Заглавная страница Избранные статьи Случайная статья Познавательные статьи Новые добавления Обратная связь FAQ Написать работу КАТЕГОРИИ: ТОП 10 на сайте Приготовление дезинфицирующих растворов различной концентрацииТехника нижней прямой подачи мяча. Франко-прусская война (причины и последствия) Организация работы процедурного кабинета Смысловое и механическое запоминание, их место и роль в усвоении знаний Коммуникативные барьеры и пути их преодоления Обработка изделий медицинского назначения многократного применения Образцы текста публицистического стиля Четыре типа изменения баланса Задачи с ответами для Всероссийской олимпиады по праву
Мы поможем в написании ваших работ! ЗНАЕТЕ ЛИ ВЫ?
Влияние общества на человека
Приготовление дезинфицирующих растворов различной концентрации Практические работы по географии для 6 класса Организация работы процедурного кабинета Изменения в неживой природе осенью Уборка процедурного кабинета Сольфеджио. Все правила по сольфеджио Балочные системы. Определение реакций опор и моментов защемления |
The “Perfect Application"Поиск на нашем сайте
The purpose of this paper was to determine the specific requirements of consumers for the studied mobile applications, to identify their preferences, which allow applications to become successful in their market segment. So, having dealt with the peculiarities of mobile applications for language learning, having analyzed the information already available and collecting my own during the research, I am ready to present my own picture of what the “ideal application” should look like. Having decided to create an ideal application, you first need to decide on its business model. Following successful cases, we should prefer the freemium monetization model with elements of other models (combination): make most of the basic functions free and provide a subscription with access to premium content and no ads, in-app purchases, and more others. It makes sense to follow Duolingo's example and make all or most of the content free, which should increase popularity, but such an application can become unprofitable at first. It is worth paying special attention to the largest group of users - students and schoolchildren. For well-known reasons, they are not solvent enough, but the task of the application is to get as large a "piece" of this segment as possible, because they will be able to watch a large number of ads, and in the future - remain loyal to the application. Perhaps the right strategy would be to provide free access to special training content or something else. Since this paper is written about the marketing component of the application, and not about the language and educational, I will not describe the structure of such an application and its capabilities here. I will dwell only on some of its points, which must be taken into account. 1) Of course, there must be elements of gamification - this is explained in the presented sources and confirmed in the empirical part. Such elements can be experience points, lives that are taken away for mistakes, and in-game currency. 2) Lesson duration should be flexible. The user is far from always ready to devote the specially allotted time to learning the language. That is, there must be a free number of tasks in the lesson, which the user can choose. 3) Although English is the most popular language for learning, it is also worth adding other languages to the application. Some users may complete the entire course of one language and start learning another, as I did. In addition, since the application should immediately enter the international market, it is necessary to create training courses for speakers of several languages. 4) Many people note that the essential advantage of such applications is the possibility of an easy start in learning the language. Assignments should start at the elementary level with gradual complication. However, the assignments should be appropriate for the user's language proficiency level, unless they are a beginner. 5) There are several types of tasks in the Duolingo app and many others, including vocabulary, sentence construction (grammar), listening; Some courses offer a pronunciation test. And yet, these are not all aspects of the language that can be developed using the application. For example, in our “ideal application”, in addition to the above, you can also add working with small texts, reading, explaining grammar rules using the example of mistakes made, etc. 6) Content should be focused both on the interests of the user and on his age. In order not to unnecessarily complicate the application, it is possible to define your target audience and create tasks based on it. This is where the "persons" method described above can help. In addition, a variety of topics should be covered in order to develop the student's vocabulary as much as possible. 7) It is worth providing some monitoring activities so that users can feel their progress in learning the language, which will motivate them to study further and continue to improve their skills. 8) It is necessary to build a competent culture of notifications, because they somehow violate the personal boundaries of a person. Let me remind you that the most popular negative point identified during the survey is a large number of notifications. However, they must occur at some interval to keep the user active. 