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Creative Work

My creative journey spans diverse fields—from designing traditional women’s apparel and running a successful online business to leading interaction design projects in educational technology. These experiences have fueled my passion for blending functionality with creativity, always aiming to craft meaningful and engaging experiences. My work, recognized for its impact and innovation, reflects a commitment to understanding user needs, fostering collaboration, and using design to connect, inspire, and make a difference.

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01

Flash Broadcast

In the FLASH broadcast program, I work with 4th grade students to develop their skills in preparation for regular morning broadcasts. This includes training students in various roles such as anchoring, camera operation, scriptwriting, and technical production. By fostering teamwork and responsibility, the program gives students hands-on experience in broadcasting while enhancing their public speaking, communication and organizational abilities. For images click here.

02

Board Game Design

This project focuses on developing a board game based on trading and travelling theme. My main goal is to research, understand, and develop a board game that will be easy to play but engage players and make them play it again and again. I am Rabita Islam, pursuing my PhD in Learning Technologies. As interaction Designer, I have developed system/platforms to aid learning among young learners through gamification. I would like to further research on this subject matter and develop learning technologies through gamification. To check the the game click here.

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03

Edmodo - NetDragon Project

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Edmodo Classroom is an interactive set of everyday teaching plaatform. It help teachers to easily create attractive coursework and help students better understand key knowledge points. The interactive tools can increase the engagement and fun, allowing students to focus more on the classroom. During class, when a student answers a question correctly or needs encouragement, the teacher uses the "encouragement tool" to encourage the student.​ The original encouragement tool lacked diversity. The goal of the project was to find more engagement and encouraging options to select from. For the project overview, click here.

04

Rootconnect

Creating an app through which people (adults and kids) can communicate and engage in different activities while learning language, culture and heritage. Through camera, depth sensor and mic on both end, people can engage in activities and games. For the prototype click here.

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05

VR Game Design

Bringing literacy and technology together, this project guides students in designing VR adventures with storytelling and block-based coding. To watch click here.

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