Instructional Design
Creating learner-centered educational experiences tailored to diverse needs, grounded in solid pedagogical theory.
EdTech Innovator & Social Worker. Master's Candidate in the MEITE program at UNC Chapel Hill. Transitioning from Social Work to Educational Innovation and Technology.
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.
Creating learner-centered educational experiences tailored to diverse needs, grounded in solid pedagogical theory.
Developing prototypes and exploring Generative AI applications to create adaptive and personalized learning environments.
Leveraging technology to solve complex social problems, bridging the gap between social work and digital solutions.
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.
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.
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.
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.
Audience: Maslera AI
Purpose: Evaluated an educational literacy platform to identify usability barriers and friction points within the learning flow. Provided clear, data-driven recommendations to the company to improve the platform's navigation, clarify AI attribution, and keep learners engaged.
Audience: Clinical Students & Researchers
Purpose: Developing a high-fidelity Figma prototype for a learning application designed to help users interpret complex EMG audio and visual outputs.
Audience: Healthcare Professionals
Purpose: Designing a 7-module eLearning course focused on the application and execution of the NIH Stroke Scale (NIHSS). The experience will feature interactive video scenarios to bridge clinical gaps.
I will read all emails. Send me any message you want and I'll get back to you.
I need your Name and Email Address, but you won't receive anything other than your reply.