apps for mobile learning: from theory to real world application
DESCRIPTION
Presentation give during IATEFL Learning Technology SIG Webinar on 18/12/11TRANSCRIPT
Apps for mobile learning: from theory to real world application
Caroline Moore18 December 2011
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IATEFL Learning Technologies SIG
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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Productivity Apps are increasingly useful for language learning
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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
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Features we liked: personalisation
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Visible progress
• German 24/7
• Also available for French, Spanish and Italian
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Tools that help you find and learn relevant language
Cornelsen’s Lex:tra German
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Reading and listening practice
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Pronunciation
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Exam practice
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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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Expensive and neglected apps
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
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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 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
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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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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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Programming
o brief development: planned October 5 – November 30
o detailed graphic specification
o alpha / beta testing
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Programming: the brief
Flowchart
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Programming: the brief
Web based interactive
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Lessons learned
o UDIDs and User Testing
o different screen resolutions
o Friday afternoons
o communications
o Just In Time Development
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Questions?
www.wordcarrot.com
Twitter: @learnahead & @constellata
[email protected] &www.constellata.com