Designing Prompt-Driven Rewards for K2–K10 Learners

Designing Prompt-Driven Rewards for K2–K10 Learners

Using learning progress and student interests to create badges that actually meant something

Using learning progress and student interests to create badges that actually meant something

Role

Lead Product Designer

Scope

Product strategy, user journey, interaction design, prompt architecture, prototyping, and design reviews

Wild Zebra already personalized math and reading questions around each student’s interests. But that personalization mostly ended when the question was over. Students could complete a lot of work without clearly seeing what they had learned.

I explored how badges could make that progress more visible and personal. My role was to define how badges were earned, map the experience, and improve the prompts so the generated images felt consistent with our mascot and product.

Why badges?

Why badges?

The idea initially sounded simple: generate a badge based on something the student likes.

During one feedback conversation, a student asked for “a badge where the zebra is playing football.” That made sense, but it also raised a bigger question: What did the student do to earn it?

I didn’t want the badge to be a random image that appeared after a few questions. It still needed to represent something real about the student’s learning.

I kept coming back to one rule:

The learning system decides what the student earned. AI decides how it looks.

A student who mastered Fractions might receive a Space Fractions Badge, while another student could receive a Soccer Fractions Badge. The visuals were different, but the achievement was the same.

LEARNING SIGNAL

Mastery Engine

or

Practice Activity

REWARD LOGIC

Mastery Badge

or

Achievement Badge

VISUAL INPUTS

Interest Theme

Visual Family

Prop + Expression

Background + Pattern

PROMPT GUARDRAILS

Zebi Brand Lock

Composition Rules

Age Appropriateness

No Text or Symbols

GENERATED OUTPUT

Personalized Badge

PRODUCT EXPERIENCE

Unlock Moment

Progress Dashboard

Badge Collection

Deciding what each badge represented

Deciding what each badge represented

I separated the badges into two groups.

Mastery Badges represented something the student had learned, such as mastering Fractions or a Reading Comprehension skill. These badges had to come from the mastery system.

Achievement Badges recognized effort and participation, such as completing 20 questions, finishing a first assignment, or maintaining a learning streak.

This helped us avoid treating question volume as proof of mastery. It also made the unlock logic easier for students and the product team to understand.

Mastery Badge

Achievement Badge

Purpose

Represent actual learning

Recognize effort and participation

Data source

Mastery engine

Practice activity counters

Triggered by

Mastering a standard, topic, or reading skill

Completing questions, assignments, or learning streaks

Examples

Fractions, Main Idea, Geometry, Vocabulary

First assignment, 20 questions, 3-day streak

Cannot be triggered by

Question quantity alone

Mastery status

Personalization

Learning achievement + interest skin

Milestone + interest skin

Where it appears

Unlock moment, Progress Dashboard, Learning Tree

Unlock moment, Progress Dashboard, Badge Collection

Some failed attempts made the prompt more reliable

Some failed attempts made the prompt more reliable

I used the failed generations to understand what the prompt needed to control. A badge could be cute, but it still had to work as a learning reward.

Three issues kept showing up:

  1. The visuals were not always meaningful to students.

  2. When the model added text on the badge, it was often misspelled or hard to read.

  3. Without text, the zebra’s facial expression became the most engaging part of the reward.

So the prompt shifted away from describing a finished badge label and toward controlling the mascot, emotion, action, and context. The interface would carry the written achievement; the image only needed to feel rewarding and instantly recognizable.

Failed badge attempt showing a zebra character
Failed badge attempt showing a zebra character
Failed badge attempt showing a zebra character

Connecting the badge to the learning experience

Connecting the badge to the learning experience

I mapped where the badge should appear across the product:

Practice → Achievement detected → Badge generated → Unlock moment → Collection

The badge appeared after the learning feedback, so students first understood what they had accomplished and then saw what they had earned.

To review the idea with product, engineering, and education stakeholders, I used a journey map, badge-trigger matrix, prompt comparisons, and product mockups. These helped us discuss the actual decisions behind the interface, including what counted as mastery, which parts could be personalized, and how badges connected to the broader progression experience.

What came out of the work

What came out of the work

The project started as an idea for generating cute rewards. It became a clearer framework for:

  • Connecting badges to real learning events

  • Separating mastery from participation

  • Generating different themes from one prompt structure

  • Reviewing outputs using consistent criteria

  • Connecting the unlock moment to progress and badge collection

The most important lesson was that AI worked best in the part of the system where variation added delight. It could personalize how an achievement was expressed, but it shouldn’t decide what the student had achieved.