World Traveler: Gamified English Learning Journey by Maryia MalukhaWorld Traveler: Gamified English Learning Journey by Maryia Malukha

World Traveler: Gamified English Learning Journey

Maryia Malukha

Maryia Malukha

Gamified Learning Architecture

I transformed a disconnected sequence of textbook chapters into a continuous learning journey across countries

Project Overview

More than 100 students moved through the system. Each lesson became a new destination, while boarding passes, attraction tickets, personal passports and country stamps guided them through unpredictable learning journey.

The Curriculum Contained Countries - Not just a Journey

The textbook included chapters about different countries, but their order didn’t create a coherent travel experience. I saw an opportunity to connect the existing curriculum through a narrative that would make students anticipate what came next.
How might each lesson feel like the next stage of one continuous journey?

Rebuilding the Curriculum Around Travel Logic

I treated the textbook as content resource rather than a fixed learning sequence. I reorganised its chapters according to geographical and narrative logic, allowing every lesson to become the next meaningful - not simply the next chapter.

A Repeatable Learning Loop

Anticipation. Student decoded a boarding pass to reveal the next destination. Exploration. Attraction tickets introduced landmarks and cultural context. Reflection. Student summarised each lesson in an individual printed passport. Reward. A country stamp made progress visible and fascinating.

Turning Information Into Something Students Could Nevigate

Boarding passes trained functional reading through routes, times and destinations while creating anticipation for the next lesson. Attraction tickets transformed cultural information into places students could discover rather than facts they were expected to memorise.

Making Reflection Part of the Story

Each student completed an individual printed passport. Recording what they had learned become the action that completed every destination - not an additional classroom worksheet

Turning Progress Into a Social Object

Country stamps became the strongest engagement mechanic. Students compared completed routes, while the physical reward made progress visible and worth discussing.
The physical system in use - from the first boarding pass to the final stamp

Outcomes

More than 100 students experienced the learning journey, and approximately 90% completed the full route. I observed stronger engagement throughout the lessons; non-completion was primarily caused by absence or non-participation.

My role

I owned the project from concept to classroom delivery:
Learning experience architecture
Curriculum analysis and resequencing
Gamification strategy
Narrative and interaction design
Development of the physical learning materials
Print production
Classroom implementation
Observation of student behaviour and engagement

Designing the Reason to Continue

This project wasn’t about decorating a lesson with a travel theme. It was about designing a system in which every interaction gave students a reason to care where the lesson would take them next.
Like this project

Posted Aug 1, 2026

Designed and implemented a travel-based learning system for 100+ students, increasing engagement and guiding 90% through the complete route.

Likes

1

Views

6

Timeline

Mar 1, 2026 - May 31, 2026