Numsy's Quest

Tackling Math Anxiety in 8-year-olds

OVERVIEW:

Math is everywhere, from counting change to navigating routes. Yet for many children, it triggers feelings of fear and inadequacy.
So we built Numsy’s Quest. It is a fun, interactive math game kit for 3rd-grade students that turns learning into an engaging adventure through teamwork, problem-solving, and creative play.

MY ROLE:

User Research,

Game Design,
Branding,
Character Design

TEAM:

Meryl Roberts

Nainesh Pal

Vrushti Mehta

DURATION:

7 weeks

1 in every 3 students in India face Math Anxiety

Math is a foundational subject but is more intimidating than other subjects. If students struggle with math early in their life, it can lead to long-lasting anxiety and avoidance, affecting academic performance. This often continues into adulthood, impacting practical skills like budgeting and financial planning. This is why it is important to help them at an early age and break the cycle of avoidance.

The Research

To get a better look at the factors surrounding math anxiety, we began by doing a preliminary research about they way math was taught in India and the general feelings surrounding its teaching. After this, we interacted with the main stakeholders involved - students, teachers and parents .

Survey

of all age groups about math and their influencers like teachers and peers

Interviews

with teachers, parents and children

Fun Activity with students

to help students express their feelings about different subjects.

Classroom Observation

of a typical math session.

Questionnaire

where students drew or wrote about how they viewed math.

Fun Activity with students

to help students express their feelings about different subjects.

Classroom Observation

of a typical math session.

Questionnaire

where students drew or wrote about how they viewed math.

What we got from the data

We created personas of the three main types of children we would need to cater to

The Over Achiever

The confident child who solves a math problem before the teacher finishes writing it on the board.

The Anxious Avoider

The quiet child who knows the answer but whispers it to themselves.

The Struggler

The struggling child who keeps trying but never gets the same answer as everyone else.

From our secondary and primary research, we narrowed onto some key insights:

1

Children are more likely to avoid challenging topics when they lack access to fun, simplified learning tools. This makes complex subjects feel overwhelming and discourages consistent effort.

2

Kids benefit from immediate feedback that helps them spot errors and adjust their approach while they are still engaged in learning. Without it, they struggle to grasp concepts and feel stuck.

3

Students are more engaged when they see how their lessons apply to real-world scenarios. Without relatable examples, they see no purpose in learning and slowly lose interest.

We used different Behavioural Models to understand the cognitive & emotional patterns associated with Math Anxiety.

So how could we design an interactive and engaging classroom activity for 8 year old children in SSC board that simplify complex math concepts, reduce math anxiety, and make learning math an enjoyable and confidence-building experience?

Our Solution

Mathland Poster Board

A map divided into kingdoms, each representing a math chapter. Students advance through these kingdoms by completing challenges, unlocking new characters and tracking their progress with stars.

Chapter Challenge Cards

Step-by-step challenges with answer keys for teachers. Students can earn stars for their progress

Teacher’s Manual

Guides instructors on setting up the game, and strategies for student engagement.

Math Notebook

Includes space to track progress, reflect on emotional experiences, and solve problems.

Numsy & Friends Figurines

Detachable figurines to place on the map to track progress.

Usability Testing

We performed usability testing across 4 schools with 146 students and 6 teachers to see how well the kit performed in classrooms. The teachers rated the game an average of 4.1/5.

What worked

  • Strong connection with Numsy and its characters.

  • Notebooks effectively tracked emotions and math anxiety.

  • Improved student participation and progress in math skills.

What did not work

  • Students rushed answers, leading to errors.

  • Confusion with mood tracking section of the notebook.

  • Quieter students were less engaged.

Reflection

What I Learned

Small Details can cause Emotions

I also learned that good design is not just about making things work, it’s about how it makes people feel. Sometimes the smallest details like using the face of a character, color, or simple feedback like stickers and stars can create joy, confidence, and curiosity.

Using Behavioral Design

I learnt how to employ behavioral tools in designing engaging learning experiences. The Octalysis Framework helped break down motivation into simple ideas that we could actually build into our poster, characters, and rules.

Looking Beyond is Said

One of the biggest lessons I learned was that users, in this case children don’t always say exactly what they feel. Their body language, hesitation, or even reactions say a lot more. I realized the importance of observing behavior, tone, and emotional responses because what’s not said is often just as important as what is.

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