both -  struggling and excellent students

  • Integrate the application into the formal education system.

Quantitative Online Research

We surveyed about 27 high school students.

19 of them are studying on the 10th grade,

and the rest are from the 11th and 12th grades.

48%

The most comfortable way for the high school students to learn something new is when someone explains it to them.

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40%

Would like to use the application for studying Mathematics

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48%

Are able to concentrate continuously on learning, depending on the time, day, and subject

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29%

Reported that what gives them a sense of success in their studies is when they are meeting a goal they set for themselves and understanding previously misunderstood learning material

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Users Profiles

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Persona

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User Scenario

The user's scenario divided into 2 parts.

At first, the user undergoes a diagnosis. The user need to answer a questionnaire so that the appliaction in combination with AI tools will match the content to the user.

The second part specify the actual use of the user in the application.

It shows how the learning process works in combination with gamification.

Diagnosis

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Lesson

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The idea becomes into reality
 

I translated my idea into basic wireframes to map out the experience.

The user's experience in the application is very intuitive and flowing.

These low-fidelity screens capture how the application logic and flow goes hand in hand.

Typography

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ICONS

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Thanks for Watching!

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