Date post: | 22-Apr-2015 |
Category: |
Education |
Upload: | learnahead |
View: | 1,144 times |
Download: | 3 times |
Apps for mobile learning: from theory to real world application
Caroline Moore27 January 2012
1
Southampton University E-Learning Symposium 2012
Overview
• Review of 100 language learning apps with Paul Sweeney
• Doki case study
• Word Carrot case study
2
Handheld learning: Smartphones and their “super powers”
• Location• Purchase channel
• Touch screen• Motion sensors
• Notifications• Multimedia
• Connect
3
App feature checklist
• Personalisation
• Visible progress
• Relevant language
• Covers more than one skill
4
Red River Press
Too much translation & text
Too much translation & text
Not enough soundNot enough sound
Books dumped into small device format
Books dumped into small device format
Instructions Instructions
‘Traditional’ interactivity:multiple choice etc
‘Traditional’ interactivity:multiple choice etc
Poor navigation
Poor navigation
Bugs / neglected apps
Bugs / neglected apps Limited free >
expensive paid for
Limited free > expensive paid for
Too many flashcardsToo many flashcards
5
Busuu & Mind Snacks
7
Doki English/French/Spanish/German
•Extensive listening practice•Integration of vocab and • language in context•A lot of cultural content
•Engaging, fun, multisensory•Iconic user interface
•Not a course•Grammar not taught•No reading and writing practice
•Ambitious
8
Doki app challenge
• Technical
• Marketing
• Financial
• Pedagogical
9
Critical Success Factors
• Is your reversion-able product good enough?
• Have you got all the assets?
• Get the right team
• Right business models
• Right marketing approach
10
© Copyright 2011, LearnAhead
The creation of a language learning app:
Word Carrot - concept to app store
11
© Copyright 2011, LearnAhead
Overview
o why now?
o principles
o design
o usability
o programming
o marketing
12
© Copyright 2011, LearnAhead
Why now?
o technology
o the team
o cost
o aim
13
© Copyright 2011, LearnAhead
Principles
o provide useful, short, fun, interactive experience
o for age 7+, appeal to teenagers and young adults
o maintain game aspect
o keep to restricted scope of game
14
© Copyright 2011, LearnAhead
Design / Functionality
o invest time in the description of the interactivity
o simplicity –> complexity –> simplicity
o pedagogy: content, tasks, contexts, acquisition/learning
o game features: score, lives, penalties, against the clock
15
© Copyright 2011, LearnAhead
Usability
16
© Copyright 2011, LearnAhead
Usability
17
© Copyright 2011, LearnAhead
Lessons learned
• Creating an App is harder than a website:
• Different platforms, different OS, different screen resolutions
• Updates and bug fixes
• Apple's rules and processes: user testing, submission
process, listing, and discoverability on the App Store
• Finding a good and affordable developer
• But we have really enjoyed making this App!
18
© Copyright 2011, LearnAhead
Questions?
• • www.wordcarrot.com
• Twitter: @learnahead & • @constellata
• www.constellata.com
19