Amplify ELA QuestsAmplify ELA Quests

Amplify Education's ELA Quests: five-day, story-driven English Language Arts modules for grades 3–7 that any teacher can run — not just the best ones.Amplify Education の国語教材「ELA Quests」。物語で進む 5 日間の授業一式を、学年 3〜7 向けに、どの先生でも回せる形でつくった。

Explore all seven Quests7 つの Quest をすべて見る

Challenge課題

Amplify Education set out to bring immersive, story-driven English Language Arts lessons to every classroom using its curriculum. But building that kind of experience took specialized skills, time and technical knowledge most teachers didn't have — so great literacy instruction risked staying with the few teachers who could make it themselves.Amplify Education は、自社の国語(ELA)カリキュラムを使うすべての教室に、物語に入り込むような授業を届けようとしていた。けれど、そういう授業をつくるには専門的な技術と時間が要り、ほとんどの先生にはそれがない。質の高い授業が、自力でつくれる一部の先生だけのものに留まりかねなかった。

Solution解決

As Amplify's Product Design Lead, I put the whole lesson inside the product: each Quest is a complete five-day sequence — story, scripts, teacher guide and embedded assessments — that a teacher opens on Day 1 and runs. Across 10+ Quest releases for grades 3–7, reaching millions of US students, the quality of the lesson stopped depending on who was teaching it. My own part in each Quest varied — full concept and UX/UI on some, UI and UX or UX alone on others — and each one's deep dive is one click away on the Quest archive.Amplify のプロダクトデザインリードとして、授業そのものを製品の中に入れた。各 Quest は、物語・台本・指導書・評価までそろった 5 日間の授業一式で、先生は Day 1 を開けばそのまま進められる。学年 3〜7 向けに 10 作以上をリリースし、全米で数百万人の生徒に届いた。授業の質が、誰が教えるかに左右されなくなった。Quest ごとに私自身の関わり方は違い、コンセプトから UX・UI まで全体を手がけたものもあれば、UI と UX、あるいは UX だけを手がけたものもある。それぞれの詳しい紹介は Quest アーカイブから見られる。

Impactインパクト

As Amplify lead I put each five-day Quest — story, guide, assessments — fully inside the product.Amplify リードとして五日間 Quest の物語・ガイド・評価を製品内に完結させた。

What I handled担当フェーズ

  • Researchリサーチ
  • Business / Strategyビジネス/戦略
  • Conceptコンセプト
  • UX / UIUX/UI
  • Design Systemデザインシステム
  • Prototypeプロトタイプ
  • Build実装
  • Launch / Growthローンチ/グロース

Five days of class, told as one story 5 日分の授業を、ひとつの物語に

An Amplify ELA Quest is a five-day module that folds reading, writing, speaking and listening into one narrative. In “Who Killed Edgar Allan Poe?” (grade 7), Poe has been murdered: each student takes on a suspect drawn from his works and his critics, interviews the others, close-reads new primary sources in a digital detective notebook — and ends the week writing an opinion piece that names the murderer. On this Quest my part was the UX: how the notebook, the interviews and the accusation fit together. The visual UI was designed by others. Amplify の ELA Quest は、読む・書く・話す・聞くを 1 本の物語にまとめた 5 日間の教材だ。7 年生向けの「Who Killed Edgar Allan Poe?」では、ポーが殺される。生徒はポーの作品の登場人物や批評家から容疑者を 1 人ずつ演じて互いに聞き込みをし、デジタルの探偵ノートで一次資料を精読する。週の終わりには、犯人を論証する意見文を書き上げる。この Quest で自分が担当したのは UX だ。探偵ノート、聞き込み、告発までの流れをどうつなぐかを設計し、画面のビジュアルは別のデザイナーが手がけた。

Who Killed Edgar Allan Poe? title screen: a black-and-white police line-up of Poe’s characters above a Start button An official Baltimore police report on Poe’s death, one of the case files students read closely Floor plan of Poe’s residence with colour-named rooms that students click to add notes The accusation screen, with the suspect Annabel Lee selected
Who Killed Edgar Allan Poe? — the title, a case file, the crime-scene map and the final accusation. Who Killed Edgar Allan Poe?:タイトル、事件ファイル、現場の見取り図、そして最後の告発画面。

10+

Quest releases I led at AmplifyAmplify で主導した Quest のリリース

3–7

Grades the Quests span対象学年(3〜7 年生)

