Jan 5, 2015 - some notes from a meeting with Jutta re: Dashboard and Self-Assessment
would be good to create some narratives or "story-boards" (and/or mindmaps) of use-cases of encountering and using a "dashboard"
would be good to think of some non-typical learning situations (e.g. I want to improve my public speaking skills, or I want to learn to dance)
public speaking goal - might include tracking of e.g. number of spoken "ums or ahs", speech rate, volume, repeated words
one sub-goal might be the reduction of prep time or reduction of anxiety or both
want to be able to incorporate peer-review feedback (choose trusted peers and solicit/track their feedback on personal progress)
need to track what is discarded (doesn't work) as well as what works
before a match can be made between me and a thing that meets my needs, I need to get to know "me" i.e. understand my own needs
but a part of this process of acquiring self-knowledge is through trial-and-error matching
example of the King Keyboard - design developed through a complex evaluative process which took into account both frequency of keystroke as well as mobility and range of motion needs
an example of how we might provide a way for users to build self-defined evaluations from available building blocks - to allow for the evaluation of success based on complex combinations of parameters (like frequency of keystroke + typing-error tracking) - e.g. to feed into the creation of a personalised keyboard layout
can we build some examples of this?
transparency of adaptations - give user ability to know what adaptations have been made if they want to - so they can apply it elsewhere
learning sequences should be self-defined (i.e. subject matter, levels - e.g. I can learn math by studying music)
consider an academic example of a challenging subject e.g. division
how do we introduce the concept to a learner who has no prior knowledge, where do we begin?
use a real-world example? consider the example of Turtle Geometry and using the movement of the body (e.g. division as one big step vs. several small steps)
how can we create an experience of playful self-discovery - like a quest game that tracks and quantifies progress
consider examples like Scratch