9) The freemium model assumes that users get access to the basic (or all) content of the service for free, but they will still view ads. A large amount of advertising annoys the consumer, so it is worth including a limited number of them at the time allotted for that, for example, after completing the lesson and before receiving points for this lesson. 10) As with anything, it's important to keep track of your reputation: it drives new users through word of mouth if it's positive (an important audience acquisition factor for Duolingo), and scares away potential users if it's negative. In addition to “ideality”, the application should also take care of public relations: maintain accounts in social networks (fan community, developer blog), give users the opportunity to share their successes there, be visible in the information field due to some promotions, events, “memes about a green owl”, drawings of travel abroad for those who have completed the course of the language of a given country, etc. 11) Do not forget about the advertising campaign of your application. Duolingo, due to its already existing popularity, can spend targeted and relatively small budgets on further promotion, while a new player in the market needs a massive advertising offensive on all fronts in order to thunder everywhere: from kitchen conversations to app stores. 12) In the process of continuous product improvement, it is worth, like Duolingo, to conduct A/B tests of innovations, that is, when introducing another innovation, it is necessary to compare the response of a group of consumers to it, with the second group, for which everything remains the same. Only with positive results it is worth giving the green light to this update. 13) Design and “other little things”, although less important, but also should not be deprived of attention. Many users noted the design as a positive feature of the application. This is especially true for those who are just starting to use the application or even is going to open it for the first time. 14) Don't leave users to their fate in learning the language, even if you provide them with the capabilities of your wonderful application. There should be feedback so that users can report a problem, as well as point out errors and shortcomings in the completed assignments (the same sentence, for example, can be translated in different ways - all options should be accepted, otherwise it will annoy students, which was confirmed by one of the answers in the survey and my experience). It is also worth adding the ability for users to communicate with each other within the framework of a specific task - some comments. Sometimes such mutual explanations are clearer and more accessible than a dry theory. Also, the student will be able to speak there regarding the application itself, which also helps to identify flaws. 15) Finally, in addition to gamification, it is worth adding a competitive element to the application to further motivate users to increase their activity and complete more lessons. It is common for every person to be lazy to one degree or another, but you cannot throw off all responsibility for this on the user himself. If he is too lazy to go through the next lesson, this partly means that the application did not motivate him enough to do it. The laziness of users cannot be an excuse for low user activity and the lack of popularity of the application. Once again I will clarify that this is the appearance of the “ideal application”. Obviously, to combine all these points in one application is a very difficult and time-consuming task. Nevertheless, my goal was just to find such an ideal, which I presented above.
6. Conclusion
In the course of my research, I tried to create a model of a successful, and one might even say “ideal” mobile application for learning a foreign language. I think I succeeded quite well. It is these applications that have the properties I have listed that will be able to withstand competition and exist in the market. Duolingo and Rosetta Stone can serve as an example of this: similar in meaning, but different in approach, they show diametrically opposite results over time. This can be judged based on the aforementioned app rating. I believe that Anna Karenina's principle also applies to applications, according to which "all well-adapted systems are alike, all unadapted systems fail to adapt in their own way" [Gorban, Smirnova and Tyukina2010]. I described just such a “well-adapted system”: this “ideal application” model includes all the best that is in applications of this kind. If you do not follow any of its principles, then in some perspective you can fail. This model is not a panacea. It is likely that something has been overlooked, but without these principles, it will be difficult for a language learning mobile app to compete in the market. In addition, my research revealed some issues that require further elaboration and clarification. At the beginning of the paper, I put forward several hypotheses, but none of them in itself is the cause of success or failure. Only through a competent integrated approach can results be achieved. Losing sight of at least one factor, developers risk losing part of their audience, and with it, potential revenue. Thus, having completed all the tasks regarding theory and practice that I set for myself, I determined the specific consumer requirements for such a product as a mobile application for learning a foreign language, while creating a conditional model of an “ideal application”, that is, I achieved the goal of this paper.