Millions数百万人

Students reached across the US全米で届いた生徒

One design lead, a different job on every Quest デザインリード一人で、Quest ごとに役割を変えた

How much of each Quest I owned changed by title. On Perception Academy, Declare Yourself! and A Viking’s Journey, the concept was mine, and so was the UX and the UI. On The Contraption Quest and The Robot Quest, the UI and UX were my main work. On “Who Killed Edgar Allan Poe?” I designed the UX, not the UI. On Myth World I shaped the early-stage concept and the early UX/UI. The full case studies — every screen, live demos — are one click away (Play). Quest ごとに、自分がどこまで手がけたかは違う。Perception Academy、Declare Yourself!、A Viking’s Journey は、コンセプトから UX・UI まで全体を自分がつくった。The Contraption Quest と The Robot Quest では、UI と UX が主な担当だった。「Who Killed Edgar Allan Poe?」は UI ではなく UX を設計した。Myth World では、初期段階のコンセプトと初期の UX/UI を手がけた。それぞれの詳しいケーススタディ(全画面・ライブデモつき)は、ワンクリックで見られる(Play)。

Students leaning over a row of tablets on a classroom table, working through Perception Academy together Navigation map: the Congress screen in the centre, with four drawer panels sliding out from the top, bottom, left and right A Viking’s Journey title screen: a round shield with Celtic knotwork and a Begin Setup button The Contraption Quest dashboard in brushed metal: four units of five lessons, each shown as a part of the machine The Robot Quest: a newspaper job-application writing task beside the robot Who Killed Edgar Allan Poe? title screen: a black-and-white police line-up of Poe’s characters above a Start button
Concept, UX & UI — Perception Academy, Declare Yourself!, A Viking’s Journey. UI & UX — The Contraption Quest, The Robot Quest. UX only — Who Killed Edgar Allan Poe? コンセプト・UX・UI 全体 — Perception Academy、Declare Yourself!、A Viking’s Journey。UI と UX — The Contraption Quest、The Robot Quest。UX のみ — Who Killed Edgar Allan Poe?

Perception Academy: one crash, five ways of not seeing it Perception Academy:ひとつの事故を、5 通りの「見え方」で

This Quest was my concept. After a minor school-bus crash, each seventh-grader lives the rest of the school day as though they had one of five perception disorders from Oliver Sacks’s The Man Who Mistook His Wife for a Hat — visual agnosia, amnesia, hemispatial neglect, an excitable disorder and indifference. None of the five, alone, can say what actually happened on the bus. Only once the group pools its five broken memories does the full picture come back. この Quest のコンセプトは自分が考えた。スクールバスの軽い事故のあと、7 年生の生徒はそれぞれ、オリヴァー・サックス『妻を帽子とまちがえた男』に出てくる 5 つの知覚障害——視覚性失認、健忘、半側空間無視、過剰な興奮、そして無関心——のひとつを抱えたまま、残りの学校生活を過ごす。5 人のうち誰か一人の記憶だけでは、バスで本当に何が起きたかは分からない。5 人がばらばらな記憶を持ち寄って初めて、全体像が戻ってくる。

Students leaning over a row of tablets on a classroom table, working through Perception Academy together Illustrated bus interior rendered almost entirely out of focus, evoking Dr. P’s visual agnosia Illustrated scene of students boarding the school bus outside a house, sharp and ordinary — the moment before the crash, the memory Jimmie is stuck inside Illustrated bus interior with the left half of the frame missing entirely, replaced by black — Mrs. S’s hemispatial neglect Illustrated mid-air battle between a cat and a dove over a scrap of bread, against a streaking red background — Miguel’s uncontrolled excitement Illustrated bus interior broken into disconnected framed vignettes — a backpack, a basketball, a fan, a bird, a cat — each isolated behind its own seat back, Mrs. B’s indifference The same bus interior with every fragment — the basketball, the fleeing bird, the backpack, the cat — together in one continuous scene: what actually happened, reconstructed once the five accounts are pooled
The Quest in class; then five students’ views of the same school day — Dr. P (visual agnosia), Jimmie (amnesia, stuck in the moment before the crash), Mrs. S (hemispatial neglect), Miguel (uncontrolled excitement) and Mrs. B (indifference); then the crash itself, reconstructed once every account is pooled. 授業中の様子。続いて、同じ学校生活を見る 5 人の視点——Dr. P(視覚性失認)、Jimmie(健忘、事故直前の記憶に留まる)、Mrs. S(半側空間無視)、Miguel(抑えの効かない興奮)、Mrs. B(無関心)。最後に、5 人分の記憶を持ち寄って再現した事故そのもの。

