
BrainPOP is an educational platform that creates cross-curricular digital content to engage students and supports teachers. Their trusted and award winning resources are used in nearly 40% of U.S. elementary and middle schools by millions of monthly visitors.
Our design challenge was to provide an interactive educational app in order to enrich the learning of young students and assist educators. Our goal was to implement newly designed features to increase student engagement, comprehension and produce positive learning outcomes.


User Interface Design

Brain Pop
User Experience Additions

Utilizes functionalities similar to those of Blackboard or Canvas. Students can respond to teacher prompts, converse with their teachers via chat, as well as view and discuss their quiz evaluations with their instructor.
Jordan Waldman
Classroom Feature
This feature is available to a student user at all times during video viewing. Functionality is to take notes while watching, as well as bookmark certain pages to revisit with easy access.
Brianna Valenzuela
Notebook Feature


This feature utilizes gamification as incentive for a student user to participate. The higher number of videos and quizzes they complete, more monetary value will be added to their user bank. This can then be used to purchase collectables for BrainPOP's mascot, Moby the robot.
Angie Moresky
Store Feature
Teacher Feature
This feature allows for a teacher login with a similar functionality of Blackboard or Canvas. An instructor can now communicate with their students via the app, track student progress with achievement timelines, send out class announcements, as well as assist in lesson planning and organizing.
Jeanette He

Moby Store Task Flow
My team and I were very excited and nostalgic to see that BrainPOP is still keeping up with it's due diligence to young students, for we were all BrainPOP users in our youth. I was inspired to implement the Moby Store feature because now older, I have a lot of personal experience babysitting and tutoring. I have seen first hand the effects of gamification in an educational app, especially one centered around a creative freedom such as customizing a character. Children need a balance of work and play to truly have the most enriched educational experience possible.
Case Study
