Zenite

High-Level Project Summary

Understanding the importance of art for the development of knowledge, we developed Zenite, a digital platform for intelligent learning! In it, a universe of knowledge in the areas of STEM applied to NASA's space theme, with an immersive experience, where the user becomes an explorer of his own universe, and is constantly encouraged to continue developing and looking for new knowledge, through an intelligent system that identifies how much time he spends on a given page, what he looks for most on the site, and his preference for videos, audios or animations. Thus, the website is able to provide the user with a more interesting experience and can guide them during their journey.

Detailed Project Description

Zenite is a digital platform for scientific dissemination and guided learning that aims to promote the accessibility of STEM knowledge for young people (15 to 25 years old) through the arts - based on an interactive visual narrative -, where users can develop your skills through a unique and creative journey guided by your own interests.

Using Zenite, explorers gain an immersion experience, and are constantly encouraged so that this adventure through the STEM universe is something continuous and can perpetuate in their lives (thus encouraging more young people to follow areas involving technology/sciences) while that the platform also allows understanding the use of the arts as an essential tool for their learning.

To browse the platform, the user must register as an "explorer". After registering, the user will have access to interactive contents, which are located on planets. Each planet has several contents directed to a certain theme. The platform guides the explorer based on their learning, so routes for your rocket are suggested. At the end of the route (also called a mission), the user will have learned a scientific subject. The experience is gamified, so there are badges, rewards, collectibles (like rockets and clothes for your explorer), among others.

The benefits are diverse, such as: Personalized learning route; Access to scientific content with clear and simplified communication; Gamified experience; Learning journeys, guided and tuned, around learning objectives.

Through this platform, we intend to reach an audience between 15 and 25 years old and engage them around scientific issues, with clear and concise language, combined with a unique learning experience.

We use the following technologies:

ReactJs: It is a framework that continues in the market as a modern and flexible technology for building user interfaces, being indicated for the creation of SPA (Single Page Application); NodeJs: Suitable for scalable applications, lightweight, being flexible to use both on the back-end and on the front-end, in other words this technology has a high scalability, in addition it is a technology that supports several current services such as Cloud ; AWS: To host our application, we would use the AWS service, ElacticBeanStalk, as it is a service that offers practicality and scalability for deploying applications; GitHub: Free repository service, which provides advantages such as graphs and objective information about the progress of projects, sharing, use of version control such as Git and etc.

Space Agency Data

  1. NASA: Art and Science
  2. ESA: Science and exploration, Space Science
  3. Nasa: For Researchers
  4. NASA: Earth observing System

Hackathon Journey

It was an immersive and team learning experience.

We learn to manage short deadlines and deliver focused on results. Furthermore, we engaged in a real challenge that had meaning for us.

The chosen challenge involved a pain that we always had, as students, which is access to quality scientific content, but with a more immersive and less "linear" experience. In fact, when browsing learning platforms, we notice the linearity of the navigation and this ends up affecting the level of user engagement.

During the development of the project, we took a problem-solving, user-centric approach. First, we had to better understand the user's pain, and understand what would be the most appropriate solution. In addition, we use the Agile methodology for project management as a whole.

To resolve internal problems and setbacks, we use fluid communication between the parties. That way, if there was a problem, error or unforeseen event, everyone was communicated and whoever could help was assigned to that task. Autonomy was also given to all team members to develop their tasks. For other setbacks, we ask mentors for help.

I would like to thank the event organizers, mentors and especially my team. Without the engagement of our team around the project, it would not be possible to solve so many challenges in such a short time.

Tags

#platform #education #machine-learning #innovation #gamification #steam #arts #tech