Peer Performance Apps

The 'Watch Me Learn' App Encourages Peer to Peer Feedback in Child Athletes

Watch Me Learn is a brand new app, developed by Professor Larry Katz of the Sport Technology Research Lab over at the University of Calgary in Canada, that enables children to benefit from performance evaluation tools in a sport-based environment.

Currently being tested at the Haysboro school, the app contains information about performance as it pertains to different sports, and this parameters are broken down into specific skills and movements. This app enables self-evaluation, as well as evaluation by friends, peers and teachers.

The self-evaluation aspect of Watch Me Learn is perhaps its most appealing feature, as it encourages peer-to-peer feedback and responsibility among children for their own learning and progress in the field of sports and physical activity.

Peer Performance Evaluation
Disruptive innovation opportunity: Develop technology-driven platforms that enable peer-to-peer performance evaluation in various industries.
Self-evaluation Tools
Disruptive innovation opportunity: Create apps and software that empower individuals to evaluate their own performance and progress in different fields.
Gamification of Learning
Disruptive innovation opportunity: Explore the integration of game-like elements into educational and training environments to enhance engagement and motivation.

Who This Affects Most

Education Technology
Disruptive innovation opportunity: Develop educational apps and platforms that incorporate peer-to-peer evaluation for enhanced learning outcomes.
Sports Technology
Disruptive innovation opportunity: Create sport-specific performance evaluation tools that leverage technology to support athletes' improvement and progress.
Personal Development
Disruptive innovation opportunity: Design self-improvement apps and platforms that encourage individuals to self-evaluate and track progress in various domains.
SCORE
1.0 out of 10
GENDER
50% Men50% Women
MARKETTop markets: North America
GENERATION
  • Millennial
  • Gen X
  • Gen Z (primary audience)
  • Gen Alpha (primary audience)
POPULARITY
Popularity 6%
Activity 17%
Freshness 8%

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