Case Study: Making Learning Fun

A graphic of the phosphorus cycle

The Challenge

Some topics feel dry even for the most enthusiastic educator. As a Learning Designer, I was given the challenge to make a learning experience about the nitrogen cycle, which was normally taught with diagrams. Doing initial research showed no engaging approaches to the topic.

Project: Gamified Learning: A Sea Turtle’s Quest

Year: 2022

Audience: High school biology

Role: Lead Learning Designer

Tools: OLI Torus, Goggle Slides

Team: Melanie Narish, Chris Andert (UI/UX), Siobhan Sackey, Mia Brunkhorst, Infiniscope stakeholders, Kevin Redding & Courtney Currier (SMEs)

The Solution

I turned the cycle into a gamified experience. Learners step into the shoes of marine organisms that use nitrogen. They match molecules from the cycle to each organism, collect stars, and link the pieces to reveal the full cycle. The puzzle makes process and sequence visible, so understanding grows as they get to know each critter.

Outcome

  • The full interactive digital experience “Nitrogen Tales: A Sea Turtle’s Quest”

    • Adaptive elements reference past learner decisions and choices

    • Doesn’t simplify the nitrogen cycle, but acknowledges its complexity (with assistance from SME expertise) in a playful way

Next Steps

  • This was made a few years ago with a drag-and-drop widget that’s not fully accessible, so I’d update the lesson with more accessible interactive tools that exist now

Watch It!

See a portion of the learning experience from a learner’s perspective.

Do you need an eLearning specialist to design solutions for your business and your clients? Let’s talk!

Previous
Previous

Making Learning Accessible

Next
Next

Making Learning Skills-First