Skip to content
Nitesh Tiwari
Back to Work

Designing behavioural loops across students and faculty

DAU had plateaued for two straight months.

Behavioural Loops & Gamification · Edfora · EdTech · Glorifire / Stakeholder · Senior Product Manager · Jul 2023 – Jul 2026

Teachers had flagged early prototypes as “too game-y”. The product idea: one configurable behavioural loop connecting student engagement and faculty workflows, rather than isolated point mechanics.

The product idea

One configurable behavioural system, connecting student engagement and faculty workflows.

Rewards attach to configurable behaviour-based actionable items, so the same mechanics serve both sides as one behavioural loop rather than isolated point mechanics.

Students · Glorifire

Product evidence: Glorifire student experience. Screens are shown as supplied; this case does not reproduce the full product surface. Cropped at the right edge to leave out a learner's name and photo.Swipe to see the whole screen, or open it full size (opens in a new tab).
  1. 01

    Action

    A behaviour-based actionable item

  2. 02

    Reward

    Points · Streaks · Badges

  3. 03

    Progression

    Avatars · Rank / Level

  4. 04

    Recognition

    Leaderboards · Hall of Fame

Faculty and stakeholders · Stakeholder platform

  • Visibility

    Analytics · Leaderboards

  • Actionable items

    Configurable behaviour-based actionable items

  • myPlan feedback loop

    1. System-generated myPlan
    2. Faculty confirm Correct / Incorrect
    3. 100 points for accurate feedback
The student screen shows the experience as it shipped. Faculty-side screens aren't reproduced. Engagement figures are reported, not causally attributed: see Evidence.

Edfora · Glorifire (students) and the Stakeholder platform (faculty and stakeholders).

01Signal

Flat daily use, in a product with two audiences.

Glorifire is where students practice; the Stakeholder platform is where faculty and stakeholders follow and guide them. Daily active use had been flat for two months.

  • 2 months

    of flat DAU. Reported

02Objective

A daily practice habit, not a notification habit.

The objective was higher DAU and better D7 and D14 retention through a sustainable daily practice loop, with less dependence on paid, notification-driven engagement. These were the objectives: only reported DAU and session-time changes are on record, and no retention or cost result is claimed.

03Ownership

I owned gamification end to end.

With full charge from the CEO, I identified the problem and the behaviours to reward, defined points, badges and streaks, made the product decisions, and drove development through live launch.

04Constraint

Teachers found early prototypes “too game-y”.

Faculty are part of this product, not only students. Any engagement mechanic had to motivate students without looking gimmicky to the teachers who had flagged the early prototypes.

Teacher feedback described early prototypes as “too game-y”, prompting a shift toward more academic, achievement-oriented progress cues: professional progress indicators, academic badges and skill-mastery indicators. This is qualitative feedback and a design decision; no measured improvement is attributed to the change.

05Product decision

One configurable loop, not isolated point mechanics.

The system is built around configurable behaviour-based actionable items: rewards attach to product actions, and the same mechanics reach students and faculty. It was designed as one behavioural loop rather than isolated point mechanics.

Unit
Configurable behaviour-based actionable items
Mechanics
Points, streaks and badges; avatars and rank and level; leaderboards and a Hall of Fame
Audiences
Students on Glorifire; faculty and stakeholders on the Stakeholder platform
Faculty side
Analytics and leaderboards, and a myPlan feedback loop that rewards accurate verification

06System · students

Action → reward → progression → recognition.

Each mechanic has a job. An actionable item earns points, streaks and badges; avatars and rank and level make progression visible; leaderboards and the Hall of Fame turn it into recognition.

07System · faculty

Faculty see the behaviour, and are rewarded for keeping myPlan honest.

Faculty and stakeholders get analytics on learner activity and the same leaderboards. The mechanics reach them too: a system-generated myPlan is shown to faculty, who confirm it as correct or incorrect, and accurate feedback earns 100 points.

Confirmation of myPlan accuracyDocumented
  1. 01

    myPlan

    Generated by the system

  2. 02

    Faculty

    Review it

  3. 03

    Feedback

    Correct or incorrect

  4. 04

    Reward

    100 points if accurate

08Trade-off

Engagement against teacher credibility.

More visible game mechanics can lift student engagement and cost teacher trust. In this product, faculty are both an audience and part of the loop, through analytics, leaderboards and myPlan verification, so their trust is part of engagement rather than a separate concern.

09Evidence

The proof here is the system, not a number.

What the record supports

  • DAU had plateaued for two straight months.
  • Teachers flagged early prototypes as “too game-y”.
  • The system includes points, streaks, badges, avatars, rank and level, leaderboards, a Hall of Fame, analytics and configurable behaviour-based actionable items.
  • myPlan has faculty Correct / Incorrect verification, and accurate feedback earns 100 points.
  • The résumé's quiz and gamification layer is this Glorifire system.
  • I had end-to-end product ownership of gamification.

What isn't established

  • DAU was reported up 12–15% and average session time up ~15% after the quiz and gamification layer launched; the measurement method, window and control aren't recorded, so the change isn't causally attributed.
  • 100K+ is Edfora-wide reach, not this system's.
DAU and session time were reported up after launch; no retention or business outcome is claimed, and no change is causally attributed.

10Learning

Product reasoning

Design the rules, not the rewards.

A reward is only as good as the behaviour it is tied to. Making actions configurable lets one system reinforce different behaviours for students and for faculty, and the myPlan reward shows the pattern: pay for the behaviour that keeps the product honest.

11Differently

Product reasoning

What I'd do differently: shared goals before solo streaks.

I would shift the emphasis from individual streaks toward collaborative squad and classroom goals. Individual leaderboards tend to reward students who are already ahead and can discourage the ones further behind, who are often the students the loop most needs to keep. This is a product reflection, not a measured finding.

12Next

Product reasoning

What I would measure next

  1. 01

    Define DAU and session time, and fix the window, before reading any change.

  2. 02

    Hold out a cohort without rewards, to separate the system's effect from everything else that shipped.

  3. 03

    Read engagement by mechanic, so points, streaks, badges and recognition can each be judged on their own.

  4. 04

    Track faculty verification of myPlan before and after the 100-point reward, by course.