An app to promote good studenting
July 14th, 2012Just read an article in Slate called Digital Jiminy Crickets about apps that help you be more ethical, do what you need to do — all those things that we mean to do, but need a nudge to actually do. Capitalizing on three inter-related movements—nudging, the quantified self, and gamification—the good-behavior layer pinpoints our mental and emotional weaknesses and
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Just read an article in Slate called Digital Jiminy Crickets about apps that help you be more ethical, do what you need to do — all those things that we mean to do, but need a nudge to actually do.
Capitalizing on three inter-related movements—nudging, the quantified self, and gamification—the good-behavior layer pinpoints our mental and emotional weaknesses and steers us away from temptations that compromise long-term success.
One example, they give is Gym-Pact, which “rewards” you with cash that you and other users put in a pool to pay the folks who work out. It’s a bit hilarious, and I imagine even more demoralizing that losing just the membership money. Here’s their video (also below).
What would an app to encourage good studenting look like? Would it quantify how much value you’re getting out of college by dividing the cost of the semester by the actual hours you study? (“Congratulations! You just studied $48.34 worth! No breaks until you earn $100!”). Would it just nudge to do homework or get to class on time like the one Marshall students developed? Or are there other “good student” qualities that can be gamified? (“Quest completed: Visit with your Econ prof during office hours.” Or, “Quest completed: participate in class 3 times this week.”). Would it include ARIS-like elements that guide you different resources on campus?
I’m actually soliciting ideas for this to pilot in my class this Fall. Send them to me at regardingjohn@gmail.com or tweet to @regardingjohn.
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