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Development of a Game-Based Language Learning Platform for Enhanced Student Engagement and Enrollment Growth
  1. case
  2. Development of a Game-Based Language Learning Platform for Enhanced Student Engagement and Enrollment Growth

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Development of a Game-Based Language Learning Platform for Enhanced Student Engagement and Enrollment Growth

trigent.com
Education
Information technology
Gaming

Business Challenge

Traditional language learning methods and word games failed to effectively engage ESL students. The client required a scalable web-based solution to expand reach beyond physical language schools while improving student engagement metrics and platform retention.

About the Client

A multinational language education company and the world's largest language school, offering ESL programs, education travel, and intercultural exchange across 40 countries

Project Goals

  • Increase new student enrollments by 12% through gamified learning
  • Boost user engagement by 33% via interactive language challenges
  • Improve average time spent on platform by 19% through game-based content delivery

Core System Requirements

  • Interactive ESL games with varying difficulty levels
  • Real-time progress tracking dashboard
  • Multiplayer competitive learning modes
  • Adaptive learning algorithms
  • Cross-device compatibility (desktop/mobile)

Technology Stack

Java
POP.X architecture
WebGL
RESTful APIs

System Integrations

  • Learning Management System (LMS) integration
  • Student information system (SIS) connectivity
  • Third-party analytics platforms

Non-Functional Requirements

  • Support 10,000+ concurrent users
  • 99.9% platform uptime SLA
  • GDPR-compliant data security
  • Sub-200ms response time for game interactions

Expected Business Impact

Anticipated outcomes include 12% enrollment growth through gamified marketing, 33% higher user engagement metrics, and 19% increased platform retention. The solution will establish a competitive advantage through innovative delivery of ESL content while expanding market reach to digital-first learners.

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