Matthias Blaue

EdTech & Learning Engineer. MASTER OF ARTS IN EDUCATIONAL INNOVATION, TECHNOLOGY. Transitioning from Social Work to Educational Innovation and Technology.

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About Me.

Matthias Blaue, about photo

Learning Engineer & EdTech Specialist who combines instructional design principles with learning analytics.

Transitioning from a decade in international social work, I leverage my expertise in human-centered case management and systemic needs assessment to design empathetic, accessible, and highly personalized educational technology for international and intercultural learners.

Currently finalizing a Master’s in Educational Innovation, Technology and Entrepreneurship (Learning Engineering Track) at UNC Chapel Hill, with a portfolio of impactful projects from STEAM ecosystems to AI-powered prototyping.

My Focus.

Instructional Design

Creating learner-centered educational experiences tailored to diverse needs, grounded in solid pedagogical theory.

EdTech & GenAI

Developing prototypes and exploring Generative AI applications to create adaptive and personalized learning environments.

Social Innovation

Leveraging technology to solve complex social problems, bridging the gap between social work and digital solutions.

Projects.

AI Driven Instructional Design

NIHSS Interactive Course

Context: Clinical Simulation Design, UNC-CH MEITE Capstone, Q3 2026
Audience: Medical First-Year Residents and Emergency Room Nurses
Purpose: Developed a 7-module eLearning curriculum to train clinicians on the National Institutes of Health Stroke Scale (NIHSS). The course replaces passive observation with active clinical practice inside a virtual examination room. Every visual asset and audio file powering the clinical encounters was created using generative AI. Google Flow and the Omni Engine synthesized the digital personas, rendering the complete visual environment and vocal performances. This total artificial intelligence production eliminated physical filming requirements. The course was authored in Articulate Storyline. A complex logic backend drives a digital clipboard that tracks all learner inputs to calculate accurate stroke scores.

eLearning Development

Mastering NIHSS: A Refresher

Context: Instructional Design, UNC-CH MEITE, Q1 2026
Audience: Experienced ER/ICU Medical Professionals
Purpose: Developed a 45-minute eLearning module to teach the NIH Stroke Scale protocol. Instructional components were authored in Articulate Rise for responsive content delivery. Assessments were engineered in Articulate Storyline, leveraging custom variables, triggers, and logic to build dynamic simulations that track and calculate user-assigned scores.

Training App Design

EMG Interpretation Trainer Prototype

Context: Instructional Design, UNC-CH MEITE, Q2 2026
Audience: Neurology Residents & Medical Students
Purpose: Designed a high-fidelity interactive Figma prototype for an EMG interpretation training tool. While not a fully programmed application, this comprehensive prototype maps the user experience, pedagogical flow, and audiovisual data interpretation to bridge the gap between theoretical knowledge and diagnostic application.

Curriculum Design

STEAM Box Curriculum Suite

Context: Goodwill Industries of Eastern NC (GIENC), Q3 & 4 2025
Audience: Goodwill Industries of Eastern NC (GIENC)
Purpose: Engineered three distinct STEAM Box concepts focusing on nutrition, assistive technology, and audio engineering. Each module features its own complete project-based curriculum, enabling the scalable distribution of accessible educational resources across a 51-county network.

Learning Science

Orchestrating the STEAM Box

Context: Goodwill Industries of Eastern NC (GIENC) & UNC-CH Learning Sciences, Q3 & 4 2025
Audience: Learning Sciences Community
Purpose: Proposed a model for a "Smart Classroom in a Box." The goal was to conceptualize how intelligent software could eventually be used to scale STEAM education and assist instructors in managing complex learning environments.

EdTech Product Development

Mark Cuban Foundation AI Scorecard

Context: Product Development, UNC-CH MEITE & Mark Cuban Foundation, Q3 2025 – Q2 2026
Audience: K-12 Culinary Arts Educators
Purpose: Co-developed an AI evaluation scorecard to help educators assess the quality, safety, and pedagogical alignment of LLM-generated lesson plans. Engineered the initial interface using Claude and iterated the design through rigorous user testing with practicing teachers. The scorecard was adopted by the Mark Cuban Foundation for integration into their national teacher bootcamp program.

Immersive Learning

Virtual Makerspace Experience

Context: Goodwill Industries of Eastern NC (GIENC), Q4 2025
Audience: K-8 Students
Purpose: Built an immersive 360° virtual reality environment so young learners can preview lab equipment and internalize critical safety protocols prior to entering the GIENC STEAM Lab.

Product Strategy

FoodED EdTech Strategy

Context: Applied Research & Product Strategy, UNC-CH MEITE, Q4 2025
Audience: EdTech Product Managers & Investors
Purpose: Created a comprehensive product strategy for a conceptual gamified culinary education app. Includes a Business Model Canvas, detailed empathy maps, and UI storyboards to demonstrate business viability and user-centric design.

UX Research

Maslera AI: UX Case Study

Context: Maslera AI UX Research Study, UNC-CH MEITE, Q2 2026
Audience: Maslera AI Product Team & Stakeholders
Purpose: Conducted a comprehensive mixed-methods UX study on the Maslera AI literacy platform. Triangulated usability testing, heuristic audits, and behavioral analytics to map workflow friction. The findings directly informed live platform updates, including the implementation of transparent AI literature citations to successfully establish and restore educator trust.

Educational Media

Food-Science Experiment Series

Context: Goodwill Industries of Eastern NC & Aurora Community Cupboard, Q2 2026
Audience: K-12 Students & Local Community
Purpose: Designed and produced a series of 10 food-science experiment videos accessible via QR codes. These multimedia activities utilize grocery items distributed by Goodwill to deliver scalable, hands-on STEAM education directly to local families.

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