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The use, design, and practical development
of mobile learning resources in ELT
Caroline Moore
23 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”
Location
Purchase channel
Touch screen
Motion sensors
Notifications
Multimedia
Connect
Tracking &
personalisation
Speech 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
HTML5
Location
Purchase channel
Touch screen
Motion sensors
Notifications
Multimedia
Connect
Speech record &
recognition
10
eBooks
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.
© Copyright 2011, LearnAhead
Case Study 1: Word Carrot
13
© Copyright 2011, LearnAhead
Word Carrot
14
15
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
16
© 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 English
Comprehensive 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
Design a product, using flip charts, post its, see
handout: concept and sketch user experience
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
Bring your App idea to
market
Product ✔
Price
Promotion
Place ✔
Pricing
Word Carrot: target = £10,000
a) Free plus IAP of £1.49
OR
a) £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
Promotion
Teachers & schools
Parents/ parent groups
Website
Review sites
Social media
A-SEO
Existing channels
Place
Your final task
Decide on business
model and pricing for
your app
Key promotion
approaches
How much money do
you think you could
make?
Conclusion
Product ✔
Price ✔
Promotion ✔
Place ✔
What happened to Word Carrot and
Core Curriculum for English?

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Chichester IGSE 2015

  • 1. The use, design, and practical development of mobile learning resources in ELT Caroline Moore 23 January 2015 1 University of Chichester Graduate English Specialist Workshop
  • 2. 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:
  • 3. 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
  • 4. 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
  • 5. 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
  • 6. 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
  • 7. Handheld learning: Smartphones and their “super powers” Location Purchase channel Touch screen Motion sensors Notifications Multimedia Connect Tracking & personalisation Speech recognition 7
  • 8. 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)
  • 9. 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
  • 10. Mobile friendly websites built on HTML5 Location Purchase channel Touch screen Motion sensors Notifications Multimedia Connect Speech record & recognition 10
  • 12. 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.
  • 13. © Copyright 2011, LearnAhead Case Study 1: Word Carrot 13
  • 14. © Copyright 2011, LearnAhead Word Carrot 14
  • 15. 15 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
  • 16. 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 16
  • 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 17
  • 18. 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
  • 19. Core Curriculum for English Comprehensive 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
  • 21.
  • 22. Design a product, using flip charts, post its, see handout: concept and sketch user experience
  • 23. 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
  • 24. Bring your App idea to market Product ✔ Price Promotion Place ✔
  • 25. Pricing Word Carrot: target = £10,000 a) Free plus IAP of £1.49 OR a) £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%
  • 26. App revenue options Sales including “Fremium” model Subscriptions Advertising Sponsorship and other indirect benefits
  • 27. Promotion B2C • Business to Consumer • e.g. Word Carrot B2B • Business to Business • e.g. YDP B2G • Business to Government • e.g. YDP
  • 28. Promotion Teachers & schools Parents/ parent groups Website Review sites Social media A-SEO Existing channels
  • 29. Place
  • 30. Your final task Decide on business model and pricing for your app Key promotion approaches How much money do you think you could make?
  • 31. Conclusion Product ✔ Price ✔ Promotion ✔ Place ✔ What happened to Word Carrot and Core Curriculum for English?

Editor's Notes

  1. Pedagogy, Technology, Business model: future of coursebook depends on getting these three right.
  2. Refer to research with Paul Sweeney
  3. Doesn’t support those super powers as well as an app, but can be made to work on most mobile devices. This is an image from One laptop per child
  4. Quality, Coverage, Flexible
  5. Increasingly no such thing as pure B2B or B2C. With Word Carrot we promoted to schools in the hope that teachers would recommend the app to students. YDP sells its products through resellers.
  6. World domination! US English version, More languages, projects with publishers…