← Case studies
Vibramood
Social-emotional learning game prototype for grade 2–6 students — emotion recognition through the Vibra world.
Preview
Challenge
Turning social-emotional learning into something grade 2–6 students actually want to open during and after class.
Solution
A tablet-first clickable prototype of the Vibra World plus the Vibras emotion characters — emotion recognition framed as exploration.
Outcomes
- Vibra World exploration loop validated
- Vibras character set agreed for emotion coverage
- Student, teacher, and parent expectations aligned
