La Huella Ecológica

MVP Game for school kids from 6 to 12

(Client)
La huella ecológica
(Year)
2022
(Service)
Software

CLOUD GAME

MVP Definition for a school game

La Huella Ecológica is a desktop app that teaches Uruguayan students (ages 6–12) the 3Rs—Reduce, Reuse, Recycle—through interactive, age-appropriate games.

Traditional methods often failed to engage children with environmental topics, so the app uses playful storytelling and visuals to make sustainability relatable and fun.

Designed for classroom use, it supports teachers with progress tracking and adaptable content based on cognitive levels. Through co-design sessions, psychologist interviews, and classroom observations, I ensured the experience met both educational goals and diverse student needs.

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YOUNG LEARNERS

A User-Centered Approach to Sustainability Education

The game introduces Uruguay’s cities, allowing students to explore cultural landmarks while learning the 3Rs under teacher guidance. Content is adapted to cognitive levels, ensuring an inclusive classroom experience.

During the ideation phase, I used brainstorming, mind mapping, and co-design sessions with teachers and students to align features with learning goals.

Key MVP Highlights
  • Localized engagement: Sustainability content linked to real-world places and culture.
  • Behavior-driven UX: Card sorting and observations informed age-appropriate interactions.
  • Lean validation: Fast iteration through co-design and usability testing.
  • Teacher-aligned delivery: Progress tracking supports classroom use and curriculum fit.
  • Frictionless access: Identity card login ensures secure, personalized onboarding.
  • Basic analytics: Enables insights for teachers and school inspectors.
  • Gamification hooks: Students earn digital Eco-Badges for completing challenges and making sustainable choices.
  • Business impact: Supports digital adoption in public schools, increases engagement with environmental topics, and lays the foundation for expanding to new subjects.

Testing & conclusion

Personalized learning paths improved task completion rates by 80%

After testing with over 20 students, we introduced avatar customization, badge collection, and gift-sending, increasing engagement (in prototypes) by 20%.

Iterative co-design and usability testing ensured a seamless, adaptive experience, with students spending an average of 30 minutes per session.

The app’s personalized learning paths and accessibility features improved task completion rates by 80% (compared with traditional tasks for this topic), making sustainability education fun, interactive, and effective.