EdTech Product Design AR Immersive Learning

Amplify Education ELA Quests

Client Amplify Education
Role Lead Product Designer
Year 2014 – 2025

The Tension

Teachers wanted to deliver engaging, immersive ELA instruction, but creating those experiences demanded specialized skills, time, and technical knowledge that most educators simply didn't have. The gap between what the best teachers could achieve and what the average teacher could deliver was widening.

My Approach

I designed ready-to-use immersive quest modules that empowered all teachers to deliver dynamic ELA instruction. Each quest was a complete 5-day lesson sequence with scripts, teacher guides, and embedded assessments. I integrated AR technology for experiential learning, created a teacher-facing app for seamless classroom implementation, and developed drawer-based navigation systems inspired by the content itself.

Tools & Methods

Technology Research UX Research Product Concept Persona Creation Journey Mapping Prototyping AR Integration
01
Boosted student engagement through immersive storytelling, role-playing, and multimedia experiences
02
Enhanced literacy skills aligned with CCSS, strengthening critical reading, writing, and speaking
03
Empowered teachers with step-by-step guides, assessment tools, and professional development
04
Enabled data-driven instruction with embedded assessments and measurable literacy growth

Quests in Action

An official overview of the Quest curriculum for Core Grades 3–5 — how the immersive, multi-day modules I designed come together in the classroom.

Watch on YouTube ↗
Quest 01

Who Killed Edgar Allan Poe?

7th Grade

Poe has been murdered and students must figure out who did it. They explore a range of suspects, including characters from Poe's works and his critics. Students assume the identity of a suspect and interview each other to uncover evidence.

Design Rationale
This Quest incorporates bold visualizations and a wry sense of humor to highlight the macabre fun of Poe's Gothic style. Students role-play as characters from Poe's poems, short stories, and even his biography, as they try to solve an elaborate murder mystery. To unravel the plot, students practice close reading of new primary source documents and additional works of Poe's not previously encountered in the curriculum. They will use a digital, interactive detective notebook that allows them to collect and organize their evidence as they work toward the creation of an opinion piece proving the identity of the murderer in this mystery.

Quest Walkthrough

Quest Opening

Watch on YouTube ↗
Quest 02

Perception Academy

7th Grade — AR Learning

Students explore a series of linked activities focusing on brain disorders and how they affect our perception and response to the world. They move through the periods of a school day as though they have one of the perception disorders described in Oliver Sacks's book The Man Who Mistook His Wife for a Hat. AR technology deepened empathy and understanding of neurological conditions.

Quest Introduction

Watch on YouTube ↗

AR Development — Brain Disorder Breakfast Scene Prototypes

Quest 03

Declare Yourself!

Congress Roleplay

Students navigate the historical debate of the Declaration of Independence as members of the Second Continental Congress. They embody historical figures, arguing their stances with evidence and teamwork, aiming to sway opinions.

Design Rationale — Drawer UI
The interface design takes inspiration from the historical drawers commonly found in congress buildings. Each of the four main UI navigation elements functions like a drawer, allowing users to "pull out" each section by clicking on its corresponding tab. This interactive drawer mechanism provides access to distinct activities within the learning experience, making navigation intuitive and immersing users in a tactile, period-appropriate design that reflects the setting of the content.

UI Walkthrough

Quest 04

A Far From Home: A Viking's Journey

3rd Grade — Multi-sensory, 5 Lessons

Students embark on an immersive adventure as Vikings alongside Leif Erikson, aiming to establish the first Norse settlement in North America. Through their voyage, they encounter diverse characters, diving deep into Viking society. The Quest blends writing, listening, speaking, reading, and physical activities across five 45-minute lessons.

Quest Introduction

Quest 05

The Contraption Quest

Interactive Writing Adventure

Students explore the world of inventions and contraptions through a creative writing journey. The quest challenges students to imagine, design, and write about their own fantastical machines while developing narrative and expository writing skills.

Quest Introduction

Live Experience

Contraption Quest — Live dashboard
Explore the live product ↗
Quest 06

The Robot Quest

Year-long Writing Adventure

A year-long writing project that invited students to explore the theme of robots through narrative and expository writing tasks. Students progressively built their writing skills through a sequence of connected assignments, fostering both creativity and structure over the course of the school year.

Quest Introduction

Watch on YouTube ↗

Live Experience

Robot Quest — Live dashboard
Explore the live product ↗
Quest 07

Myth World

Greek Mythology Exploration

There's no one way to interpret Greek myths. Each myth can be enjoyed without context, and yet also connects in ways great and small to other myths from the canon. This Quest is an exploration designed to make students more broadly literate in the world of Greek mythology. Students can use their devices to climb Mount Olympus or cross the Mediterranean Sea to Crete, reading new myths that take place in each setting. Class discussions can also further help students to create small communities — not unlike a Greek chorus or council — as they learn to share knowledge about this historical period.

Quest Introduction

Teacher-Facing App

Quest Teacher Application

I designed a teacher-facing app to help teachers learn about each Quest, prepare for the five days of lessons, and implement the Quest in the classroom. The app serves as an educational tool for understanding the Quest and provides a comprehensive guide for the five-day lessons, complete with scripts and flow. This ensured that every teacher, regardless of their previous experience, could confidently conduct a beautifully crafted and engaging learning experience.

Deliverables
Technology Research, UX Research & Strategy, Product Concept Development, Persona Creation, Customer Journey Mapping, Wireframing, Prototyping, Implementation Support, Teacher-Facing App Design
Role
Lead Product Designer
Team
Amplify ELA Quest Team
Program
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