Showing posts with label dashboard. Show all posts
Showing posts with label dashboard. Show all posts

Sunday, September 10, 2017

Dashboarding and Self Regulation

I have two new devices in my life. The first is my iWatch bought last weekend in LA and the second is my Ford C-Max hybrid. I love both devices (and yes my car is a devices).  They both speak to my other devices and operate as part of my digital life.
Both have dashboard that are aimed at improving my behavior. the iWatch has an activity monitor that uses a very simple design to see if I am reaching my daily movement goals (exercise, standing, and walking). It is easily accessible through one tap on the face of the watch.

My hybrid has a dashboard that informs me how green is my my driving. It provides feedback on energy storing, breaking behavior and overall effective energy consumption. This has changed my behavior, at least in the short run. I am driving more cautiously and I am keenly aware of accelartaion and sudden stops.

I always knew that movement is good for me or that driving in a more even way would reduce fuel consumption. At the same time there quite a gap between knowing and acting on the knowledge. This is where the dashboards come to our rescue. Dashboards tell us how we do and give us formative feedback so we evaluate our performance in situ and even take corrective action. What I am less sure of is how long this effect will last. But if the dashboards create a lasting effect then it is worth thinking about the potential leverage in critical points in education.

I do not think that we can dashboard our whole life- it is simply too much to take in on a regular basis. But if we can identify critical practices that would be supported by a dashboard then we should at least attempt to that.

My idea is to start with device use for students. I can easily imagine an app that shows device use across 3-4 categories: Reading, Games, Social Media, Learning. A dashboard like that can easily show students how much of the time they are using different modes. This is especially important as we consider what might be a productive learning use of devices provided by schools.

Friday, December 27, 2013

QuizUp- Motivation, Learning, and Dashboard Design, and 6 ways it can work in education



QuizUp is one of these flash in the pan games that takes the mobile world in a storm. In less than two months it amassed over 5 million users. If you haven't tried it you should, but not just because it is addictive, but also because it points to some aspects that QuizUp does well, and that we can do better in education. In short I believe that some of the things QuizUp does right we can use in education.


The key is motivation, and QuizUp uses every game mechanic and social aspect to drive you to use the system out of your own volition. First QuizUp allows the user to select the areas they want to be a part of. While we can't always let students choose what they want (vs. need) we know there is great motivation in choice. Second comes the sense of developing an area of expertise. I am for example the "Best in Ancient Rome in Nebraska" a dubious title but it works! We can imagine a best in multiplication in Mrs. Hendriks class or best in Ancient Greece in Washington Elementary.

QuizUp adds to it achievements (win 500 games, get a perfect score). We could structure those in more meaningful categories, imagine an achievement for knowing all the characters in Othello or all the multiples of 9, or the features of the table of elements. Points also work to motivate users, you get points even if you lose (although less) making sure that your effort is always rewarded. In short QuizUp activates all the short reward cycles that make us persist at game based tasks.


Feedback in QuizUp is exceptional. Beside the obvious leader boards, levels and points there are a slew of ways to get feedback. After each game you can study the questions and your responses, you can also see a graph comparing your score and you opponent's. The dash board is the most brilliant piece of design in the game. As you can see on the right one of the main dashboards shows you the areas you have been participating in and the level in each. It allows in one glance to see where the user had put the most effort and how well the user have been doing overall.

QuizUp has some challenges as a learning idea as well. The format of multiple choice works well for this kind of work but it does limit the sophistication of questions as they relate to different levels of learning (think Bloom's taxonomy). In my own participation I figured out I actually think through my responses through the first 15-20 levels. After that my responses are increasingly automatic as I have seen most of the available questions and must activate my mnemonic devices and memorization based on repetition.

So how does it fit into 21st century learning? Well:
1. It is a great way to develop basic knowledge
2. It is a great way to develop fluency (word recognition, basic math facts, historical facts). This will allow the teacher to focus on more meaningful material in class
3. Taking away the time element can help in some cases.
4. Have enough questions in any bank to remove straight forward memorization except when it i the goal (say multiplication facts).
5. The complexity of the question is up to the author, even in a multiple choice format you can get sophisticated thinking
6. If students can actually create questions it becomes a much more sophisticated task (the feature is available)