How will it work
INTERACTION WITH INVISIBLE INTERFACE
1. Application starts with minimalistic approach, only basic functionality showing.
2. As the users interacts with the application this will react accordingly.
3. If the user has pass the determinate time with no interaction, the application will offer the user a hint.
4. If the user has answer the question incorrectly, the application will offer the user a hint.
5. If the user makes a seconds attempt with an error, the application will show the user an information option that provides the user with help with the question.
6. If the user has successfully answer a question, the application will explain why it is correct and the knowledge learned to the static knowledge learned section that is always accessible thorough the user.
Examining the competition: CodeAcademy
Codecademy bills itself as “the easiest way to learn how to code”. The purpose of the tutorial like online application is to teach people to code through free interactive instruction.
But what is it doing right?
• Easy to follow application
• On the go instructions to the users
• Messaging system to let the user know if something when right or wrong
What is it doing wrong?
• As you can see the error messaging system is static the user always gets the same error message.
• And in other cases the application is not able to move to the next step until the information is introduced to the app in the way the application seeks to move the user to the next question.
• The hint section is insufficient.
• It lacks of help prompts.
• There is no possibility for the user to go back and check the lessons completed without having to work on them again.
• The application has no capabilities to save the user’s code.
Here is a short version of what I foresee of my thesis maybe you can point me to the correct direction:
Project: FB Me
Why? Cause FB API implementation is growing and Facebook doesn’t offer a solid documentation of how the code works.
What I propose for this project? The goal is this project is give the learner a skill-set, in the case of FB Me being able to use the Facebook API to suit their business needs.
What makes this different? FB Me will implement invisible interfaces.
What are invisible interfaces? Invisibile interface is a UX name given to interfaces that grow with the user. Invisible interfaces display the bare bones of the application and show features when needed. This process allows the user to grow with the application. Invisible interfaces reduce the learning curve of trying to figure out what the different options in the application due. Invisible interfaces follow Mark Lepper’s design principles: they give the control to the user while keeping them motivated. And allows learners to go on their own pace and learn from their mistakes.
What is the advantage of learning from their mistakes? Learning from their mistakes allows the learning to be more conscious about their learning process. User models approach to learning depend on stereotypes and marked routes while an observational approach allows the learning to reflect on their own mistakes and cope from their own mistakes. It also promotes cognitive learning and craftsmanship. Just as a sculptor models their sculptures, through the use of invisible application learning are molding their mind to gain knowledge through thought.
What is the role of social tools in learning? Social Tools, in the case of this project the Facebook API will be user to build social interactions which as Ferrera commented in his book Playful Designs give the learning a sense of community, of sharing the process with someone else.
How will social tools be applied in FB Me? The game has a badge award system, the gained badges can be shared with your friends. Moreover, the FaceOff feature allows the user to connect with their friends are share the learning process.
- Creating social interaction – allow only question or a set of questions to be shared with a friend, will use Facebook API in order to communicate with friend. Will show badges, add a timer, and points. In this case, the correct answer will be displayed for both.
- Academic Reward Structure ExampleThe reward structure will consist of both badges for achievements and currency that the students can spend on purchasing upgrades for their avatar characters. The idea is to use measurement achievements instead of completion achievements to increase intrinsic motivation through feedback.
- Survey people in your target audience about the type of games they like to play and why they enjoy them. Consider which factors you can incorporate into your game’s design to draw the interest of players and to sustain their interest over time.
- Game-based tests can provide a different model for evaluating success—one in which learners are allowed to retry as many times as necessary to complete the game’s objectives. What matters is the outcome—whether a person has mastered the subject matter or acquired the skill set needed to complete objectives in the game. Applied to a classroom environment or training systems, differentiation between students’ grades can be based on the total number of objectives completed, the difficulties of each of those objectives, and the quality or speed with which they were done. (Playful Design, ‘Advantages for Training and Instruction’)
- Games can provide an automated way of tailoring instruction to the individual needs, strengths, and interests of different learners, creating scaffolding that gives each player the level of support needed. (Playful Design, ‘Advantages for Training and Instruction’)
- Failure-based learning offers people the opportunity to understand their failures better, inviting a cycle of critical thinking and problem solving. To increase their chances of success the next time around, learners need to try first, then analyze why what they tried didn’t work, then develop hypotheses about how they can minimize those factors, then try something new, and so on. Failure is an indispensable part of this process because it brings learners closer to the right answers by exposing problems in their reasoning and creating the opportunity to correct those problems.
- The most traditional application of learning games is as a vehicle for directly communicating subject matter. In this model the game’s purpose is to teach the embedded concepts using a format that’s fun and engaging. In this way the game can be overtly tied to an educational curriculum but create the opportunity for people to learn the subject from the inside as active participants rather than as passive observers.