Problem Statement

Gamified platforms often use general motivational methods that do not fit the different needs of diverse student groups. At the web-individualschule in Bochum, students vary strongly in age, background, learning goals, and psychological challenges such as autism spectrum disorder, anxiety, or depression. This diversity requires a user-centered motivational approach that supports engagement and respects individual needs. Therefore, a tailored gamification concept was developed and integrated directly into the their own school platform „Indibrain“ to support learning in a more motivating way.

Idea and Concept

During the course of the thesis a tailored gamification concept for the Indibrain school platform was developed. Based on Self-Determination Theory and interviews with teachers, different student motivation types were identified. The concept focuses on making learning more motivating and enjoyable by integrating game elements into everyday teaching. It supports autonomy, competence, and social connection while considering the diverse needs and backgrounds of the students.

Implementation

The concept was evaluated and the highest-rated game elements were implemented in the Indibrain platform. Achievements and a points system were integrated to encourage learning progress and engagement. In addition, the gamification system is designed to be adjustable, allowing students and teachers to customize its intensity and features. A narrative design based on the school mascot “Oskar” provides a supportive and low-pressure learning environment. The design emphasizes flexibility, avoids performance pressure, and offers multiple options for individualization to meet diverse student needs.

Module

Master Thesis

Duration

09/2025 – 03/2026

Team Member/s

Jana Hater