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Signature case study

Odyssey Discovery

Designing learning experiences that connect people with real-world science.

Odyssey Discovery is a learning experience platform designed to connect educators with scientists, researchers, and field experts through digital and immersive learning experiences. The work combines instructional design, science communication, experiential learning, and knowledge translation.

An educator and a field scientist reviewing field notes together beside a lake

The challenge

Knowledge exists. Access to it does not.

Many learners and educators have limited opportunities to connect with active research, scientists, and real-world scientific discovery. The science is happening; the pathway between that work and the people who could learn from it is missing.

How can complex scientific knowledge be transformed into meaningful learning experiences that inspire understanding and application?

The design approach

Built with The Clarity Learning Framework™.

The same five-phase approach behind every project: understand the learner, clarify the knowledge, design the experience, engage the learner, and improve it every cycle.

  1. 01

    Understand

    Identified what educators actually needed: current, credible science they could use with learners, and access to the people doing the work — not more static content.

  2. 02

    Clarify

    Defined learning outcomes for each program, then worked with scientists and researchers to separate the essential ideas from the technical detail that gets in the way.

  3. 03

    Design

    Designed program structures, sequences, and supporting resources so each experience had objectives, preparation, active participation, and application built in.

  4. 04

    Engage

    Built experiences around direct interaction with experts, guided observation, field-based inquiry, and structured reflection rather than passive listening.

  5. 05

    Improve

    Gathered participant feedback and partner input after each cycle, then refined structure, pacing, and resources so the next delivery worked better than the last.

  6. In practice, that means:

    • Identifies learner needs through audience and context analysis
    • Defines clear, observable learning outcomes for every program
    • Collaborates with subject matter experts — scientists, researchers, field professionals
    • Translates complex technical information into accessible language
    • Designs engaging digital and experiential learning experiences
    • Reflects, evaluates, and improves each program cycle
A field scientist joining a live virtual learning session from a research site

Program one

Field Notes: Explorer

A virtual learning experience connecting educators and students with active field scientists, researchers, and conservation professionals — bringing current science and research directly into learning environments.

  • SME collaboration

    Worked directly with active scientists and conservation professionals to shape what each session would teach, structuring their expertise into a learning experience rather than a presentation.

  • Science communication

    Translated current research into language and framing educators and learners could use, protecting accuracy while removing the jargon that blocks understanding.

  • Virtual learning design

    Designed the digital experience deliberately — pacing, interaction points, guided observation, and question structures built for a remote audience.

  • Learner engagement

    Every session gave participants something to do: observe, predict, question, and connect the science to their own context.

  • Knowledge translation

    Turned field research into clear takeaways learners could apply, with the essential ideas surfaced before the detail.

  • Supporting learning resources

    Reusable guides, prompts, and follow-up activities so the learning continued after the session and could be delivered again without redesign.

Program two

Educator Expeditions

Immersive professional learning experiences connecting educators with scientists, researchers, communities, and field-based learning environments — professional learning designed around authentic science and discovery.

  • Experiential learning design

    Structured professional learning around authentic scientific work — observation, inquiry, and practice in the environment where the science happens.

  • Professional development

    Designed for educators as adult learners: clear outcomes, relevance to their own practice, and time to plan what they would use.

  • Place-based learning

    Used real landscapes, research sites, and communities as the instructional context, so concepts were encountered rather than described.

  • Partnership management

    Coordinated scientists, community partners, and host organizations so each partner's goals were met by the same learning design.

  • Reflection and application

    Built in structured reflection and planning so participants left with something they would actually implement.

Educators taking notes during a field-based professional learning session with a researcher

Evidence

Learning design skills demonstrated.

Odyssey Discovery is not a separate venture — it is where the full instructional design process has already been performed end to end.

  • Learning experience design
  • Audience analysis
  • Learning objective development
  • SME collaboration
  • Curriculum development
  • Science communication
  • Professional development design
  • Digital learning design
  • Experiential learning
  • Stakeholder management
  • Program evaluation

Designed to scale

Learning systems, not individual events.

Every program was designed to be repeatable: structures, resources, and partnerships that continue to work without redesigning from scratch each time.

  • Learning models

    Repeatable program structures that hold up across topics, experts, and audiences.

  • Programs and frameworks

    Field Notes: Explorer and Educator Expeditions are designed as models, not one-time events.

  • Digital experiences

    Virtual formats designed for reach, so access does not depend on physical presence.

  • Partnerships

    Expert and organizational partnerships that let the programs run without a single point of dependence.

  • Reusable learning resources

    Guides, prompts, and materials designed for reuse and adaptation by other facilitators.

Why it matters

Kirsten does not just create courses. She designs learning experiences that connect people with knowledge, experts, and real-world application.