Five Scenarios for 'managing' apps

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Five Scenarios for 'managing' apps by Mind Map: Five Scenarios for 'managing' apps

1. App 'front end' for established Learning Management Systems (LMS) or VLE

1.1. Moodle

1.2. Blackboard

1.3. Edmodo

2. 1. Pre-school

2.1. Readers

2.1.1. Green Eggs and Ham - Dr Seuss A genre of app which is well established working towards a standard feature set: Read to me let me read Auto play Useful parental controls which can't be easily accessed accidentally Allows users to record and share their own version of the stories Doesn't overdo interactivity & call outs - uses panning and zoom for visual effects

2.2. Learning to write

2.2.1. abc Pocket Phonics Top 10 education app in UK and US iTunes app stores Parent friendly: provides guide (inc. downloadable pdf) and website! Encourages (and acts on) user feedback Engaging for children: fun, game-type interface and feedback Takes end user functionality (i.e. children's imprecise fingers) into account - allows for multi touch

3. 3. Classroom apps

3.1. Definitions

3.1.1. Not the eCoursebook although this is bubbling under in the US Higher Ed market Inkling

3.1.2. In many ways a category which has yet to be defined

3.2. General or business productivity tools being used in edu contexts

3.2.1. Evernote

3.2.2. Mindmapping apps Mindmeister iThoughts HD

3.3. Standard mobile functionality deployed for educational means

3.3.1. Camera

3.3.2. Audio recorder

3.3.3. GPS

3.3.4. text recorder

3.3.5. Communications

4. 4. Supplementary materials

4.1. A major focus for educational publisher efforts

4.2. new revenue & business models (from B2B to B2B)

4.3. The better examples of these apps go beyond content: they are a mixture of content and learning functionality

4.4. The tools and container app

4.4.1. MyWordBook2 Review and learn vocabulary Personalise learning by adding to or editing content A range of tools available to add further words

4.5. Beyond books - the new gender benders

4.5.1. Collins Business English Listening Mix of content and functionality for a niche audience which probably wouldn't have made it into paper format a few years ago but makes good sense as an app.

5. 5. 'Gamification'

5.1. Learning app built on top of a game engine

5.1.1. LearnEnglish Sports World 'Gamifcation' is hard to do for learning content: no-one has really cracked how to 'gamify' educational content for language learning either in theory or in practice to my knowledge 'Gamification' is often described in terms of leader boards, rewards etc. In reality it should involve personalisation, creativity, rewards, possibly peer working etc. This app was built on a structure originally created by a company called Toytek. My client templated and adapted these mechanisms for learners of English.

6. Scenarios based on different roles or hats I wear

6.1. Parent

6.1.1. Pre-school

6.2. Consultant

6.2.1. School tools / classroom apps / supplementary materials

6.3. Reviewier

6.3.1. School tools / classroom apps / supplementary materials

6.4. Project manager / developer

6.4.1. supplementary materials / gamification

7. 2. School tools

7.1. CampusM type apps

7.1.1. Uni Surrey version

7.1.2. 'Website-in-your-pocket' type of apps for FE & HE colleges.

7.1.3. provide a collection of useful reference information and some functionality

7.1.4. Beginning to be applied to events (the 'conference app')

8. Contact

8.1. Paul Sweeney

8.2. [email protected]