Learning Design & Technology Portfolio

This portfolio documents my graduate work in Learning Design & Technology (LDT) and shows how I apply learning science, inclusive design, and product-thinking to create learning experiences that are effective, engaging and accessible. My professional foundation in User Experience (UX) and product design shapes how I approach LDT work. I prioritize usability, accessibility, and measurable outcomes.

This portfolio is organized to align with my goals statement, which communicates my graduate work focus on leveraging LDT and UX to positively impact learners, particularly those that are historically underserved, through experiential learning and innovative classroom technology. The portfolio is organized around my three areas of interest and contribution:

  1. Contribute to Educational Research

  2. Foster Creativity and Innovation in Education

  3. Master Adaptive Learning Technology

Below you will find artifacts grouped in the three goal areas noted above. Each artifact is included because it demonstrates skills and knowledge relevant to that category and supports evidence of my competency. This portfolio represents a curated body of evidence of the breadth of my work in the program, my design values around Universal Design for Learning (UDL) and accessibility, and how my skills demonstrate mastery across the three goal categories.

What you’ll find in each section

Work Samples that Contribute to Educational Research includes artifacts that demonstrate my ability to frame learning questions, synthesize evidence, and apply academic research methods or research-informed analysis to instructional decisions.

Work Samples that Foster Creativity & Innovation in Education includes work that explores emerging tools and approaches, including AI facilitated learning, while accounting for implementation realities, ethical concerns, and real-world adoption.

Work Samples that Exemplify Mastery of Adaptive Learning Technology includes artifacts that emphasize personalization, accessibility-first implementations, and experiential learning, exemplifying how technology can support diverse learners though inclusive learning experiences.

These artifacts reflect my professional goals of designing and evaluating learning technologies that are founded in data, inclusive by default, and grounded in learner needs.

Key Strengths

  • Research-Informed Design: I translate literature and learner/instructor needs into design decisions, with attention to evidence, constraints, and practical implications for teaching and learning.

  • Inclusive Accessibility-First Thinking: Many artifacts explicitly consider access, equity, and inclusive learning experiences, especially for learners with disabilities.

  • Innovation: I explore emerging technologies such as artificial intelligence, augmented reality, virtual reality and mixed reality as tools for authentic learning, personalization, and engagement.

Work Samples that Contribute to Educational Research

Distance Education Research Proposal

Preferred Learning Methods and Tools for Neurodiverse Learners

Analysis of Learning: The Adult Learner

Summary of Learning Experience

Work Samples that Foster Creativity & Innovation in Ed

Proposal for AI in Educational Technology

Analysis of the MerryQuery application by NC State, development of educational content, feature design, evaluation of teaching and learning support, and business case creation.

Paper on Authorship and Intellectual Property in Open Educational Resources

A reflection summarizing the key takeaways related to authorship and intellectual property law, specifically as they relate to the use, remixing, and distribution of open resources.

Training Delivery Project

An LMS course using critical social theory, purposefully selecting tech and prototyping a Google Classroom shell for adult learners.

Technology Implementation Plan

Proposal to implement Miro at NC State to support collaborative teaching and learning.

Work Samples that Exemplify Mastery of Adaptive Learning Technology

Experiential Learning Lesson for AR/VR

Teaching Astronomy to Blind/Low Vision Students Using the Night Sky app with VoiceOver: A Lesson Plan Grounded in Experiential Learning Theory

Design Challenge: Tinkercad

Design of inclusive tactile dreidel using 3D modeling software and case study documentation.

Macro Research Literature Review Distance Education for Teachers of the Visually Impaired

Micro literature review exploring distance education for a catalyst to expand access, equity and expertise.