Project: Informal Learning Media (ILM)
- gingerann29
- May 29, 2022
- 1 min read
Updated: Jun 6, 2022
2021
Co-created and proposed an entertainment company focused on expanding learning access and belonging through a digital application design and OTT partnerships. The proposed company also scaffolds a series of companion materials and activities for each piece of content created or curated. Companion materials leverage what is learned while viewing the media, connecting how content ties into classroom learning.

Scope:
National Scale, Middle School Students, High School Students, Teachers
Mission:
ILM seeks to produce rich, informal learning through compelling and character-driven stories. Content is narrative driven and prioritizes unheard, diverse voices from a broad range of communities (with a focus on BIPOC, LGBTQIA+, and women in STEM protagonists).
Skills:
Design
UX research on target users and the existing edutainment market
co-designed digital application prototypes
conducted A/B testing on design prototypes and iterations
Leadership & Management
built blue ocean strategy, SWOT, and go-to-market plan
facilitated team meetings within a short, fast-paced, timeframe
pitched idea at HGSE with co-presenter to education marketplace experts and investors
Intended Outcome:
leverage children's 11+ hours of media time per day for learning experiences rich in inclusion and belonging strategies
increase representation within STEM media - in 2018 GDI research showed that only 27.9% of STEM characters were people of color
provide valuable companion materials and activities that support teachers' curriculum development to deepen media learning experiences









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