Science Curriculum Development
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The Adventures of Stella in Bioterra
Story-Based, Gamified Learning
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Tools Used: Genially, Vyond, Canva
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Objective: Create a science curriculum that not only covers the key content learners should master but present it in an innovative, engaging way that inspires a desire for learning.
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Summary: The science curriculum I am designing is a novel-based, gamified learning program. The premise is that a teenage girl, who struggles with Biology, gets swept away from her bedroom one night (literally or in a dream), landing in a strange new world. Accompanied by a new companion whose species is endangered, she travels through each realm of the world, meeting and interacting with unique characters that help her learn about the key concepts of Biology. She is also challenged to help solve the mystery of what is causing her guide's species to be endangered, facing her own struggles with inadequacy in doing so.
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The image is the starting page of the interactive workbook housing the curriculum.
Click on the video thumbnail to see the teaser / promo video!
Citizen Science Virtual Showcase
Web Design and Project Management
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Tools Used: Google Docs, Google Slides, Google Sheets, Google Sites, LMS, and WeVideo
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Objective: Meet a crucial organizational need in training learners in authentic scientific research and presentation skills
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Summary: I facilitated learner exploration of and experience with authentic research in a remote setting by guiding them in completing citizen science research projects. The projects consisted of using mostly web-based resources to collect and analyze data in order to answer scientific research questions. I used Schoology LMS to provide templates for and pace learners with checkpoints then monitored completion using Google Sheets. The projects were then compiled into a Google Site, of which I supervised the design, and shared to stakeholders via Twitter upon completion.
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Click on the image to see the full site in which the learners' work was featured!
The Amazing Race of Kingdoms
Gamified Blended Learning
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Tools Used: Google Docs, Google Slides
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Objective: Create a way for learners to engage with and master a large amount of information in a short amount of time.
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Summary: In my first year of teaching Biology, I exercised problem-solving skills to design and facilitate an innovative gamified learning experience of high school Biology students. Modeled after the game show, "The Amazing Race," this experience leads students through exploring and understanding the kingdoms of life in roughly one week of class periods.
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The image is the cover page of the set of custom-designed learning guides provided for each leg of the learning journey. Click on the image to see a preview of the full set!
Biology Course Development in Schoology LMS
Virtual Instructor-Led LMS-Based Course
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Objective: Develop the foundational Biology course content for the pilot year of Hanover County Public School's Virtual School
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Tools Used: Schoology learning management system (LMS) and Google Suite
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The course design I created for the organization of content, based on instructional design principles, has been used to train teachers and administrators in the county on best practices in using the Schoology LMS platform.
This image depicts a snapshot of the setup I created in the "master course," where I built the content that is used as a template in developing learner-based course sections. The course material has continued to be used by subsequent teachers in the online school for 3+ years following its inception.