EDTECH EVALUATOR

Exploring emotional experiences with educational technology

Project Descriptions

In order to better understand the user's needs for an edtech evaluator application, extensive user research was conducted. This research aimed to analyze the requirements of educators and researchers in selecting edtech tools and technologies for study. Through interviews, surveys, and observations, valuable insights were gathered regarding the challenges faced by users in evaluating and comparing various edtech options. The research findings highlighted the need for a user-friendly application that provides comprehensive information and analysis on different edtech tools, their effectiveness, and suitability for specific educational purposes. This edtech evaluator application will assist users in making informed decisions by presenting them with data-driven evaluations and recommendations.

Edtech Evaluator Research

This research project presents a meticulous analysis of the emotional experiences of individuals engaging with cutting-edge educational technology (EdTech). The study was designed and conducted to gain insights into the emotional dynamics that emerge during interactions with unique technologies in the realm of education. The primary objective was to inform the design and development of learning tools tailored to individual needs and preferences. Utilizing a multimodal analytical tool, reactions and data were captured during interactions with gamification-based CK12 and AI-based EdTech. The subsequent analysis informed the presentation of results in a user interface/user experience (UI/UX) format, offering a tangible representation of the evaluator’s perspective.

I undertook a distinctive project focused on identifying optimal strategies for designing personalized learning resources. This involved immersing myself in unfamiliar subject matter to discern the key elements necessary for facilitating effective learning experiences.

It was concluded that though people felt more happy when they were accessing the gamified learning, however there was more clarity of concepts when they used AI to understand the concept of normal distribution.

  1. To find meaning in my ideas and analyze what I am trying to do.

  2. The “Who all” is one of the major aspects of my learning design. People around me help me validate my ideas and build on their understanding of the problem. Identifying people around me help me who can support my learning and essentially reaching out to those people.

  3. Identifying the novelty of what I am trying to do is of utmost important.

  4. Being Iterative in my approach to build something is great.