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Personalized Learning Application

This project was focused on designing a solution for a major issue. These major issues require forms of technology to make them more efficient. The issue that my team decided to focus on was personalized learning. We wanted to make a viable solution that not only help the students but also the teachers. Our team ended up being part of the Top 5 out of more than one hundred and seventy groups.

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Project Overview


The Design & Innovation challenge allows for students, in a tech course, to design a viable solution. In their final presentation, the teachers are required to chose their team of choice who will be prepared to do a competing presentation. The presentation is performed in front of a team of judges who will be granting scholarships to the top two groups as well as audience favorite. The judges evaluate beased on confidence, viability, and project structure to choose first and second place. While each group is presenting to the judges, they other groups will be presenting to an audience through a walkthrough setup. This audience will vote on their favorite from the walkthrough. 

Design Challenge

Targeted User Group

Our team decided to focus on high school students. Many students begin to develop their hopes and dreams for the future during these years. Our team believed that personalized learning is most viable and needed during high school.

Tools Used

- Figma


- AutoCAD

Design a viable solution for a major problem. The solution must be technology based and have components designed in an Autodesk program. By demonstrating innovative designs and pitching problem-solving, technological ideas, teams compete for four prizes that include cash and scholarships.

Final Design

Our team, with the major issue of personalized learning, designed an application that would act as a survey for teachers. Unlike other surveys, Paideia receives students' answers and then generates suggestions for teachers' lesson plans. There are five main sections in the survey and these are: Course load, Interest Level, Stressors, Engagement, and Preferred Learning Style. Each of the sections has about five statements in which students can reaction to by using a Likert Scale. A Likert Scale is simply a scale from "strongly disagree" to "strongly agree". Once the students finish the survey, the application generates suggestions for the teacher based on the results. One example is as followed: "Since majority of students did not feel comfortable with class discussions, suggestion would be to try small group discussions". The survey, approximately taking five minutes to complete, would be taken once a week so that the teacher's would be able to adjust their lesson plan for the following week. Also, the AutoCAD model is simply a stand for the device and has a button included. This button can be adjusted by the teacher to perform a serious of tasks. Whether that be a signifier that a student has complete the survey or they have questions about the survey.  

Student's View

Teacher's View

AutoCAD Model

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This structure holds the phone, as well as acts as a button that can be used for different purposes.

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The whole device put together.

Our Process

After we had chosen the major issue of Personalized Learning, we immediately began research and developing ideas.



Split up





In order to understand our problem space more, our team began by researching existing solutions for personalized learning. 

Research existing solutions

Researching Existing Solutions

Our team was able to find three existing solutions that were the most interesting and effective. These are show below:

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Learning Profiles

Characteristics: records a students  learning styles and capabilities.

Strengths: Targeted personalize learning and children can develop personalized skills.

Weaknesses: Very time consuming and expensive due to the amount of labor.

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Characteristics: Using VR in the classroom as a supplemental tool

Strengths: Students did better in testing after using VR

Weaknesses: There can be a learning curve and usually expensive.

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UDL (Universal Design for Learning)

Characteristics: It has 3 main principles to create a  better learning experience for students

Strengths: Higher student engagement & satisfaction

Weaknesses: It requires a large time commitment because it is  iterative

With these solutions in mind, our team began ideating on a innovative design.



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A sensor to evaluate a student's attitude for the day.

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An application that uses AR to allow students to take their classwork with them. If the student is unable to finish evaluating something (e.g. in a lab) they can scan it using the application to use it at home.

Once we had ideated these designs, we pitched them in a class critique so we find which ones would be most viable. 

The main response from the class was that the sensor (image on the left) would be the most viable solution. 

With considering the class's response to our ideas, we began deciding how the design could be innovative.

Our team ideated individually based off the existing solutions that we found. Two of those designs are shown below:

design decision

Design Decision

Although the class had voted for the sensor as being the most viable solution, our team struggling how to actually design a sensor. Our team researched more into the sensor to see if there was another way to evaluate the student's feelings and attitudes towards their classes.

Since our team did not know how to approach designing or developing a sensor, our team decided to focus on a survey based product because it was something that we could control.

With this decision, our team moved on to designing the survey application. With the designing, our team decided to split up into two groups. One group was focusing on the application design, and the other was focused on the AutoCAD development.

Design-Split up

Application Design/AutoCAD Design

Since the AutoCAD design did not take as long as the development of the application, I will be showing our AutoCAD design before the application.

AutoCAD Design

In order to make our application functional in classrooms, we decided to make necessarily a dock for the students' phones. We imagined the application would be on a screen that was built into the dock to the right, however we did not have enough time or skills to do so. Instead, we made a phone stand for a proof of context. 

The AutoCAD model is a simple design that has a button. This button can be programmed to do anything the teacher want it to do. It could light up once the student is done with the survey or to notify the teacher if the student has a question,. 

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Application Design

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