ISD Portfolio > Presentations

"Impact of Youth Gun Violence" course presentation
Video
2025

This is a presentation of the PowerPoint that was used in a course that was designed for youth ages 9-18 titled, "The Impact of Youth Gun Violence". The course is a cohesive, cognitive behavioral approach created to be used with juvenile justice involved youth. The course was made to explore and educate youth on the impact of gun violence and the associated consequences.

I was tasked with creating a course for a high-risk demographic: children ages 9–18. The topic was emotionally heavy, culturally sensitive, and legally complex. My goal was to design a curriculum that was not just informative, but transformative. It had to engage a group of learners who are often resistant to traditional 'lectures' and ensure the content was accessible to a wide range of reading levels and emotional maturities. I applied a learner-centered design approach. First, I conducted user research to understand the specific triggers and interests of this age group. Instead of a text-heavy manual, I developed a multimedia-rich, storytelling-based curriculum.

I used visual design principles to create high-impact graphics that felt modern and 'authentic' rather than 'corporate.' I integrated interactive elements and scenario-based learning where students had to navigate real-world choices. I collaborated with Subject Matter Experts (SMEs) to ensure the content was accurate but presented in a way that prioritized usability and emotional safety. The pilot program was exceptionally well-received by both the students and the facilitators. It resulted in higher engagement rates than previous interventions and has served as a unique model for how we approach sensitive K–12 topics. It proved that by combining instructional design rigor with high-end visual production, we can reach even the most 'unreachable' learners.

Sample Visual Curriculum Roadmap
Goal: To reduce recidivism and increase awareness of the consequences of gun-related crimes among learners aged 9–18.

Phase Learning Objective (The "What")
Instructional Asset (The "How")
Usability/Engagement Feature

1: Context: Students will identify the legal definition of various gun-related offenses. Interactive "Scenario" Video: A branching story where a character makes a choice. Gamification: Students earn "Knowledge Points" to increase engagement for younger kids.

2: Consequences: Analyze the long-term impact on families and the community. Audio Interviews: Real-world testimonials from community leaders (SMEs). Multimedia: Audio clips with subtitles to support learners with different literacy levels.

3: Alternatives: Develop a personal "Conflict Resolution Plan" for real-world application. Interactive Digital Workbook: Built in Articulate Rise with drag-and-drop activities. Scaffolding: Pre-filled templates that guide the student through a complex thought process.

4: Mastery: Synthesize information to pass the final competency assessment. Knowledge Check: A randomized question bank mapped to state standards. Immediate Feedback: Explanatory text pops up for wrong answers to turn "testing" into "learning."