The aim of this application is to lower barriers to entry to multiple categories of single-seat racing. To ensure this goal has been achieved, the content of the modules itself will need to be catered to the widest audience as possible whilst remaining effective. Below are the principles and initial routes I wish to take when creating content.
Tone Of Voice
- Friendly
- Approachable
- Non-patronising
- Adult-tone of language
Behaviourism
A learning-based theory on the idea that all behaviours are acquired through conditioning, this occurs through interaction with an environment. In this case, the interaction with the proposed application. Behaviourists believe that actions are shaped by stimuli from an environment.
Operant Conditioning will be prevalent.
The consequences of the response determine the probability of it being repeated. Rewarded behaviour when learning will be repeated. A positive response will encourage the incentivisation to continue learning, a negative is seen as counter-intuitive.
This positive response may take the form of a visually appealing animation to a correct answer or 'tangible' in-app rewards such as an added customisation feature to the user's profile picture.
When discussing profile pictures there is a budding idea that profile pictures will be illustrated helmets, this allows for each user to customise with their 'rewards' of trinkets etc. to decorate and make their own. This also operates as a way to distinguish users from each other. Those who are interested in a certain driver in a certain single-seater series can reflect their interest and support as such.
The negative response involves the removal of the aforementioned in-app rewards. The approach to this negative response will be examined further so as to not reinforce incorrect answers with positive reinforcements in a misguided attempt to 'lessen the blow'. A positive to Motorsports as an educational topic is there are definitive answers, and rarely there is a grey area when it comes to the rules and operation of an average race weekend in any series.
I believe that continuous reinforcement will aid in 'balancing' the reward/punishment aspect of the application to create a positive experience for the user. Delivering a reinforcement every time an answer is given. Efficient learning in small bursts with a reliable form of feedback between the application and learner. Partial reinforcement, however, could be utilised in the end assessment portion once a module's content is finished slowing down the learning process and allowing the user to evaluate. Offering a reward after a number of correct responses about tyre compounds for instance.
There are two types of Operant Conditioning which can be present in the forthcoming module content for each series, Respondent Behaviours and Operant Behaviours.
Respondent Behaviours: Occur automatically in an almost reflex response, there is no requirement to learn these behaviours. These are automatic and involuntary. In relation to the content this could be prevalent I believe this could be anticipated when learning about the history of each series. Responses to controversies, tragedies or moments of triumph which conjure up involuntary reactions when learning.
Operant Behaviours: These are under conscious control. It's the consequences of these actions which dictate whether or not they will occur again in future use. The actions within the application and the consequences of the action are integral in ensuring the learning process is effective. The goal of this application is to reinforce positive responses to ensure that the user is not discouraged from continuing their learning journey.
Cognitivism
A learning-based theory that primarily focuses on how information is received, organised, stored and retrieved by the learner. The user will be actively involved in the way they process information relevant to the series they wish to learn about. This avoids the incentivisation of memorisation.
I wish to utilise the concept of 'clunking' within each module. Specific concepts will be treated as a group of 'memory'. As an example, one clunk could be pit stop procedures, in ten minutes the user will learn the roles of each member of the crew. This one aspect of the pit stop will be treated as one 'memory' of the many moving aspects that are involved. Individual learning differences will be taken into account, level of information required, how long they have, how complicated the information within the module is etc. A person who simply wants to refresh their memory after not keeping up with a series can dictate their knowledge on a scale to ensure they get value from the application and so on.
Memory, knowledge, thinking, and problem-solving on the fly when watching a race all come into play at any given time.
- Why did they change the tyres after only 15 laps?
- Can X overtake Y at the pace they're catching up at?
- Is there any advantage taking the racing line has at X track?
- Should Team Z go on soft tyres or medium at this point of the race or is the tyre degradation too high?
Cognitivism is a response to Behaviourism as an objection to behaviourists' logic of conditioned reaction to stimuli being more effective than the role of the brain thinking. Ironically, I believe in this application moulding the two pedagogical schools carefully will prove to be extremely effective.
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