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The use, design, and practical development of mobile learning resources in ELT
Caroline Moore23 January 2015
1
University of Chichester Graduate English Specialist Workshop
Today’s objectives
1. The implications of mobile for ELT materials writing
2. The development process
3. How product development, innovation and marketing fit together
4. “4 Ps”: Product, Place, Price and Promotion
You can download this presentation from:
0900 to 1215
• Two case studies
• Task: design your product
1330 to 1530
• Group presentations
• Commercial issues: bring your product to market
3
Today’s timetable
ELT: disruption in the transition from print to digital and mobile
learning• 750m speakers, 2 billion
learners, 11 million teachers
• Growth in emerging markets
• International ELT market +/- $58bn
• Coursebooks accounted for 90-95% of ELT publisher
revenues
• Wide range of stakeholders
New generation courseware:technologies
• Multi platform/retrieve
track across platforms
• Open systems
• Institutional Wifi
• Tech savvy teachers and institutions
• Easy access and storage
• Hybrid, mixed media
Weapons of Mass DistractionWeapons of Mass Distraction
Ubiquitous learning scenarios Teachers: in the classroom, on whiteboards, tablets, PCs as a
supplement to any course book, flexible to pick and choose Students: at school with the teacher, at home – self-study, on PCs,
mobile – revise, practise or do homework Parents: at home, can follow & support their children’s progress
6
Handheld learning: Smartphones and their “super powers”
LocationPurchase channelTouch screenMotion sensorsNotificationsMultimediaConnectTracking & personalisationSpeech recognition
7
What’s an App(lication)?
Self-contained, multimedia programme
Downloaded onto your mobile device through: Apple iTunes, Google Play, Microsoft Windows 8 App Store, Samsung Apps
Or, Web App, downloaded from a website, e.g. Financial Times.
Online/Offline (varies)
ELT App feature checklist
• Multimedia
• Multi-sensory
• Personalisation
• Visible progress
• Relevant language
• Covers more than one skill
9
Macmillan IELTS Skills & Richmond Crisis at Clifton apps
Mobile friendly websites built on
HTML5Location
Purchase channelTouch screen
Motion sensorsNotificationsMultimedia
ConnectSpeech record &
recognition10
Mobile formats: summary
Apps Exploit functionality of Smartphones and tablet devices. Distributed via Apple or Android/Samsung/Amazon app stores, and need to go through their approval process. The app stores take 30% cut. Even small changes to the content or app requires a resubmission and re-approval process. Native apps are designed specifically for a device and operating system, e.g. for an iPad, or Android phone.
HTML 5 Work potentially on any screen or operating system, but products such as the YDP CCE not suitable for mobile phones. Cannot exploit full potential of mobile device, limited personalisation & tracking, cannot support speech recognition.
eBooks Can be used to create rich media versions of coursebooks, but interactivity more limited than for apps or HTML5. Work across all platforms, but a product developed within Apple’s iTextbook must be redeveloped for other platforms. Various distribution mechanisms, e.g. Amazon Kindle, Apple iBook/iTextbook, various proprietary “Bookshelf” platforms or direct download. Basic eBooks easy to create via Adobe InDesign, but complex media & interactivity needs same expertise as for Apps and HTML5.
Web apps are halfway between an App and HTML5 and tend to be distributed direct, not via an app store.
Some products, such as Duolingo have the same routines on a website and in ‘native’ apps, but the user experience is slightly different on each one.
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o fast initial development: October 5 – December 21 2011
o detailed graphic specification
o in-house designer
o iterations: alpha / beta testing
Word Carrot development
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
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© 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
17
Case study 2: YDP’s Core Curriculum for English
DEMO
Year 1:
4: Hello Aex
Year 6:
My car is better than yours
Year 9:
10: Recognising emotions
Core Curriculum for EnglishComprehensive curriculum
support
Adaptable, customisable, Plug-n-Play
Supports Communicative methodologies &
multisensory learning
Supports assessment and tests
Rich range of engaging activity types
Works on PCs and all mobile devices
Coherent but flexible
Small chunks of learning
http://www.ydp.eu/solutions/k12-extensive-supplementary-materials-for-
english
WHO? [is it for]WHY? [what problem does it solve] WHERE? [what devices/App Store/Distribution channel]WHEN? [will people use it]HOW? [classroom, self-study]WHAT? [can you describe it easily]WHAT DO YOU NEED? [people, skills, budget and time]
http://video.msnbc.msn.com/your-business/17564769#17564769
Pricing
Word Carrot: target = £10,000
a) Free plus IAP of £1.49
OR
b) £2.49 plus IAPs of £1.49
Apple take 30% commission plus average 8% sales tax. Conversion rate free to purchase is between 0.5% to 2%
App revenue options
Sales including “Fremium” model
Subscriptions
Advertising
Sponsorship and other indirect benefits
Promotion
B2C
• Business to Consumer
• e.g. Word Carrot
B2B
• Business to Business
• e.g. YDP
B2G
• Business to Government
• e.g. YDP
PromotionTeachers & schools
Parents/ parent groups
Website
Review sites
Social media
A-SEO
Existing channels
Your final taskDecide on business
model and pricing for your app
Key promotion approaches
How much money do you think you could make?