3 Theory Behind the Skill Trees Project
Steph Piper edited this page 2025-08-28 09:19:22 +10:00
This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

Theory behind the Skill Trees Project

The Skill Trees templates combine a number of popular ideas into one template format, designed to be easy to use and give immediate feedback to the user. Just color in the boxes of anything youve already done to visualise your progress, identify skill gaps and get inspired to try new things. It includes the following concepts:

  • Gamification, inspired by video game skill trees
  • Goal setting, chunking tasks into small, achievable pieces
  • Flexibility, and the ability to choose what to work on and how to interpret the goals to suit yourself, your interests and budget. This level of agency and choice taps into intrinsic motivation and the joy of chasing your current passion projects
  • Self grading rubrics, youre the judge of your own progress and at your own pace, no deadlines. Recognise prior learning and plan new goals to your interests and skill level
  • Portfolio building instead of assessment and high-stakes testing
  • Reflective Journaling, ideally off-screen and distraction free. Find out where you currently are and where youd like to be in future.

Combining these factors, skill trees are a bit like a pre-made list of goals that you can tick off and tailor to your own journey. Some goals arent for everyone, and you can swap out tiles for your own preferred goals.

My goal is to place the learning journey back into the hands of the self-directed learner, giving them the power and ownership over their own upskilling journey.

Design Choices

The initial concept for creating this template had connected tiles, but it was just so messy. It became a rats nest, and deciding how to connect them meaningfully was tough. Sometimes the connections jump from low to high difficulty and cant be placed next to each other. Most of the time when were learning skills, we jump around in difficulty and might have already completed some of the harder tiles while not realising we havent yet ticked off all the beginner tiles.

In video games, we arent expected to start the main quest and finish it, one step after another. Its often broken up into side quests and exploration, providing nice variation that makes the experience richer. Its the same in real life, and jumping around a bit keeps the experience fresh. You might get taught a more advanced skill by a visiting friend or stumble across something new youd like to try, all experiences youd naturally get without worrying too much as to whether its at your level.

Using hexagonal tiles means the project can keep a neat, consistent and recognisable look to the templates while fitting 68 goal tiles and 5 set your own goal tiles on a single piece of paper. Completing a survey with this many questions would be tedious, but seeing your progress across all these goals at once gives a sense of early accomplishment. If we make to-do lists and cross off the things we get done, we often throw them out and dont use them to celebrate all the wins weve had so far. Getting a sense of where you are on your journey and whats yet to come is hard to gauge in self directed learning.

Flexibility of Goals

Once size does not fit all, and this is true for goals. Each of us has different interests, budgets, and location availability of resources and capability. To allow equity over equality its important that goals are flexible for a self-directed learner. For example, on the 3D printing skill tree, the tile Make your own 3D Printer Filament can be interpreted in a variety of ways:

Joining old pieces of filament together with a filament joiner 3D printing a coil on the bed to make your own rainbow filament combinations Buying or building a filament extruder to make your own from pellets Visiting a factory and making your own blend Ordering a custom color from a factory

These options range from low budget to high budget, and its up to you to decide what this goal means to you. The technology will continue to improve over time and no doubt there will be yet more creative ways to complete this goal in future.

Motivation for the Project

I began the skill trees project as a way to make sure I can continue to grow my own skill set without stagnating. I often help university students and researchers with their projects within my role as a Makerspace manager, and I want to make sure I can provide the best help I can. Im always giving tours to visitors who often say things like Wow, this would be too hard for me and it motivates me to find ways to make learning simpler, easier and more fun. You can see this theme in many of my other projects, including my electronics kits. Often the learning process is too technical and not visual enough. Self-directed learning is tough and its easy to have a failure and get discouraged. The path ahead is not always easy to see and the steps weve already taken are not celebrated.

My heart has been full working on the Skill trees project, and I always love to learn about the new skill areas that are submitted. Im so grateful for all the contributors who have helped build up this repository to being such a comprehensive resource. I look forward to continuing to refine and grow the project and range of skill tree books in future.

Project Ethos & Dark Gamification

The Skill Trees project is about using gamification to help you find your skill levels, identify skill gaps and to inspire you to try new things. Using aspects of gamification like points, badging, leader boards and progress bars can help you set goals and upskill. With a distraction free, on paper experience, the original intention of this project is to give users a chance to reflect and meditate on their current selves and their journey ahead.

However, gamification can be used in ways that might incentivise short term growth but provide the wrong motivations for completion, negatively affecting growth journeys. Addictive mechanics and dark gamification have no place within the skill trees project, and Ive outlined some examples how to avoid this below. Intrinsic motivation, not extrinsic motivation

Instead of: “If you arent top 10 in the class leader board, you wont make it onto the robotics team”

Say something like: “I see that youre x points ahead of where you were last year, great work!”

Or:

“I didnt realise youd done so much electronics, can we do a skill swap?”

Instead of: “You must complete five tiles by the end of the week”

Say something like:

“Pick a skill and tile to start and work through at your own pace”

Leader board mechanics should not be used to inspire toxic competition, but instead allow you to enjoy the social aspects of upskilling, including skill swaps and helping others grow their skills. Everyone works at their own pace, and its important in the learning process to not skim the surface all the time but get a chance to deep dive for topics and projects that truly resonate with us. Forcing time limits or offering large rewards on completion encourages abuse of the self grading system, and might encourage early completion of the failure related tiles, incentivising breaking parts or setting up machines to fail. The idea of speed running real life skills is a funny concept but not to be encouraged or incentivised. Quality of work over quantity of work, and journey over destination. Choice of flexibility, not rigidity

Instead of:

_“You must build this specific object to complete this tile” _

Say something like:

“Choose a tile to work on and make something that youre excited to create”

Lack of choice and agency can kill motivation and make participants lose interest. Bringing your own creativity and ideas is a richer experience and allows more collective learning when working with others. Sometimes this is not possible in classroom settings, but its worth reviewing the activity and introducing more freedom where possible. Consider giving students a problem or challenge rather than directions to the solution. When it comes to grading time, consider using student portfolios rather than graded tests. Further Reading and Resources

The Learning Game, by Ana Lorena Fabrega

Collateral Damage: How High-Stakes Testing Corrupts Americas Schools, by Sharon L Nichols and David C Berliner

A Mathematicians Lament, by Paul Lockhart

A Pedagogy of Play: Supporting playful learning in classrooms and schools, by Ben Mardell, Jen Ryan, Mara Krechevsky, Megina Baker, Savannah Schulz and Yvonne Liu Constant

A Project of Ones Own - Paul Graham

Weird Ideas that Work - Robert Sutton

The Puzzle of Motivation TED Talk - Dan Pink

How Thinking Works TED Talk - Dr. Derek Cabrera