MONTECHSSORI ABOUT WORK RESEARCH

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CREATING EXPERIENCES THAT EXCITE THE MIND!

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EXPLORING NEW MODALITIES & EMERGING TECHNOLOGIES!

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THE MONTESSORI METHOD FOR THE 21st CENTURY!

ABOUT MONTECHSSORI

We explore innovative pedagogies

Curriculum is King! We are experts at cutting through the “same-old” noise, finding fresh new ways to get students involved and excited. From immersive history lessons to interactive periodic tables, we take student’s classroom education to a whole new level.

We create unique and compelling experiences that turn the classroom and curriculum into once-in-a-lifetime educational experiences.

THE WORK WE DO IN THE CLASSROOM

CREATING EXPERIENCES THAT EXCITE THE MIND!

Comprising five steps and three fields with specific stages, our process is designed to ensure a harmonious, cohesive experience for both the Teacher and the Student.

Process Map
XR Classroom

XR Classroom

May 2020

UX research into how educators can incorporate XR (extended reality) technologies (Virtual Reality, Augmented Reality) into their curriculum to deliver real experiential learning.

Interactive Projection

Interactive Projection

In Development-TBD

This technology is a glimpse into the future of augmented education. This interactive experience provides an augmented vision of education for teachers and students alike

The Pocket Classroom

The Pocket Classroom

Summer 2021

All your classes on a smartphone. Access to augmented reality chemistry class and the virtual professor will assist you with exercises while being 100% remote.

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XR CLASSROOM

    UX research into how educators can incorporate innovative XR (external reality) technologies (Virtual Reality, Augmented Reality) into their curriculum to enhance learning objectives and deliver true experiential learning opportunities inside and outside the classroom.
    The research is being done for Montechssori, an education technology company, in Cincinnati Ohio and spearheaded by the company’s founder, Tim DeMarks as part of a Masters in UX Design at Kent State University.

  • Personas and a journey map have been developed.
  • Synthesize Administration and Teacher expectations of implementing XR technology in the classroom.
  • improve Montechssori’s product offering and inverted classroom experience being offered K-12 schools and home schooled student.
Key expectations from interviews:

Interactive Projection

There were some strong opinions regarding the inverted classroom among educators.

  • Work with the College Board to update the guidelines regarding Virtual Labs to integrate them into the inverted classroom. Currently the AP guidelines prohibit virtual labs for science classes.
  • Do not abuse Virtual Reality. Students should not be in VR all day. There is a tendency to overuse VR text books in this manner. It should be used when needed and make sure that the experience is valuable adding value to the student’s education.
  • It is recommended to start at the curriculum design stage to maximize the implementation of XR technologies in and outside the classroom.
  • Educator Journey Mapping

    Interactive Projection

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    INTERACTIVE PROJECTION
    - BASKETBALL COURT -

    INTERACTIVE MULTIMEDIA AND ART MERGE TO FORM AN IMMERSIVE SPORTS EXPERIENCE

    • Develop an interactive sports experience.
    • Enhance athlete performance while amplifying the spectator experience.
    • Design, using projection mapping and tracking of real-time movement.
    • Technological support from Panasonic.

    Software Used in Project:

    • Touch Designer
    • Adobe Premiere
    • Unreal Engine 5

    Our research focused on enhancing the speed and fluidity of an athlete’s movements. Using the ball as a projection surface, tracking the court in response to movement, and incorporating multipurpose decor elements. This innovative and interactive experience provides an augmented vision of basketball for players and spectators alike.

    In the context of physical training, competition, and immersive worlds, Interactive Projection is positioned to change classroom education forever.
    Interactive Projection

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    THE POCKET CLASSROOM

    The perfect companion to the XR Classroom. The Pocket Classroom is the answer to remote learning. The classes you are taking are always at your fingertips along with assistance from The Virtual Professor.

    Interactive Projection Interactive Projection Interactive Projection

    This is the mockup for The Pocket Classroom based on feedback from the wireframes. Interactive Projection

    In the context of remote and on the job training, The Pocket classroom is positioned to change traditional education forever.

    RESEARCH

    Exploring new modalities and emerging technologies!

    We are currently researching how Extended Reality in the classroom (XR Classroom) affects learning modalities.
    The following Personas are a result of a UX study conducted in Spring 2020.

    Educators, Students, and Ed Tech UX Designers were interviewed about the impact AR, VR, and XR emerging technologies could have on the flipped (inverted) classroom.

    Inverted Classroom
    Educator Persona
    Student Perspna
    Student Perspna