References
Antonova N.V. (2016) Psychology of consumer behavior, advertising and PR: study guide. Moscow: INFRA-M. Appel G. et al (2020) On the monetization of mobile apps. International journal of research in marketing, 37(1), pp. 93–107. Avramenko, A.P. and Shevchenko V.N. (2017) Mobile applications as a tool for the gamification of language education. Vestnik MGOU, 2017(4), pp. 64-71. Azimov E.G. and Stchykin N.A. (2009) A new dictionary of methodological terms and concepts (theory and practice of teaching languages). Moscow: IKAR. Blackwell Roger D. and Miniard Paul W. (2007) Consumer behavior. 10th ed. Florida International University, James F. Engel Eastern College: Thomson south-western. Bransford M. and Douglas J. (2000) How people learn: brain, mind, experience, and school. Washington, D.C. Chinnery G.M. (2006) Going to the MALL: mobile assisted language learning. Language learning & technology, 10 (1), pp. 9-16. Clark, JD. (2007) Learning and teaching in the mobile learning environment of the twenty-first century. Austin, Texas: Austin Community College. Cooper A. (1998) The inmates are running the asylum: why high-tech products drive us crazy and how to restore the sanity. Czinkota Michael R. and Ronkamen Ilkka A. (1994) Market research for your export operations. — Part I. Using secondary sources of research. In: International trade forum, pp. 22—33. Demouy V. et al (2016) Why and how do distance learners use mobile devices for language learning? The EUROCALL Review, 24 (1), pp.10-24. Doctorov B. (2000). Online polls: the ordinary of the new century. Telescope: observations of the daily life of Petersburgers, 2000 (4). [online] Available at: http://www.pseudology.org/Gallup/On_line_Polls.htm [Accessed 28 May 2022]. Erdem S. Allan and Swift Cathy Owens. (1998) Items to consider for just-in-time use in marketing channels: toward development of a decision tool. Industrial marketing management, pp. 21-29. Fabian A. (2019) Online survey design: key elements of effective questionnaires. [online] UX studio. Available at: https://uxstudioteam.com/ux-blog/survey-design/ [Accessed 28 May 2022]. Geddes S. (2004) Mobile Learning in the 21st century: benefit for learners. Gileva M.V. (2018) Russia in the mobile development market. Theory and practice of modern conjuncture in the technological sphere of the economy. New Science (Economics), 2018 (4), pp. 45-55. Gorban A. N., Smirnova E. V. and Tyukina T. A. (2010) Correlations, risk and crisis: from physiology to finance. Jain Dipak, Mahajan Vijay and Muller Eitan. (1991) Innovation diffusion in the presence of supply restrictions. Marketing science, Winter 1991, pp. 83-90. Jones S. (2015) PLATO: computer-based education system. [online] Britannica. Available at: https://www.britannica.com/topic/PLATO-education-system [Accessed 28 May 2022]. Ked А.P., and Agayeva P.М. (2015) Internet survey as a method of sociological research. Problems of modern economy (27), pp. 112-116. Kelly D. (2011) Lessons learned from the MLearnConf 2011 Backchannel. Klotzbach C. (2016) Enter the matrix: app retention and engagement. Flurry insights, 2016 (12), pp. 10–11. Kmet E.B. (2021) Account of user behavior in improving the model of monetization of mobile apps. Practical Marketing, 2021 (7), pp. 13-22. Kukulska-Hulme A. (2010) Mobile Learning for Quality Education and Social Inclusion. UNESCO IITE. Kumar S. (2010) Blackboards to blackberries: mobile learning buzzes across schools and universities. Malachovskaya E.K. (2013) Mobile application portfolio management: possibilities of using different methods. In: Science and practice: project activities - from idea to implementation (Scientific and practical conference of students). [online] Available at: https://rid.tusur.ru/conference/2013/themes/58/projects/328/discourses/472 [Accessed 28 May 2022]. Malachovskaya E.K. and Shishanina M.A. (2015) Mobile app promotion: risk management. Electronic means and control systems, 2015 (1-2), pp.339-343. Malhotra Naresh K. (1992) Shifting perspective on the shifting paradigm in marketing research. Journal of the Academy of marketing science, Fall 1992, pp. 379—387. Malhotra Naresh K. (2000) Marketing research: an applied approach. 3rd ed. Upper Saddle River: Prentice Hall, Inc. Marx Wendy. (1997) More companies look to redesigns to drive net leads. Business marketing, pp. 27, 38. Murphy Ian P. (1997) Keynote speaker emphasizes urgency of strategic research. Marketing news, 6 Jan.1997, p. 6. Nino A. (2015) Language learner’s perceptions and experiences on the use of mobile applications for independent language learning in higher education. IAFOR journal of education, 2015 (1), pp. 73-84. Panov B.V. (2014) Features of promotion and monetization of mobile apps. Economics and management in the 21th century: science and practice, Cherepovets, 2014 (1), pp.270-273. Plaksina E.B. and Losimovich K.Y. (2019) Mobile apps for learning foreign languages. In: Problems of philological education. Saratov: Saratovskiy istochnik. Rulkov V.S. (2018) Mobile application marketing strategy. Science, education and culture, 9 (33), pp. 14-16. Shvyndikova E.P. and Yasheva G.A. (2013) Promotion of mobile applications in the market of services. In: 46-th republican scientific and technical conference of teachers and students, Vitebsk, pp. 132-133. Titova S. V. (2012) Mobile learning today: strategies and prospects. Vestnik Moskovskogo universiteta, 19 (1), pp. 9–23. Titova S.V. (2016) Didactic problems of integrating mobile applications into the educational process. Vestnik Tomskogo gosudarstvennogo universiteta, 21(7-8), pp.7-14. Traxler J. (2009) Current state of mobile learning. In: Mobile learning: transforming the delivery of education and training. [online] Available at: https://www.aupress.ca/books/120155-mobile-learning/ [Accessed 28 May 2022]. Wao S. (2020) LBS facing four issues. Application monetization, 15(2), pp. 12–18. Zamfiroiu A. and Shipilov I. (2011) Quality analysis of mobile applications. Informatica Economica, Bucharest, 15 (3).
Busuu [online] Available at: https://www.busuu.com/ [Accessed 28 May 2022]. Duolingo (2021) 2021 Duolingo language report. [online] Available at: https://blog.duolingo.com/2021-duolingo-language-report/ [Accessed 28 May 2022]. Duolingo (1) [online] Available at: https://www.duolingo.com/ [Accessed 28 May 2022]. Duolingo (2022) (2) Duolingo announces record results for fourth quarter and full year 2021. [online] Available at: https://investors.duolingo.com/news-releases/news-release-details/duolingo-announces-record-results-fourth-quarter-and-full-year/ [Accessed 28 May 2022]. ICC, (2008) ICC/ESOMAR International Code on Market and Social Research. [online] Available at: https://iccwbo.org/publication/iccesomar-international-code-on-market-and-social-research/ [Accessed 28 May 2022]. Habr, (2015) Marketing research: development of a children's mobile application. [Blog] Dageron. Available at: http://habrahabr.ru/post/232703/ [Accessed 11 Aug. 2015]. HelloTalk [online] Available at: https://www.hellotalk.com/ [Accessed 28 May 2022]. LinguaLeo [online] Available at: https://lingualeo.com/ [Accessed 28 May 2022]. Memrise [online] Available at: https://www.memrise.com/ [Accessed 28 May 2022]. ML 2022 (2022). The Mobile Learning 2022 International Conference. [online] Available at: https://www.mlearning-conf.org/ [Accessed 28 May 2022]. Product Habits Blog, (2018). How Duolingo built a $700 million company without charging users. [online] Available at: https://producthabits.com/duolingo-built-700-million-company-without-charging-users/ [Accessed 28 May 2022]. Quizlet [online] Available at: https://quizlet.com/ [Accessed 28 May 2022]. Roskatchestvo (2019) The rating of the best mobile applications for learning English has been published. [online] Available at: https://rskrf.ru/news/opublikovan-reyting-luchshikh-mobilnykh-prilozheniy-dlya-izucheniya-angliyskogo-yazyka-/ [Accessed 28 May 2022]. Shopolog (2020) (1). Results of the development of the mobile market in 2019. [online] Available at: https://www.shopolog.ru/metodichka/analytics/itogi-razvitiya-mobil-nogo-rynka-v-2019-godu/ [Accessed 28 May 2022]. Shopolog (2020) (2). What awaits the mobile market in 2021: facts and figures. [online] Available at: https://www.shopolog.ru/metodichka/analytics/chto-zhdet-mobil-nyy-rynok-v-2021-godu-fakty-i-cifry/ [Accessed 28 May 2022]. Similarweb [online] Available at: https://www.similarweb.com/ [Accessed 28 May 2022]. Standartinform (2006) GOST R 52653-2006. Information and communication technologies in education. Terms and Definitions. Moscow: Standartinform, 17 p. Statista (2022) (1) Leading language learning apps worldwide in February 2022 by downloads. [online] Available at: https://www.statista.com/statistics/1239522/top-language-learning-apps-downloads/ [Accessed 28 May 2022]. Statista (2022) (2) Market share of leading multilingual language learning apps among users aged between 20 to 34 years in selected European markets in 2021. [online] Available at: https://www.statista.com/statistics/1300861/market-share-top-language-apps-europe/ [Accessed 28 May 2022]. Statista (2022) (3) Number of downloads of leading mobile language learning apps worldwide from January 2021 to December 2021. [online] Available at: https://www.statista.com/statistics/1282766/language-learning-apps-monthly-downloads/ [Accessed 28 May 2022]. Statista (2022) (4) What course subjects would you be interested in for independent online education? [online] Available at: https://www.statista.com/statistics/1073229/subjects-of-interest-for-independent-e-learning-russia/ [Accessed 28 May 2022]. Techopedia (2020) Mobile application. [online] Techopedia. Available at: https://www.techopedia.com/definition/2953/mobile-application-mobile-app [Accessed 28 May 2022]. Think with Google (2015) Mobile app marketing insights: how consumers really find and use your apps. [online] Available at: https://www.thinkwithgoogle.com/intl/ru-ru/marketing-strategies/app-and-mobile/marketing-mobilnykh-prilozhenii-kak-potrebiteli-nakhodiat-i-ispolzuiut-prilozheniia/ [Accessed 28 May 2022].
Appendix 1
The text of my survey:
1) Do you use (or have you used before) mobile applications for learning a foreign language? (Yes/No) 2) If yes, what is this application? (open question) 3) What language do you learn (or have studied before) with it? (if there are several languages, list the main ones) (open question) 4) How did you find out about this application? (advertising/ from friends/ occasionally /other) 5) What do you like about this app? (language learning method / application design / development of several skills (vocabulary, listening, pronunciation...) / subscription conditions (free) / learning process (interesting, exciting...) / motivation system / easy start in learning the language / achieved result / other) 6) What do you NOT like about this app? (not fun, not motivating / tasks do not match the level of language proficiency / expensive subscription / a lot of ads / flaws in the application / application design / no progress in learning the language / frequent notifications / other) 7) Which of the following language apps have you heard of? (Lingualeo, Rosetta Stone, Duolingo, Memrise, Busuu, Quizlet, Mondly, Hello Talk, LingoDeer, Babbel/ others/ none of the above) 8) Age (up to 18 /18-24 /25-40 /over 40) 9) Sex (M/F) 10) Main employment (study/ work/ other)
*if “No” in question No.1, then go to question No.7
Appendix 2
Diagram 1. Answers to question No. 1
Diagram 2. Answers to question No. 8
Diagram 3. Answers to question No. 9
Diagram 4. Answers to question No. 10
Appendix 3
Total: 82 users App Age Sex Main employment Advantages:
до 18 18-24 25-40 40+ М F study work language learning method 50,9% 50,0% 25,0% 41,8% 77,8% 40,0% 29,2% 56,9% 41,3% 51,9% application design 58,2% 83,3% 50,0% 67,3% 44,4% 0,0% 66,7% 53,4% 63,0% 48,1% multilateral development 67,3% 100,0% 75,0% 60,0% 72,2% 80,0% 54,2% 69,0% 58,7% 77,8% subscription terms 76,4% 50,0% 50,0% 63,6% 72,2% 100,0% 58,3% 70,7% 63,0% 66,7% learning process 32,7% 50,0% 50,0% 27,3% 44,4% 20,0% 37,5% 29,3% 28,3% 40,7% motivation system 23,6% 0,0% 0,0% 20,0% 22,2% 0,0% 25,0% 15,5% 19,6% 14,8% easy start 78,2% 16,7% 50,0% 70,9% 77,8% 20,0% 70,8% 67,2% 65,2% 70,4% achieved result 10,9% 16,7% 50,0% 12,7% 27,8% 0,0% 20,8% 15,5% 17,4% 14,8% Disadvantages:
not exciting 16,4% 16,7% 0,0% 20,0% 16,7% 60,0% 25,0% 19,0% 17,4% 25,9% level discrepancy 23,6% 16,7% 25,0% 18,2% 16,7% 0,0% 16,7% 17,2% 21,7% 11,1% expensive subscription 5,5% 0,0% 0,0% 12,7% 5,6% 0,0% 16,7% 6,9% 10,9% 3,7% a lot of advertising 21,8% 0,0% 0,0% 18,2% 33,3% 20,0% 33,3% 15,5% 19,6% 25,9% application flaws 10,9% 0,0% 0,0% 12,7% 16,7% 0,0% 20,8% 8,6% 10,9% 11,1% application design 3,6% 0,0% 0,0% 5,5% 0,0% 0,0% 4,2% 3,4% 2,2% 7,4% no progress 25,5% 33,3% 0,0% 23,6% 16,7% 20,0% 16,7% 22,4% 17,4% 25,9% frequent notifications 40,0% 33,3% 100,0% 40,0% 11,1% 20,0% 33,3% 36,2% 37,0% 33,3% Appendix 4
Diagram 5. Answers to question No. 2
Diagram 6. Answers to question No. 3
Diagram 7. Answers to question No. 4
Diagram 8. Answers to question No. 5
Diagram 9. Answers to question No. 6
Diagram 10. Answers to question No. 7
|
||
|
Последнее изменение этой страницы: 2024-07-06; просмотров: 69; Нарушение авторского права страницы; Мы поможем в написании вашей работы! infopedia.su Все материалы представленные на сайте исключительно с целью ознакомления читателями и не преследуют коммерческих целей или нарушение авторских прав. Обратная связь - 216.73.217.21 (0.006 с.) |