Codon Learning Student App

Overview
Post-secondary STEM programs face a significant retention issue, with only 40% of students who enroll graduating in a STEM field. This problem disproportionately affects first-generation college students and minority groups who often feel underprepared by their high school education. To address this, Codon created a research-based teaching and learning platform, which includes a student-facing app, SRLy (pronounced Seer-ly), designed to support high-structure STEM courses. I played a critical role in developing one of SRLy's core features—the Study Path—which I'll discuss below.
The Problem
Many students struggle with ineffective study habits, often leading to frustration and dropout when their efforts don’t translate into better grades.
To address this, we wanted to modify Codon's student-facing app to foster productive learning habits, keep students motivated and equip them for success.
Up until this point, the student app primarily existed as an output for the resources, assignments and assessments designed by the instructor in their app. Items were grouped by class session and learning objective to help students stay organized.

Interviews and Market Research
To deepen our understanding of the problem, we conducted in-depth interviews with students, instructors, and discipline-based education researchers (DBERs), speaking with 3-5 individuals from each group.
Additionally, we performed market research on three leading EdTech products from Macmillan Learning, Pearson, and McGraw Hill to analyze (1) what features they use to enhance student learning practices and (2) the effectiveness of those features.
Key Findings and Feature Goals



Qualitative KPIs
Since we were still in the ideation stage, we used qualitative KPIs based on four SRL best practices; any solution that didn’t meet all four required revision.
User Scenarios & Mapping Exercises

Ava is a freshman biology student who completes assignments, attends class, and spends many hours studying, but still bombs assignments and tests.
She wants to know how she can use her time more effectively to earn a grade matching her efforts.
Design Ideation: Crazy 8's
Incentivize spaced studying?
Organize content to facilitate studying?
Promote metacognition?
Make self regulation easier for students?

Wireframes
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As students complete homework in the Codon platform, they flag concepts as 'muddy' or 'clear.' The platform uses this feedback, along with homework performance, to generate topic cards organized by Learning Objectives. These cards form a personalized study guide.
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The Study Path dashboard enables students to identify weaknesses, practice through targeted exercises, and self-test, all while tracking progress visually as cards move from "I Should Review" to "Test Me!" columns.The system automates card movement but allows students to manually adjust based on their confidence, fostering a sense of ownership over their learning.
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To encourage spaced learning—a critical SRL practice—students could recapture missed homework points by revisiting related Learning Objectives in the Study Path. Progress summaries on the home dashboard, combined with a countdown to test day added gamification elements to motivate consistent engagement, supporting students in building effective, self-directed study habits.
Prototype, Test, Iterate
Affinity Diagram Documentation
Overall, users were positive about the Study Path’s premise, but several points stood out for further exploration. Some were minor, like tweaking color schemes or wording, but others touched on more complex functionality. For example, the point recapture system wasn’t the motivational “carrot” we had hoped—some students found it tedious and instructors worried it emphasized grades over learning.
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Visual Design
The visual design of the Study Path and student app focused on being bright, colorful, and approachable, standing out from the typically drab design of other courseware. The student home dashboard, which I had previously designed, used color coding to differentiate item types like topics, learning objectives, pre-class tasks, and homework, ensuring clarity without overwhelming students. This inviting and streamlined approach extended to the Study Path, which initially used "stoplight" colors to indicate progress but shifted to neutral tones after testing revealed that red could discourage students. By incorporating the bright, playful aesthetic of the dashboard, the Study Path encouraged engagement while laying the groundwork for future gamification features.

Design System
A design system for the Study Path wasn’t created before engineering began—scrambling to meet deadlines with prototypes and screen designs meant it fell by the wayside. After the alpha roll-out, I returned to help construct a scalable system. We started with a foundation of design tokens in Figma and from there developed components and patterns that could be easily integrated into screen layouts. These patterns were designed for laptops and tablet screens but we utilized Figma's auto layout feature to make them scalable for mobile in the future. We prioritized accessibility by ensuring proper color contrast, font scaling, and clear icon usage for interactive elements.
Results
Engineering for the Study Path began in early 2022, and by summer, it was ready for large-scale testing. During the alpha phase in the summer semester, 15 instructors and 200 students participated. The beta phase expanded in the fall to 30 college biology courses, reaching approximately 2,000 students. As of 2024, the Codon Platform is used in nearly 500 college courses nationwide and the Study Path has become a key value proposition for the company. A recent study by an instructor at UC Boulder highlighted its impact, showing improved grades for all students who used it and a significant reduction in the learning gap for student groups that had previously been falling behind.