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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.