Keeping technology in the hands of the learner
I design learning experiences that help young people get curious about technology, build things, and think for themselves. My background spans STEAM education, child-computer interaction, curriculum design and research, from an Interactive Arts & Technology degree at SFU to an MEd in Creative Education at the Royal College of Art.
A path through learning
Each step changed what I thought learning was made of — people, materials, questions, classrooms, systems, and now, AI.
What I learned: Learning starts with people.
Working with young people in community settings taught me how much trust, curiosity, play, and confidence shape learning.
What changed: I found a new material for learning.
Through interactive arts and technology, I started exploring coding, games, physical computing, and creative technology as tools young people could build with, not just consume.
What I started asking: How can young people question technology, not just use it?
Child-computer interaction research introduced me to critical making, ethics, and designing research experiences with young people.
What the classroom taught me: Good ideas have to work with real learners.
Teaching coding, robotics, game design, and digital making showed me what actually engages learners and where technology gets in the way.
What got bigger: I moved from designing activities to designing learning systems.
I began creating full STEAM curricula, instructor guides, kits, workshops, and multi-week programs, thinking about everything around the activity: scaffolding, materials, facilitation, accessibility, and learner agency.
What I’m asking now: What happens when AI enters the learning environment?
Moving to London and studying Creative Education at the Royal College of Art brought me back to research, now with years of teaching and curriculum design behind me. My work explores AI, creative learning, and learner autonomy.
Researcher × Learning Designer × Educator × Creative Technologist
I design tools, curricula, and learning experiences that help young people remain active creators in a world increasingly shaped by technology.
Selected work
There are a LOT of moral issues with biowearables
Research paper study published in ACM 2021 journal
ViewIn the room
Workshops, conferences, and symposia — spaces where research meets practice and people.
Open to Submit
Open to contribute my research work to education and technology journals. If you have any recommendations please reach out!
Association for Learning Technology
Watch me present my research this October 20th - 21st 2026 in Cardiff at the ALT Conference
Who gets to participate in creative education?
Symposium breakout, organiser.