Understand the learner
Identify learner difficulties, prior knowledge, learning needs, and gaps.
I design learner-centered learning activities, assessments, and interactive e-learning experiences, with hands-on development experience in Articulate Storyline 360 and Articulate Rise 360.
How a learning experience takes shape
Selected evidence from learning design and e-learning projects.
About me
My background in education has given me direct experience observing how learners respond to content, where they struggle, and what kinds of activities help them move forward. I bring that learner perspective into instructional design — identifying the learning need, defining outcomes, designing activities and assessment, and translating the experience into digital learning when appropriate.
My current focus is instructional design and e-learning development, with particular interest in structured learning experiences, meaningful interaction, clear assessment, and practical digital learning.
Education
Based in
How I think about learning
Identify learner difficulties, prior knowledge, learning needs, and gaps.
Align objectives, content, activities, interaction, practice, and assessment.
Use learner performance and feedback to understand what worked and what can be improved.
Selected instructional design work
Learning design, e-learning development, assessment, and learning experience planning — each project documented with its own evidence.
An interactive e-learning prototype that translates a documented Think-Talk-Write classroom learning sequence into a structured digital experience.
A structured digital learning experience designed to support learners' understanding and practice of "How Much" and "How Many".
An instructional storyboard for a communicative Simple Past Tense activity using an information-gap approach.
My instructional design process
Each stage feeds the next, and what the evidence shows at the end changes how I understand the need at the beginning.
Identify learner needs, learning difficulties, context, and existing evidence.
Clarify what learners should know or be able to do.
Choose activities, interaction, practice, and assessment.
Build the learning experience using appropriate tools.
Review learner evidence and reflect on improvements.
Instructional design skills
Relevant experience
Provided individualized Science and Mathematics learning support, adapting explanations, practice activities, and feedback to learner needs.
Additional program experience
Supported an annual school event involving 210+ participants, including participant communication, registration information, digital content, documentation, and coordination.
View event page on Instagram (opens in a new tab)Coordinated activities involving public speaking, conversation, vocabulary development, and an annual language competition.
Supported coordination of a school event involving 400+ participants, including communication, logistics, and event execution.
Why my background matters
Working directly with learners taught me to notice where instructions become unclear, where learners lose confidence, and where an activity needs to change. I now bring that perspective into instructional design and e-learning development.
Contact
I'm interested in Instructional Designer opportunities where I can contribute to learning design, e-learning development, and learner-centered experiences.
The challenge
Learners showed difficulties with critical thinking and communicating their ideas when discussing environmental pollution.
Evidence
Documented classroom intervention — 22 learners. Hover or focus a bar for the exact score.
Design decision
The learning sequence was structured around Think-Talk-Write to move learners from individual thinking to collaborative discussion, written expression, and presentation.
Learning flow
Open any stage to see what learners actually do.
Learning material
Learners analysed pollution images and explained the cause and the likely impact in their own words — the point where critical thinking and communication had to work together.
E-learning development
Organised the learning sequence around clear learner activities.
Created interactive screens and navigation using Articulate Storyline 360.
Used Storyline triggers to support navigation and learner interaction.
Connected learning activities to opportunities for knowledge and communication assessment.
The published prototype runs in the browser. Open it to move through the Think-Talk-Write sequence as a learner would.
Open the interactive demo (opens in a new tab)Assessment
Validated open-response items covering causes of pollution, impact analysis from images, and classification of pollutant types.
Group discussion, presentation of the group's reasoning, and individual written explanation after the discussion.
What I learned
The project reinforced the importance of designing around the learner's actual difficulty rather than starting with the tool. The digital format became a way to translate an existing instructional sequence into an interactive experience, rather than technology being the starting point.
The challenge
Learners needed structured opportunities to understand and practice the use of How Much and How Many in English.
Design approach
The learning experience was organised into a clear digital sequence that presents the grammar topic through guided content and practice activities.
Development
Structured the topic into a clear digital learning sequence.
Developed the learning experience using Articulate Rise 360.
Designed learning activities to support understanding and application.
Used learner performance data from the related learning activity.
Learning evidence
Aggregate results from the related learning activity — 17 learners, scored out of 100.
Demo
The module is published on Articulate Review. Open it to scroll through the full learning sequence and practice activities.
Open Rise 360 demo (opens in a new tab)Design reflection
This project demonstrates my approach to turning a focused learning objective into a structured digital learning experience while keeping the content clear and practice-oriented.
English · Information gap activity · Storyboard
The learning objectives
Use Simple Past Tense to describe completed events in a past-time context.
Ask and answer questions to obtain missing information.
Describe visual information without showing the partner's image.
Identify and report differences between two related pictures.
Speak with greater fluency and confidence during an information-gap task.
The design challenge
The learning experience was designed to move grammar practice beyond isolated sentence exercises by placing Simple Past Tense in a purposeful communication task.
The design decision
Student A and Student B receive different visual information. They cannot simply look at their partner's picture, so they must communicate by asking and answering questions to discover the differences.
Storyboard structure
Open any step to see what happens on screen and what learners do.
Interaction design
The information gap requires learners to communicate rather than simply observe both images.
Picture A. Student A describes what they can see and asks about Picture B.
Picture B. Student B describes their own picture and asks about Picture A.
Prompts from the storyboard that scaffold the exchange.
Learners are expected to identify at least three differences, each supported by the conversation.
| Feature | My picture | Partner's picture | Difference |
|---|---|---|---|
| 1 | Learner describes | Learner asks | Learner records |
| 2 | Learner describes | Learner asks | Learner records |
| 3 | Learner describes | Learner asks | Learner records |
Communication assessment
These are the dimensions the storyboard defines for observing speaking performance. They are not numerical results.
Communicates intended meaning with reasonable continuity.
Asks for information and answers a partner appropriately.
Participates willingly and speaks during the pair and reporting task.
Uses Simple Past Tense forms appropriately in the past-time context.
Listens, takes turns, and supports the partner.
From learning objective to storyboard
The ten scenes as laid out in the source storyboard.