“When kids can just Google anything,
the best lessons have to be experiential.”
– Middle School Science Teacher
An experiential education prototype—mobile first.
User Research | Wireframing | Prototyping | User Testing
Myself + Design Collaborators
Middle & High School teachers.
Need a way to manage the engagement and behavior of their students while on field trips.
Field trips are valuable educational experiences for students that require heavy time and labor investment from teachers.
We will know this to be true by quantitative data collected about Quest completion/engagement and qualitative teacher/pupil feedback.
There are a number of scavenger hunt apps but few that focus on education. The biggest player in the educational scavenger hunt world is GooseChase.
Biggest scavenger hunt app.
First to market.
Well designed desktop site & app.
Can’t create or edit hunts from mobile.
No location-specific hunts.
Lack of facilitator tools for behavior.
Shared library is weak.
Hard to read descriptions.
Maximum of students per hunt
Districts may already be invested.
Could seek to buy out competition.
Teachers with bad experiences may not want to try again.
Scavify has a smaller reach but currently offers location-specific hunts at tourist destinations around Philadelphia. They do not have a secondary education focus.
Feasibility of a lesson plan involving mobile tech.
Value of experiential learning.
Difficulties when facilitating experiential learning activities.
Barriers to utilizing experiential learning in lesson plans.
Survey & Interviews
Generative survey with 21 educators.
60% had facilitated a scavenger hunt.
Data gleaned helped me develop an interview script.
4 phone interviews with diverse educators.
Script was adjusted after the first interview to allow for a more fluid conversational interview.
Searching for something is significant. It really helps with remembering.
Special Ed Teacher & Admin
50+ // Female // Retired
Teaching today is more about being a cruise ship director than a college lecturer.
MS Science Teacher
30+ // Female // 6 years
After parsing through the interview recordings I conducted multiple rounds of affinity mapping with the digital whiteboard tool Miro. I came to several key insights about my target audience and their issues: