Casual learning is simply learning as the individual learner intends it to be. Where a formal learning environment has consequences tied to various social and political constructs, casual learning has no stakes higher than the individual learner’s intrinsic motivation.
What does this mean? Ideally it means that the motivation within the individual learner determines all functional aspects of the casual learning activity at all times. The duration of play, speed of play, urgency of success and similar attributes must be fluid enough to adjust for the learner’s mood and attitude. Adversely, in more formal learning environments, the learner’s mood and attitude must be fluid enough to adjust for those static attributes that dominate such environments.
In practice, this ideal casual learning is harder (maybe impossible) to achieve 100%. While there are excellent resources to guide game play and design, only the learner’s mood and attitude can provide proper guidance towards a casual learning state in the learner. Accordingly, I offer three tenets for the design of casual learning activities:
- Simple, yet highly configurable interface
- User-centered design for the target learner or group of learners
- Software/hardware platforms that allow for easy and constant updates
This should allow the learner maximum control over his or her learning experience, while remaining relevant to the learner’s moods and attitudes in a process that is as close to real-time as possible.
While Rhymin' QWERTY has not fully achieved these three design tenets, some of the intended functionality is present. The inclusion of the Rhyme Book feature allows users to create rhymes, lyrics, or poetry of any format at the time of their choosing. This is essentially a space where the only user-dependent mood and attitude is one of participation.
Additionally, the Rhyme Book and Hustle sections are direct products of user insights. For example, we found that many YouTubers write their own lyrics in the comments section of a video, hence the inclusion of a centralized place for lyric collection. Also because these lyrics were posted in a public forum, as is the case with a similar phenomenon on Facebook, we included an option to share all Rhyme Book and Hustle creations on Facebook and Twitter (where applicable). In doing so, we not only centralize the social capabilities but create a system of formative assessment and feedback by peers instead of teachers.
Perhaps the biggest shortcoming in our current prototype is the choice of software and hardware. While mobile web is easily updateable, it requires considerable maintenance while attempting to accommodate many unique users. Also, the iPhone serves as a direct consequence of various social constructs, so the learning is gravitates closer to the haves instead of the have-nots (who often identify more closely with the application subject matter). Judging from recent developments in HTML5 and the ever-lowering price of iPhones, there is reason to believe that issues with access will be resolved by the market, but that still leaves the question of which medium to utilize in order to provide a casual learning experience for as many users as possible.