Learning
Design
Learning should be hands-on, inclusive, and driven by curiosity. I design learning experiences that empower people to explore, experiment, and grow—blending play, technology, and storytelling with educational research and best practices. Rooted in constructivist and social learning theories, my approach integrates project-based learning, gamification, and the third space to make learning meaningful. With over nine years of experience teaching math, physics, design, making, and sailing across classrooms, makerspaces, and online environments, I create engaging, supportive spaces where learners gain confidence and bring ideas to life.
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an opinion recently after the public ChatGPT launchGenerative AI has taken the world by storm, disrupting innumerable industries. It can generate text, images, music, video, code, and the list goes on and on, with incredible results. In 1950, Alan Turing famously proposed a test for artificial intelligence: if you could speak to a computer and believe it to be human, then the…

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a tool to disrupt the design of educational experiencesThe 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…

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a tool to disrupt the design of educational experiencesExperience 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…

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exploring the design of four distinct learning tools/systemsIntroduction 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…

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exploring the barriers to participation and how to overcome themThis 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…

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placing a pencil between the theories of actor-network theory and media ecologyAs 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’…

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an online knowledge center for everything screenprintingProblem 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…

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a location-based mobile adventure game prototype
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…






