The goal of this work is to design, build and evaluate a new programming environment that increases confidence and motivation in introductory computer science students by encouraging a growth mindset through process praise.
We conducted an iterative design-based research study to find out how we can design a scalable and desirable learning environment for highly ill-structured problems that teaches problem analysis and planning so that teams innovate more effectively through rapid iteratioin. We conducted this study in a 6-week full-time extracurricular design program with 22 undergraduate students in a US university.
In congunction with a team from Georgia Tech, we are developing a tangible learning tool which introduces learners to computational thinking while leveraging their creativity in composing music. We hope to balance playful, informal learning while also preparing learners for formal computing environments, like EarSketch.
My team and I developed, built and deployed the Brightbox and the associated curriculum to aid in teaching kids optics. The Brightbox is used in schools in rural India and Ghana to encourage exploratory learning and a curiosity for science. I project-managed a team of engineering and business students and professors and worked with two partners, Agastya International Foundation and African Women Advocacy Project to work towards our goal.
For my capstone engineering project, my team and I developed and built Capture It , an application in DS Solidwork's new educational app ecosystem called Apps for Kids. Capture It is a brainstorming application aimed at kids aged eight to fourteen, meant to inspire creativity and curiosity in the design process.
I worked with faculty at KU Leuven and Thomas More, higher education institutes in Belgium, to reimagine their Comunity Service Engineering programs and incorporate design thinking and project-based learning into their engineering programs, both at the bachelor and post-graduate levels.
Computational Robotics; Bringing Design Thinking to Belgium; Discrete Math Evaluation of the Enigma Machine; S2 - User Centered Design; A Data Science Project; Robotic Player Guitar; Teaching the Principles of Motors; FPGA Piano; 3D Competitive Snake Game; Design Nature Transporter;