Nocturne
A browser extension that combines immersive reading, neural text-to-speech, synchronized highlighting, and AI assistance. Reading controls, word replacement, and site rules help people adapt web content to their needs.
Two theses, the research they grew into, and the software built from those findings.
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A browser extension that combines immersive reading, neural text-to-speech, synchronized highlighting, and AI assistance. Reading controls, word replacement, and site rules help people adapt web content to their needs.
A climate-literacy learning experience built from the thesis: plain language, inclusive characters, and multimodal science instead of badges and unexplained jargon.
A focus timer that keeps running in the background, one-click flashcards from any highlight, spaced-repetition review, and a jargon scanner that feeds straight into flashcards.
Four views — Audit, Content, Simulate, History — that check common accessibility issues, course-content readability, impairment previews, and a site's score over time.
A reading toolkit that estimates credibility from page signals, compares climate figures with reference data, and defines jargon. It also helps readers find other coverage of the same story.
Diagnoses whether a connection can handle Zoom or Google Classroom, caches materials for offline use when it can't, and logs connection patterns over time.
A critical look at AI, VR/AR, and hybrid video in education, focusing on access, implementation, and what meaningful learning requires.
A multimodal discourse analysis of 30 climate-education games — how design, sound, and story build climate literacy, and where representation still falls short.
Who climate-education games represent, and who they leave out — a close read of gender, accessibility, and design equity across 30 games.
Heuristic evaluation of 30 climate-education games, selected with the CRAAP framework and read across engagement type, learning focus, and interactivity level.
A literature-grounded feasibility read on AR and VR for environmental learning — where immersive tools help, and where a simpler tool still wins.
How Bangladesh’s education system stayed online during COVID-19 — access, infrastructure, burnout, and hybrid futures.
These tools sit at the centre of the 2024–2025 research: how digital and game-like experiences can build climate literacy — or miss accessibility and inclusion. I used multimodal analysis on platforms like these to ask what they teach, who they invite in, and what they leave out.
How this ties to my work
MIT Sloan / Climate Interactive. Sliders for energy, transport, and policy show global temperature paths to 2100.
Live negotiation game: players act as countries and industries at a climate summit.
UNDRR free browser game. Build safer towns against floods, earthquakes, wildfires, and more.
Financial Times net-zero challenge backed by IEA-style data.
SESNC narrative: political and social choices across 100 years of climate futures.
IPCC-based card mapping used by millions of participants worldwide.
Link to my work: Primary systems-literacy example in my digital climate education research.
Link to my work: Shows negotiation + modelling — same literacy goals I studied for classroom and public use.
Link to my work: Social learning + climate data — useful when I discuss engagement beyond single-player apps.
Link to my work: Specialised climate content: good case for whether tools explain trade-offs accessibly.
Link to my work: Local climate action framing — complements global simulators in my EdTech comparisons.
Link to my work: Closest digital cousin to my disaster science training — risk reduction taught by doing.
Link to my work: Public risk communication design — how agencies teach preparedness without jargon.
Link to my work: Early example of policy games for environmental risk — context for today’s climate sims.
Link to my work: High-production UX case study in adult climate literacy media.
Link to my work: Story + consequence multimodality — central to my discourse analysis approach.
Link to my work: Historical baseline for how news orgs taught climate systems through play.
Link to my work: Education-first design for youth — useful contrast to entertainment climate games.
Link to my work: Restoration narrative vs. extractive sim tropes — rich for critical media analysis in CCE.
Link to my work: Systems cards map science → action; good for discussing game mechanics as pedagogy.
Link to my work: Human mobility and justice themes — extends climate literacy beyond ‘parts-per-million’.
Link to my work: Complexity vs. learnability — exactly the tension my UX-style evaluations care about.
Link to my work: Collective action problem in multiplayer form — mirrors real climate cooperation dilemmas.
Link to my work: A case for examining how environmental choices are represented through story and gameplay.
Link to my work: Age-appropriate climate media — important when I discuss accessibility and audience design.
Link to my work: Data visualisation as learning tool — pairs with GIS/climate communication skills I use.
Link to my work: Classroom EdTech stack — bridges my Google Educator training and climate content design.
Link to my work: Facilitation-first climate literacy — complements digital tools I evaluated.
Link to my work: Hybrid physical/digital science links — interesting multimodality case.
Link to my work: Negotiation dynamics studied in climate education literature I draw on.
Link to my work: Familiar game grammar teaching energy trade-offs — good ‘transfer’ example for learners.
Master's Thesis (2025) | University of Calgary
Analysed how digital games communicate climate science through text, visuals, sound, and interaction. The research identified opportunities for clearer and more inclusive learning experiences.
Bachelor's Thesis (2021) | University of Dhaka
Examined how students and educators in Bangladesh accessed e-learning during COVID-19. The study explored infrastructure, affordability, and the challenges of isolated learning.