Prepme Academy · Edtech, gamified
Prepme Academy helps Nigerian students prepare for WAEC, JAMB, NECO and other exams by practising real past papers. I designed it to feel like a game: streaks, quests, a weekly leaderboard, and XP that students convert into airtime and data.

The problem
Past papers are the most reliable way to prepare for WAEC and JAMB. Questions repeat, formats repeat, and timing matters. Students already know this. The problem is consistency: practising alone, with no feedback and nothing to show for it, makes it easy to skip a day, then a week.
The stakes are high. In 2025, 78.5% of UTME candidates scored below 200, and the share of WASSCE candidates with five credits including English and Maths fell from 72.12% to 62.96%. Meanwhile data got more expensive after telecom tariffs rose by up to 50%, so studying online itself had a cost.
What if practising a past paper paid for the data you used to practise it?
Consumer apps had already shown that streaks, quests and leaderboards build habits. Duolingo learners who reach a 7-day streak are 3.6 times more likely to finish their course. Prepme's bet was to borrow those mechanics and add a reward Nigerian students actually value: airtime and data.
The core loop
Before designing screens, I mapped the loop every feature had to feed. If a feature didn't make students practise, earn, return or redeem, it didn't make the cut.
Timed, full-length exams by type, subject and year.
Every finished exam, quest and referral pays out XP.
Daily quests and streaks bring students back; the weekly leaderboard adds friends and stakes.
XP becomes something real, which funds the next session.
| Action | XP | Why it's priced this way |
|---|---|---|
| Complete a past paper | +30 | The core action. Earned on finishing, so rushing doesn't pay. |
| Daily quests | Varies | Small, achievable goals ("Complete 1 exam", "Spend 30 mins practising") that make today count. |
| Invite a friend who completes an exam | +500 | The biggest reward, but paid only when the friend actually practises. |
| Recover a lost streak | −20 | A cheap second chance, so one missed day doesn't end the habit. An ad is the free alternative. |
| Streak freeze (×2) | −300 | Insurance bought in advance for days students know they'll miss. |
| Redeem for airtime or data | Converted | The payoff that makes XP feel like money. |
Mechanics
Each mechanic is shown with why it works and the guardrail that stops it from getting in the way of learning.









Concept of the XP to airtime and data conversion.
Guardrails
Gamification can backfire: students farm points instead of learning. Three rules kept the incentives pointing the right way.
XP is paid for completing an exam, not for fast answers or for opening the app. Rushing earns nothing extra.
The 500 XP referral bonus is paid only when the invited friend completes an exam, which rules out empty sign-ups.
Three free exams a day keep the loop open to everyone. Premium unlocks unlimited questions and detailed analysis, not more XP.


After every exam, the scorecard colour-codes each question as correct, incorrect or unanswered. Tapping one opens the right answer with a worked explanation, so the score always leads back to learning.
Look and feel
The exam itself stays quiet: white, blue and plenty of space. Celebration happens in the moments between, on a dark overlay with the mascot, flames and gold XP, so a win feels different from a study session.
Blue for study and actions. Navy for reward moments. Orange flame for streaks, gold for XP, green for progress.

A friendly blue mascot peeks over the "Are you ready?" card and celebrates scores, so the app feels like a study buddy rather than an examiner.

The flame carries the day count and greys out when it's lost. It's the one icon students should never want to see go grey.


The web app is responsive down to phone width, and the landing page carries the same promise to parents and students: "The fun way to conquer exams with confidence".
Reflection
I worked as both product designer and product manager: setting the product strategy, prioritising features against engineering capacity, and designing the full learning experience.
The riskiest part of the design is the reward economy. If redemption is too generous, the business pays for farming. If it's too stingy, XP stops meaning anything. The first thing I'd track is how many exams students complete per redemption, and whether streak length goes up as rewards come within reach.
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