MegaMission Platform
The most gamified educational programme in the world
From Idea to Scaling

Challenge
Already two million youngest students in Poland surf the internet*. Online games, websites with applications and movies are their everyday life. However, not all young internet users know how to safely use the vast and valuable content the web has to offer.
Primary education students are beginning to enter the digital world. First email accounts, first videos posted on YouTube, first online conversations. At this point, one serious question arises – how to protect children from online threats? How to teach them using valuable resources of the internet in the right way? Looking for a systemic response to these challenges, together with the Orange Foundation, we decided to involve people who regularly spend time with children and continue to look for new and interesting educational solutions – school and after-school club tutors.
GOAL
Learning through play
INDUSTRY
Education
PLATFORM
Desktop
CLIENT

Solution
The MegaMission was created out of the desire to combine learning and fun – it is an educational platform with materials (fiction films, lesson scenarios) for learning about the digital world
As part of the MegaMission, we invite after-school clubs to the Digital Laboratory, where little geniuses – Julka and Kuba – were brought up. These young scientists created Artificial Intelligence character Prankster that causes problems to solve. Children play the role of Prankster's teachers, which allows them to absorb more knowledge. The programme is based on a web platform with scenarios for tutors, interactive animated films, tutors' zone, as well as gamification mechanics such as customisation of the virtual appearance of Prankster.
Numbers
22,000
children in the programme
33,000
completed lessons
950
schools on the platform
Our Tasks
We were responsible for
Profilaktyki zdrowotnej
Profilaktyki zdrowotnej
Project
Strategy
Educational
Path
Creative
Concept
Storyline
Design

Methods
Instead of a ready-made solution, we went for an evolutionary product undergoing constant testing.
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We created the project strategy in cooperation with the Council of Experts consisting of Tutors and Experts;
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We launched an MVP with about 40% of all functionalities;
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For 3 years we have been regularly developing the product, expanding target groups, increasing the level of involvement and adding new functionalities.
Platform Design and Development
MVP Testing
Iterative
Development
Customer
Service
Engagement Loop
1 Learning
A tutor receives access to substantive scenarios of classes and fiction films for children. Carries out classes with children.
2 Motivation
Personalisation of the hero – Prankster – which motivates to perform tasks, and a motivating feedback for children.
3 Community
A tutor shares reports from classes. The Tutor Zone as an inspiring space for platform users.
As soon as we get to understand user needs, we start designing. Each of our projects contains a unique engagement loop customised to the recipient.
Key features

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1 Gripping fictional world
In cooperation with professional storywriters we created the game universe including Prankster, Kuba, Julka and many supporting characters. Each lesson is another episode of the series in which children participate in the after-school club.
2 Intuituve platform for tutors
Without the participation of tutors, the programme would not become successful. That is why we tirelessly develop the product and adapt it to the realities and needs of tutors who use it once a week on average.

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3 Customisation of Prankster
After each class, children draw new costumes for their virtual Prankster and dress them up according to their own liking. It is an emotional reward that makes children wait for each lesson.
Unique Ideas
We wouldn't be ourselves if we didn't add something from ourselves. We implement unconventional ideas and climb to the heights of creativity so that the project succeeds and appeals to the recipients.


We created a unique, animated, fictional game world
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