apps for mobile learning: from theory to real world application

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Presentation give during IATEFL Learning Technology SIG Webinar on 18/12/11

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Apps for mobile  learning: from theory to real world  application

Caroline Moore18 December 2011

1

IATEFL Learning Technologies SIG

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

Productivity Apps are increasingly useful for language learning

4

What’s in the ‘appmosphere’

• Stand-alone self-study

Adjunct to classroom learning: homework, catch up and extension

Games (entertainment apps used in education )

Reference

5

Features we liked: personalisation

6

Visible progress

• German 24/7

• Also available for French, Spanish and Italian

7

Tools that help you find and learn relevant language

Cornelsen’s Lex:tra German

8

Reading and listening practice

9

Pronunciation

10

Exam practice

11

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

12

Expensive and neglected apps

Pricing

Source: Frédéric Descamps in TechCrunch

http://bit.ly/v332SI

Busuu

Example of gamification: Mind snacks German

Further readinghttp://en.wikipedia.org/wiki/Gamification

Digital Play Graham Stanley and Kyle Mawr www.deltapublishing.co.uk/titles/methodology/digital-play

16

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

17

Doki reviews “Doki is a wonderfully inventive CD-based course in French, German, Spanish and world Spanish. Cartoon characters present everyday language in witty tableaux that make learning a joy” John Bald, Education Guardian

“Students loved the interface and the vibrant interactive Doki world. They did not feel like they were working at all…. The fun element did not hinder their productivity; in fact, it appeared to enhance their learning outcomes”.Schoolzone (Official review site of UK Ministry of Education) Review, October 2003

“Doki is an innovative update on the classic cassette-based method of learning a foreign language. It provides a downloadable program where you explore a cartoon city, learning the language and testing your skills as you go. It is pretty, simple and pretty simple to grasp…. fun to play.”Sunday Times

“Language learning with laughs…”The Bookseller

“The most enjoyable learning method yet offered to teenagers . . Not only are the activities great, but the net link up is superb, it really is very easy! Value rating: six stars.”Nordsee Zeitung (Germany)

Doki app challenge

• Technical

• Marketing

• Financial

• Pedagogical

19

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

20

© Copyright 2011, LearnAhead

The creation of a language learning app:

Word Carrot - concept to app store

© Copyright 2011, LearnAhead

Overview

o why now?

o principles

o design

o usability

o programming

o marketing

© Copyright 2011, LearnAhead

Why now?

o technology

o the team

o cost

o aim

© 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

© 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

© Copyright 2011, LearnAhead

Usability

© Copyright 2011, LearnAhead

Usability

© Copyright 2011, LearnAhead

Programming

o brief development: planned October 5 – November 30

o detailed graphic specification

o alpha / beta testing

© Copyright 2011, LearnAhead

Programming: the brief

Flowchart

© Copyright 2011, LearnAhead

Programming: the brief

Web based interactive

© Copyright 2011, LearnAhead

Lessons learned

o UDIDs and User Testing

o different screen resolutions

o Friday afternoons

o communications

o Just In Time Development

© Copyright 2011, LearnAhead

Questions?

www.wordcarrot.com

Twitter: @learnahead & @constellata

caroline@constellata.com &www.constellata.com

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