I used Challenge Based Learning (CBL) to transform a broad educational issue into a working app concept. My goal was not simply to learn coding, but to develop a meaningful digital solution connected to a real-world challenge.
Engage: Identifying the Challenge
I began with the Big Idea of Education and Technology in Agriculture.
My essential question was:
How can technology and immersive learning make agriculture more appealing and relevant to a new generation?
From this question, I defined a practical challenge: to design a digital learning experience that could increase students’ interest in agriculture.
I selected this topic because agriculture is closely connected to environmental sustainability, food security and future careers. However, many students may perceive it as a traditional field rather than one that involves science, engineering and emerging technologies.
Investigate: Building Knowledge Before Building the App
During the investigation phase, I explored several guiding questions:
- How can technologies such as hydroponics, aquaponics and augmented reality support sustainable agriculture?
- How can an app make agricultural concepts easier for students to understand?
- How can learning about agricultural technology prepare students for future STEM careers?
I collected reports, articles, photographs, videos and examples of existing agricultural technologies. I also reviewed educational apps and analysed their interfaces, features and approaches to user engagement.
At the same time, I began developing the technical knowledge required to build my solution. I explored Apple’s app development framework, followed self-paced coding resources and learned the fundamentals of Swift and SwiftUI.
I organised the entire investigation in Freeform. The infinite canvas allowed me to connect research findings, questions, sketches, resources, app-development notes and feedback in one visual workspace.
Design: Turning Research into an App Concept
My findings led to the idea for MyTomato, an educational app that introduces students to tomato cultivation through an interactive digital experience.
I selected the tomato plant because its growth process can be clearly divided into observable stages. It is also suitable for introducing concepts such as plant care, agricultural systems and food production.
I then created:
- an app structure and user journey;
- interface sketches and screen mock-ups;
- a concept for visualising a tomato plant through augmented reality;
- learning content related to plant growth and care;
- an early demonstration video of the proposed experience.
The mock-ups helped me evaluate the idea before beginning full development. They also enabled me to identify which features were essential and which could be developed later.
Build: Developing with SwiftUI
After planning the experience, I began building the prototype using SwiftUI.
Rather than attempting to create the complete app immediately, I divided the development into smaller tasks. I learned how to create individual interface components, organise navigation and progressively add new features.
The development process was iterative. Some ideas from the initial mock-up had to be simplified, while other features became clearer after testing them as working interface elements.
The prototype combined agricultural learning content with an interactive visual experience. The augmented reality concept was intended to help students observe and explore a tomato plant beyond static textbook illustrations.
Evaluate: Testing, Feedback and Improvement
Evaluation was not treated as the final step. It took place throughout the project.
I shared the prototype for testing, gathered feedback from users and consulted people with relevant expertise. TestFlight provided a structured way to distribute the app prototype and collect responses.
The feedback helped me review:
- whether the instructions were clear;
- whether navigation was intuitive;
- whether the content was appropriate for students;
- which features were most engaging;
- what needed to be improved before wider implementation.
I also produced a pitching video to communicate the problem, the proposed solution and the potential educational impact of the app.
Reflection
CBL helped me understand that app development should begin with a meaningful challenge—not with a list of technologies or features.
The process moved continuously between exploring, planning, building and evaluating. Research influenced the design, testing influenced the coding, and feedback generated new questions.
Using Freeform to document the complete journey made my thinking visible. SwiftUI then enabled me to translate that thinking into an interactive prototype.
Through this project, I was not only developing an app. I was learning how to investigate a real issue, make evidence-based design decisions, acquire new technical skills and create a solution with a clear educational purpose.










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