SPARC is a prototype educational app designed to work with the declining attention spans of today’s youth. The app is centered around controlled-subject study sessions composed of short-form learning modules in a scroll format. Our group met with educational researchers, received student input, and referenced scientific, published articles to devise our approach. Referencing the Bloom’s Taxonomy education model, our core mechanics – videos, quizzes, and peer evaluations – center around key levels of Bloom’s hierarchy: Remember, Apply, and Evaluate/Analyze. SPARC was completed as a part of Chapman University’s Grand Challenges Initiative program, winning the first prize in the Technology & Education category. Our poster, included in the photos below, contains Figma wireframes, the foundation or our research, and our prototype.
Personal Contributions
- Acted as the project manager, spearheading documentation through the creation and maintenance of projected timelines, concept maps, research papers, and code using core collaborative tools like a Github repository and a shared drive
- Devised weekly goals together with my team, adapting and updating goals depending on group pace and deliverables needed
- Represented my team when communicating progress and next steps to our instructor, identifying gaps in knowledge and brainstorming solutions
- Conducted research and compiled technical documentation for project’s foundation
- Acted as the representative of our group when pitching our prototype to the Grand Challenges Initiative judges, relaying our vision and intention behind its design, as well as answering any questions posed
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