A Gamified Tournament App
for Teens in the EdTech Industry


Project At A Glance
The client, a gaming company, faced a challenge in attracting students aged 13 to 18 to participate in their gaming tournaments. As a solution we built a gamified tournament platform that allows users to earn virtual cards by playing games and earning points, which then grant entry into various gaming tournaments. Additionally, the platform features interactive game learning modules, striking a balance between learing content and gaming.
Core Technologies
Transforming the way children engage with stories using innovative technologies
AWS
Unity 3D
Augmented Reality SDKs
Services & Expertise
The specialized services and capabilities we bring to the table to address the needs of our clients with precision

Mobile App Development

Augmented Reality (AR)

Cloud Computing

Research & Development

UX/UI Design

Support and Maintenance
Challenges Ahead
Our approach addresses key challenges in education to enhance learning experiences.
Insufficient engagement from students aged 13 to 18
Misalignment between the company's offerings and the students' interests
Lack of awareness among the target audience about the company's gaming events.
Difficulty in creating a fun app that resonates with the target demographic.


Solving the Puzzle
Our solution, a gamified tournament app specifically designed for the EdTech industry and targeted towards teens, creatively addresses the challenge of engaging students in educational content through gaming.
The app allows students aged 13 to 18 to enter a world where their gaming skills help them learn and succeed academically. Utilizing mobile technology, cloud-based backends, and interactive learning modules, the platform transforms traditional educational content into exciting gaming tournaments. Students earn points by participating in quizzes that are styled as mini-games, covering a range of subjects aligned with their school curriculum. These points can be used to unlock advanced levels in the game or enter more prestigious tournaments, offering both knowledge and entertainment
This innovative approach ensures that students are not just passive recipients of information but active participants in their learning journey.
Key Impact
A glance at the effects our solution has had on learners' engagement and comprehension.
52%
Increase in Learning Engagement
73%
Rise in Active Participation
92%
Improvement in Retention and Imagination