View the Open Educational Resource here Greening Construction Trades in Canada addresses the integration of climate change awareness and Indigenous perspectives into the construction trades. This publication empowers instructors with innovative tools and knowledge to guide the construction sector towards Net Zero, focusing on sustainable practices and Indigenous ways of knowing to create a more…
The Electric-Textiles Workshop was designed to invite more women into the local makerspace community, addressing the gender gap in maker culture. By combining traditional sewing with wearable electronics, the workshop provided a welcoming entry point into electronics, coding, and soldering. Partnering with Nicole Bertram from The Spool and The MakeItZone, this four-session workshop guided participants…
This mind map is a representation of my personal learning theory. My learning theory is strongly rooted in a learner-centred philosophy. I am influenced by constructivism and experiential theories, which provide constructs to the underlying neuroanatomy. Overall, learning is a very complex phenomenon and this flow chart only begins to outline everything that learning is.…
The design of educational experiences are complex and not a ‘selection’ process. There is the opportunity for creativity from a transitional space, from a cookbook that could facilitate ‘surprising’ thinking. Instead of a linear ‘recipe’ often found in a cookbook, I have developed a card set that is open-ended, non-linear, and somewhat vague, allowing space…
Experience Wildcards are a tool that inspires divergent thinking when designing educational experience – to approach person-centred design from new angles. Tools, such as Experience Wildcards, are valuable as they challenge designers ideas and disrupt their practices offering new avenues for inquiry. The project started from an crude idea and resulted in the development of…
Introduction The term technology, finding the boundaries of technology, and the extent to which it can be leveraged for education has been often in my mind in this program, in this Masters of Educational Technology. I feel that many stones have been left unturned. The goal of this IP is to analyze learning artifacts that…
This podcast is a dive into what holds people back from an experience that they themselves want to do. It explores moments of when it happens, then with a lens of neuroscience, and ultimately extends these ideas into how educators can help people overcome their hesitations. Listen: Problem The challenge was to better understand how…
As a student in ETEC 565B: METatheory of the Master of Educational Technology program at the University of British Columbia, I developed a five-slide presentation with speaker notes addressing the following topics: applying McLuhan’s tetrad to the pencil, representing the main ideas of actor-network theory, exploring how the pencil impacts us and what it ‘prescribes’…
Problem During the COVID-19 pandemic, Wachiay Studio, a screenprinting studio in the Comox Valley, needed to pivot to remote instruction. Developing a an accessible and comprehensive online learning platform for screenprinting proved to not only meet the needs to teach our students but also to the general public. Screenprinting is a versatile and accessible production…
BEE-ING AROUND is a single-player, location-based adventure game prototype for mobile. The player is a honey bee, who must visit flowers in order to collect their nectar and earn points all whiling avoiding hazards such as bears, cars, and forest fires. Control of the in-game player is done by physically walking around as the GPS…