In “Declare Yourself!”, the interface is a drawer 「Declare Yourself!」では、UI が引き出しになる

Students argue the Declaration of Independence as members of the Second Continental Congress, embodying historical figures and swaying opinion with evidence. I built the navigation from the drawers found in historical congress buildings: each of the four main sections pulls out like a drawer from its own tab, so moving between activities feels tactile and period-appropriate — not a generic app shell around history. 生徒は第二次大陸会議の議員になりきり、独立宣言をめぐって証拠を手に議論し、会議の空気を動かそうとする。ナビゲーションは、当時の議事堂にあった引き出しから発想した。主要な 4 つのセクションは、それぞれのタブから引き出しのように開く。歴史教材を一般的なアプリの枠に入れるのではなく、時代に合った手触りのある操作にした。

Navigation map: the Congress screen in the centre, with four drawer panels sliding out from the top, bottom, left and right The Scripts drawer, a wooden cabinet of labelled files: Rules of Conduct, First Debate, Second Debate, Letter Introduction, Third Debate and Declaration Introductory speech card for delegate James Wilson, with buttons to pick a side: Patriot or Moderate Illustrated delegates of the Second Continental Congress arguing inside a gilded frame, each with a name banner such as B. Franklin and T. Jefferson
Declare Yourself! — the drawer map, the Scripts drawer, a delegate’s speech and the Congress floor. Declare Yourself!:引き出しの構成図、台本の引き出し、議員の演説、議場の画面。

A different world for every Quest Quest ごとに、別の世界をつくる

Each Quest got its own visual language, built from its subject. “A Far From Home: A Viking’s Journey” (grade 3) sails with Leif Erikson across five 45-minute lessons. Myth World, where I shaped the early-stage concept and UX/UI, lets students climb Mount Olympus or cross to Crete and read the myths set in each place, linked on a story tree. On “The Contraption Quest” and the year-long “The Robot Quest”, I designed the UI and UX that wraps narrative and expository writing in a machine that grows unit by unit. Quest ごとに、題材から視覚言語をつくった。3 年生向けの「A Far From Home: A Viking’s Journey」では、45 分の授業 5 回をかけてレイフ・エリクソンと航海する。初期段階のコンセプトと UX/UI を自分が手がけた Myth World では、オリュンポス山に登り、海を渡ってクレタ島へ行き、その土地の神話を読む。神話どうしのつながりはストーリーツリーでたどれる。「The Contraption Quest」と 1 年がかりの「The Robot Quest」では、物語文と説明文の課題をユニットごとに組み上がっていく機械の中に入れる UI と UX を、自分が設計した。

A Viking’s Journey title screen: a round shield with Celtic knotwork and a Begin Setup button A Viking’s Journey: a Viking longship with round shields moored at a wooden dock, with a To Leif button A Viking’s Journey lesson map — Vinland, Greenland, Iceland, England and Scandinavia — above a row of activity cards and Start and Preview buttons Myth World: an illustrated Mount Olympus with Zeus and the other gods among marble columns Myth World: figures from the myths in an orchard below a red mountain Myth World story tree: a branching diagram that links the myths to one another The Contraption Quest dashboard in brushed metal: four units of five lessons, each shown as a part of the machine The Contraption Quest: the machine spinning inside a glowing, sparkling portal The Robot Quest: a newspaper job-application writing task beside the robot
A Viking’s Journey, Myth World, The Contraption Quest and The Robot Quest. A Viking’s Journey、Myth World、The Contraption Quest、The Robot Quest。

A companion app so no teacher preps alone 先生が一人で準備しなくていいように

Alongside the student experience, I designed a teacher-facing app for learning each Quest, preparing its five days and running it in class — a day-by-day guide complete with scripts and flow. Whatever their previous experience, a teacher new to a Quest could open Day 1 and confidently deliver a well-crafted lesson. 生徒向けの体験とは別に、先生向けのアプリも設計した。Quest の内容を知り、5 日間の授業を準備し、教室で進めるためのもので、台本と進行を含む 1 日ごとのガイドになっている。経験の長さに関係なく、その Quest を初めて扱う先生でも、Day 1 を開けば自信を持って質の高い授業を進められる。

Perception Academy Quest Teacher Guide on a tablet: the Quest’s parts listed on the left — Introduction, Breakfast, ELA, Recess, Drama Class, Final Assembly — and the teacher’s script for Part 1 on the right
Role役割
Product Design Leadプロダクトデザインリード
Clientクライアント
Amplify EducationAmplify Education

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