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Apps for mobile learning: from theory to real world application Caroline Moore 27 January 2012 1 Southampton University E-Learning Symposium 2012

Southampton elearning 2012

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Caroline Moore presentation at Southampton University E-Learning Symposium 2012

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Page 1: Southampton elearning 2012

Apps for mobile  learning: from theory to real world  application

Caroline Moore27 January 2012

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Southampton University E-Learning Symposium 2012

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Overview

• Review of 100 language learning apps with Paul Sweeney

• Doki case study

• Word Carrot case study

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Handheld learning: Smartphones and their “super powers”

• Location• Purchase channel

• Touch screen• Motion sensors

• Notifications• Multimedia

• Connect

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App feature checklist

• Personalisation

• Visible progress

• Relevant language

• Covers more than one skill

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Red River Press

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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

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Pricing

Source: Frédéric Descamps in TechCrunch http://bit.ly/v332SI

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Busuu & Mind Snacks

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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

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Doki app challenge

• Technical

• Marketing

• Financial

• Pedagogical

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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

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© Copyright 2011, LearnAhead

The creation of a language learning app:

Word Carrot - concept to app store

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© Copyright 2011, LearnAhead

Overview

o why now?

o principles

o design

o usability

o programming

o marketing

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Why now?

o technology

o the team

o cost

o aim

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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

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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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Usability

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Usability

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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

• But we have really enjoyed making this App!

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Questions?

• • www.wordcarrot.com

• Twitter: @learnahead & • @constellata

[email protected] &

• www.constellata.com

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