Milestone SWOT
Strengths:
All aspects of the project is backed by secondary research.
It is tested with the key stakeholders.
Verified by an expert psychologist who is starting to apply this practice I have researched.
The language, the morals, and values appeal to late adolescents.
The researcher's (my) reputation among Colombo's late adolescent as someone who understands and empathise. Thus, using my reputation as a strength to insert this into society.
It is unifying a concept that is being practiced in small scale in certain scenarios.
Weaknesses:
It will not work for everyone as different people learn, absorb information, interact, and behave differently.
Not all late adolescents will respond to game based learning or Chaotic Good.
It does not address late adolescents outside of the main cities, and not enough research is done to understand their resources and their stories.
Opportunities:
Current late adolescents are already challenging the status quo.
This project has the potential to have a trickle down effect on millennials as well.
Prospect of continuation - this project can be built upon.
Sri Lankan teachers are starting to question the old way of thinking, and is addressing their dress code.
The evolution of gaming culture in Sri Lanka.
Threats:
Extreme culture and traditions of Sri Lanka.
Geographical obstacles - Me not physically being in Sri Lanka.
Recent Posts
See AllThe next stage of this project would be to analyse the problem of detachment. The difference between the now and then is technology. Even when we were younger, though we had a TV, we still had family
For five years (2017 - 2021) I taught Human Centred Design at the Academy of Design in Sri Lanka. First it started as Language of Design, and I changed the curriculum to reflect what the true language