Teacher — Designing Views (Question vs Answer)¶
This page explains what a Teacher designs when defining a learning experience in Dyglot,
and what is deliberately handled by the Engine.
This distinction is essential to keep Dyglot: - simple for students, - usable by non-technical teachers, - and extensible for future engines (V1-like, Anki-like, others).
The student screen is built with 4 areas¶
- The header
- The question (if any)
- The answer
- The button bar
Core Principle¶
Teachers design what is displayed.
Engines design how a session is executed.
In practical terms:
- The Teacher defines:
- what information is shown to the student,
- how it is visually arranged,
-
what changes between question and answer.
-
The Engine defines:
- how a session progresses,
- how answers are evaluated,
- how cards are scheduled,
- which actions are available to the student.
This separation is a design requirement, not a limitation.
What a Teacher Designs: Views¶
A View defines how a card is presented to the student.
Each view is composed of two parts:
1. Question View¶
The Question View defines: - which card fields are visible, - how they are laid out, - what the student sees before revealing the answer.
Typical examples: - Korean word only - English translation hidden - Hanja hidden - Audio button visible or hidden
2. Answer View¶
The Answer View defines: - what becomes visible after the answer is revealed, - which additional fields appear, - how explanations are shown.
Typical examples: - Reveal translation - Reveal pronunciation - Reveal examples - Reveal grammar hints
⚠️ Important
The Answer View is not required to be a simple “unmasking” of fields.
A Teacher is free to design a different layout for the answer if desired.
What a Teacher Does NOT Design¶
Certain elements are never designed by the Teacher, even visually.
This is intentional.
Action Buttons (OK / WRONG / EASY / etc.)¶
- These buttons are not placed by the Teacher.
- They are automatically provided by the Engine.
Why: - Their meaning depends on the engine logic. - Their behavior affects scheduling and progress. - They must remain consistent across views.
Examples:
- V1-like engine → Good / Wrong
- Anki-like engine → Again / Hard / Good / Easy
The Teacher may choose: - whether the button bar is visible, - when it appears (after answer, always visible), - a presentation style (compact, large, icons).
But the actions themselves are engine-defined.
Header / Progress Indicators¶
Some engines provide progress indicators (for example: stacks, queues, learning state, due counts).
- These indicators are engine-owned.
- Their meaning depends on the engine type.
The Teacher may:
- enable or disable the header,
- select a preset:
- Simple
- Standard
- Expert
The Teacher does not design the header contents.
This prevents: - confusing students with internal mechanics, - hard-coding engine internals into views.
Choosing an Engine for a View¶
Each view explicitly declares which engine it uses.
Examples:
- V1-compatible
- Anki-compatible
- Custom engine
This choice determines: - available buttons, - scheduling behavior, - progress indicators, - session logic.
The same card content can be reused across views with different engines.
Why This Matters¶
This design ensures that:
- Teachers do not need to understand scheduling algorithms.
- Students are not exposed to unnecessary complexity.
- Engines can evolve without breaking existing views.
- Documentation remains clear and stable.
Most importantly:
Teachers control pedagogy.
Engines control mechanics.
Students focus on learning.
Summary¶
- Teachers design Question and Answer views.
- Engines provide buttons, scheduling, and progression.
- Headers and controls are engine-owned but configurable.
- Views remain engine-agnostic in content, engine-specific in behavior.
This separation is the foundation that allows Dyglot to scale beyond a single language, a single method, or a single teacher.