
Scaffolding Civic Engagement: A Low-Bandwidth, Gamified LMS
To address a critical drop in student retention within a nationwide civic education program for adolescent women, I led the design and development of a custom Learning Management System (LMS) using Wix Velo. Informed by focus group analysis of the target demographic's connectivity struggles, the solution utilized lightweight architecture and gamification mechanics. The intervention doubled the program's capacity and increased terminal efficiency (completion rates) from 27.2% to 44%, all while maintaining an operating cost of under $300 USD per year.
The challenge:
Talentum Mujeres Civitas is an extracurricular initiative organized by the National Electoral Institute (INE) and El Colegio de México (COLMEX) to empower female high school students (ages 15–17) with citizenship skills.
Following the 2022 edition, we conducted focus groups with participants to identify the root causes of the low 27.2% completion rate. The qualitative data revealed two primary struggles:
Limited connection: High-bandwidth video calls were inaccessible to students in poverty settings with unstable connections.
Cognitive Load: Disjointed communication channels prevented students from self-regulating their progress effectively. We needed a centralized ecosystem that could scaffold the learning experience without exceeding a near-zero budget.

What do I do:
Acting as an Instructional Designer, I applied a "bricolage" approach—seaming together proven, accessible technologies to solve complex constraints.
Architecture for Cost Efficiency: Instead of purchasing expensive per-seat licenses (which would have cost thousands for 1,000+ users), I built a bespoke frontend using Wix Velo (JavaScript) connected to a Google Sheets backend. This architecture allowed us to scale to 1,281 students with a total infrastructure cost of less than $300 USD/year.
Accessibility-First Design: Addressing the focus group findings, I pivoted from a video-heavy approach to a multi-modal content strategy. We implemented asynchronous sessions, where students could choose between video and audio-only recordings that, along with compressed images and a website strongly based on text, ensured the curriculum was accessible even on low-end mobile data plans.
Gamified Pedagogy: To bridge the engagement gap, I proposed new activities that transformed the curriculum into a "Journey." Participation in sessions was tracked and rewarded with digital "Stars" and "Stamps," providing visual feedback on performance.

Results:
The implementation facilitated a successful scale-up of the program, proving that high-impact educational technology does not require high-cost infrastructure. Comparing 2022 (pre-platform) to 2024 (post-platform):
Efficacy: Completion rates rose from 27.2% to 44%, despite the program duration increasing from 25 to 30 sessions.
Scalability: The system supported 1,281 students (up from 625) without additional licensing fees or adding new people to our team.
Operational Efficiency: The automated tracking system reduced administrative burden, allowing the team to manage a massive cohort with the same headcount.
What I learned:
This project taught me that complex educational problems do not always require complex, bleeding-edge software solutions. Often, the most effective engineering strategy is the correct orchestration of simple, proven techniques. By listening to the students first and selecting accessible technologies (audio files and spreadsheets), we achieved results that a sophisticated, bandwidth-heavy LMS could not have delivered in this context.
