In the beginning of the workshop, there were two thought-provoking questions that were posed to us:
Why is there so much need for productivity and personal goals apps?
I don't have a clear answer for this but I believe there's a mixture of factors contributing to people's lack of productivity and neglect of personal goal setting. Even though technology is advancing very rapidly and education is trying to follow and keep up with those advancements, I think it's deeply rooted into people's mindset and habits from their upbringing and education, that we expect from someone/something to tell us what to do and how to do it. It's harder to take initiative and take upon our own schedules, set goals etc. so as we grow up, instead of having a teacher at school or a parent at home to help us schedule our tasks or dictate what needs to be done, we are driven towards the use of applications, possibly in search of some sort of guidance. Besides that, with modern life being so fast-paced and peoples' schedules being so packed it is sensible that there is a rising need for productivity and personal goal apps. Balancing work life, personal life, possibly family and activities is a difficult task that many struggle with so this kind of apps can be of assistance in our attempts of multitasking in our daily lives.
Why do these apps only work for a certain period and then not?
In my opinion, this happens because even though these apps are helpful, they still are an extrinsic source of motivation. If I could compare it to another real-life situation, that would be therapy. Therapy can be effective for a person initially to let out their feelings, but on the long run, if a person doesn't put in the work themselves to analyze their feelings and try to change their patterns of behavior then the overall impact of therapy will be very minimal to their life and they might feel themselves that they are not moving towards a more positive direction, ultimately giving up on the process. Possibly something similar happens with productivity and well-being applications as well.
Another reason that I believe these apps work for a short time is that, especially nowadays, we are used to consuming content on the internet in a very quick pace. We use our phones as extensions of our hands basically and this makes our attention span gets more and more limited. I think this ultimately makes it harder to establish any kind of routine because we tend to get easily bored of content and tend to want to switch to something new all the time.
The purpose of this workshop was to explore different uses of gamification, for example in everyday life and teaching. We were given a variety of applications to go through. Below I present my thoughts and reflections for a couple of apps that I explored throughout this workshop. The apps that are presented are apps that I hadn't used before so it was my first time experiencing them.
I have mixed, if not negative, feelings about the idea behind this application. In my opinion, it deteriorates an already existing societal situation in which people only assess something as valuable when it is monetized, and then behave accordingly. This applies to many aspects of human life and addresses many ongoing debates, for example about public VS private education. There are many people who argue that when something is free it loses its value. By further encouraging this relationship of dependence between money and value, people are driven further away from taking upon an active role in their own lives in this case, but also in their communities in other cases. On the contrary, they base their behavior on external means for dictating to them how important it is to set goals and staying consistent.
Another aspect of this application that clashes with my beliefs is the (lack of) pedagogical thinking and educational value. I believe that posing a "threat" (loss of money) as a source of motivation for the users to act on, is counterproductive to developing high-order thinking skills and competencies such as self-regulation and metacognition and mostly targets low-level skills. I think that even if users gain time management skills through this application, these skills will not be easily transferable to other real life situations when this extrinsic source of motivation ceases to exist.
I believe this application introduces a healthier pattern of behavior than the previous one, whilst also tackling a huge issue of modern times which is people's degrading attention span in regards to smartphones being present in their daily lives.
I think that trying to re-establish a relationship between a gadget that is overall very distracting and creating opportunities for new ways of usage where it can be actually fruitful for people's learning is a really smart idea.
The "forest" theme by itself and the prompt by the application to plant trees and grow your own forest has the concept of nourishment inside of it which is a central concept in education and I really appreciated that.
The significance of taking care of ourselves and be present in all aspects of our life is also addressed by the app through screens like this. The way I understood this is that it emphasizes on how developing time management skills can lead to a more well-balanced life.
Link: https://superbetter.com/
I found the possiblity of using SuperBetter in schools really interesting, and it brought back some thoughts from my educational experiences.
Specifically, throughout K-12 education in Greece, especially in lower and upper secondary, we were supposed to have student counseling services and educational psychologists present in the school, but that service was either not visible to us or not offered at all. This application made me think that it could possibly help tackle the issue of lack of human resources in public education.
I don't think it could replace mental health professionals, but it could possibly be used with the assistance of someone who is not a professional of that field in schools for an initial evaluation of the child's mental health situation and later referral if needed.
Also the "Play with Family" potential was really interesting for me,since it might help facilitate conversations inside people's homes that are generally considered "taboo". I believe many people, children specifically struggle with talking to their parents about the troubles that they face emotionally, and on the other hand many parents struggle to grasp concepts of mental health such as depression or anxiety, because in the generations that they grew up there was zero visibility on mental health issues and they would mostly be considered in society as signs of weakness, therefore were never really talked about. (this is a generalization, of course there were exceptions, as there are now).
Therefore, technology in that way could be a way of easing difficult topics into families.
I also really liked the functionality of 'science cards' because this gives you the possibility of having direct access to simplified scientific information for topics that are relevant to you.
Even though I had known about this platform for many years, I had never got around to exploring it. Some things I noticed through this process were:
In every lesson the alignment with standards is always mentioned and the learning objectives are always declared in the beginning.
The navigation through a course's lessons' materials was a bit confusing because multiple links would lead to the same place, so I wasn't sure if I was taking things from the beginning or if I had skipped some materials.
The content of the courses seems really comprehensive, well-rounded and of high quality.
I think the discussion space was really useful even though for some of the topics it seems inactive for some years now.