EGOS

EGOS

Educational App for Tablets

Educational App for Tablets

A Team Project by Three Members

A Team Project by Three Members

Hongik University (2016)

Hongik University (2016)

EN

EN

EGOS is an educational tablet application designed to help lower elementary school students easily and enjoyably learn about ancient Egyptian civilization and mythology. The app addresses the lack of awareness and resources on this subject in South Korea. While Greek and Roman mythology is widely known, Egyptian mythology, which is believed to have influenced certain aspects of them, remains relatively obscure. EGOS aims to broaden students' knowledge of world history through engaging stories and valuable lessons.

EGOS is an educational tablet application designed to help lower elementary school students easily and enjoyably learn about ancient Egyptian civilization and mythology. The app addresses the lack of awareness and resources on this subject in South Korea. While Greek and Roman mythology is widely known, Egyptian mythology, which is believed to have influenced certain aspects of them, remains relatively obscure. EGOS aims to broaden students' knowledge of world history through engaging stories and valuable lessons.

Role

Role

As part of a three-member team for my Bachelor’s graduation project at Hongik University, I was responsible for the app service flow design and graphic design of EGOS, an educational tablet application focused on Egyptian mythology. My key role involved designing the storytelling flow and visual elements to create an engaging learning experience for young students. This project was showcased with my team at the 2016 Hongik University Graduation Exhibition.

As part of a three-member team for my Bachelor’s graduation project at Hongik University, I was responsible for the app service flow design and graphic design of EGOS, an educational tablet application focused on Egyptian mythology. My key role involved designing the storytelling flow and visual elements to create an engaging learning experience for young students. This project was showcased with my team at the 2016 Hongik University Graduation Exhibition.

Target Users

EGOS is designed for lower elementary school students, particularly those aged 5 to 12. At this stage, interactive storytelling is highly effective as it stimulates curiosity, encourages engagement, and helps maintain focus for longer periods. Research shows that children are more motivated and perform better when learning incorporates rewards and feedback. By integrating these elements, EGOS ensures young learners stay attentive while making the learning process more enjoyable and dynamic, enhancing their overall experience.

Solution

To address these needs, EGOS incorporates interactive features and a reward system tailored for young children. Users actively engage with mythological stories, making choices that influence the narrative and encouraging exploration. After each lesson, quizzes allow students to assess their understanding, and rewards for correct answers provide immediate feedback, reinforcing their learning. This approach not only keeps learning enjoyable but also promotes active participation, making EGOS an effective educational tool for this age group.

Target Users

EGOS is designed for lower elementary school students, particularly those aged 5 to 12. At this stage, interactive storytelling is highly effective as it stimulates curiosity, encourages engagement, and helps maintain focus for longer periods. Research shows that children are more motivated and perform better when learning incorporates rewards and feedback. By integrating these elements, EGOS ensures young learners stay attentive while making the learning process more enjoyable and dynamic, enhancing their overall experience.

Solution

To address these needs, EGOS incorporates interactive features and a reward system tailored for young children. Users actively engage with mythological stories, making choices that influence the narrative and encouraging exploration. After each lesson, quizzes allow students to assess their understanding, and rewards for correct answers provide immediate feedback, reinforcing their learning. This approach not only keeps learning enjoyable but also promotes active participation, making EGOS an effective educational tool for this age group.

Storytelling

EGOS introduces the fascinating stories of Egyptian gods, each represented by symbolic animals. For example, Bastet, the cat goddess of prosperity, and Sebek, the crocodile god of war, embody natural forces and daily life in ancient Egypt. Heqet, the frog goddess of fertility, is tied to the vital floods of the Nile. Through these engaging narratives, users can explore the myths while gaining insight into the cultural and natural significance of these gods, making the learning experience both enjoyable and informative.

Design

EGOS draws inspiration from ancient Egyptian wall paintings, referencing the grid system commonly seen in these artworks. Figures are depicted with faces in profile, torsos from the front, and arms and legs from the side. This distinctive style has been applied to the characters and interface design, ensuring visual consistency throughout the app. Furthermore, prominent colors such as gold and yellow-brown variations—often used in Egyptian art—have been adapted and expanded to enhance the immersive atmosphere of Egyptian civilization.

Storytelling

EGOS introduces the fascinating stories of Egyptian gods, each represented by symbolic animals. For example, Bastet, the cat goddess of prosperity, and Sebek, the crocodile god of war, embody natural forces and daily life in ancient Egypt. Heqet, the frog goddess of fertility, is tied to the vital floods of the Nile. Through these engaging narratives, users can explore the myths while gaining insight into the cultural and natural significance of these gods, making the learning experience both enjoyable and informative.

Design

EGOS draws inspiration from ancient Egyptian wall paintings, referencing the grid system commonly seen in these artworks. Figures are depicted with faces in profile, torsos from the front, and arms and legs from the side. This distinctive style has been applied to the characters and interface design, ensuring visual consistency throughout the app. Furthermore, prominent colors such as gold and yellow-brown variations—often used in Egyptian art—have been adapted and expanded to enhance the immersive atmosphere of Egyptian civilization.

Storytelling

EGOS introduces the fascinating stories of Egyptian gods, each represented by symbolic animals. For example, Bastet, the cat goddess of prosperity, and Sebek, the crocodile god of war, embody natural forces and daily life in ancient Egypt. Heqet, the frog goddess of fertility, is tied to the vital floods of the Nile. Through these engaging narratives, users can explore the myths while gaining insight into the cultural and natural significance of these gods, making the learning experience both enjoyable and informative.

Design

EGOS draws inspiration from ancient Egyptian wall paintings, referencing the grid system commonly seen in these artworks. Figures are depicted with faces in profile, torsos from the front, and arms and legs from the side. This distinctive style has been applied to the characters and interface design, ensuring visual consistency throughout the app. Furthermore, prominent colors such as gold and yellow-brown variations—often used in Egyptian art—have been adapted and expanded to enhance the immersive atmosphere of Egyptian civilization.

A

B

C

D

E

F

G

A

Worship

B

Farming and life

C

Interactive interface

D

Reward card

E

Quizze

F

Storytelling

G

Graphic design

Currently in Seoul,

South Korea

Copyright © Yuri Sung 2024

Copyright © Yuri Sung 2024

Currently in Seoul,

South Korea

Copyright © Yuri Sung 2024

Copyright © Yuri Sung 2024