
Supervisor SafePros Design Process Reflection
What Went Well The Supervisor SafePros (SSP) design process went relatively smoothly, as far as three day design sprints go. The team communicated well, working
What Went Well The Supervisor SafePros (SSP) design process went relatively smoothly, as far as three day design sprints go. The team communicated well, working
While designing Supervisor SafePros (SSP), our group considered which values we wanted to convey through game mechanics and narrative, being influenced by Belman, Nissenbaum, Flanagan
Supervisor SafePros is an online game to help new operations supervisors in warehouse or manufacturing plant settings learn how to perform effective workplace inspections. This
de Castell and Jenson de Castell and Jenson (2003) provide a critical examination of the discourse around education and games, outlining common academic perspectives and
I studied Stardew Valley as a digital games case study. Below are my field notes followed by the case study. Session 1: Before Playing |
As my final project for my Text Technologies class, I created an interactive experience to teach the history of web browsers. Hope you have as
For my summer institue on digital games and learning at UBC, I’ve been asked to complete several “Intellectual Productions”, activities related to game design and
I created this site for ETEC 565S, but my intentions are not solely scholarly. I’ll be sharing what I learn this summer here and posting
What Went Well The Supervisor SafePros (SSP) design process went relatively smoothly, as far as three day design sprints go. The team communicated well, working
While designing Supervisor SafePros (SSP), our group considered which values we wanted to convey through game mechanics and narrative, being influenced by Belman, Nissenbaum, Flanagan
Supervisor SafePros is an online game to help new operations supervisors in warehouse or manufacturing plant settings learn how to perform effective workplace inspections. This
de Castell and Jenson de Castell and Jenson (2003) provide a critical examination of the discourse around education and games, outlining common academic perspectives and
I studied Stardew Valley as a digital games case study. Below are my field notes followed by the case study. Session 1: Before Playing |
As my final project for my Text Technologies class, I created an interactive experience to teach the history of web browsers. Hope you have as
For my summer institue on digital games and learning at UBC, I’ve been asked to complete several “Intellectual Productions”, activities related to game design and
I created this site for ETEC 565S, but my intentions are not solely scholarly. I’ll be sharing what I learn this summer here and posting
I love learning, learning is change. I’m obsessed with building systems and making change happen. Creating digital media and communicating online has been part of my life for as long as I can remember.
I’ve spent the last eight years helping people and organizations learn and transform through projects ranging from national public communication campaigns to internal learning and change management. Before my master’s, I completed an undergrad in communications and a diploma in new media production and design.
If you want to chat more, slide in my DMs!