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Jacoby Young

Making and Choosing Great Apps in Education

5 min read

These recommendations come from the wonderful hosts Bradley Chambers and Fraser Spears of the Out of School podcast in episode 117 titled What Makes a Great Education App?. The content is all theirs, I just took some notes.

I feel like they covered the gamut of successes and challenges with apps in education. Without putting word into their mouths, I don't believe they meant these suggestions to exist as the be-all and end-all deciding factors for neither educators nor app designers, but the considerations provided are very sound. I definitely recommend listening to the conversation for yourself and perhaps twice as I did.

Here are their recommendations:

  • Don't include in-app purchases
    • make a separate app version (lite versions)
    • good example: Tap Typing has one with IAP and one without
  • Don't assume internet connectivity
    • issues of bandwidth
    • speed
    • correctness (web filters/site proxies)
    • block pages etc.
  • Don't assume YouTube connectivity
    • no instructional videos as embeds
    • functionality is gone when YouTube is blocked, as is in most schools
  • Don't base design decisions on what you remember about school
    • talk to teachers (may have great reasons for loving and hating the app/features)
    • enter schools
    • get real feedback from educators
  • Don't assume all users can read
    • some can't to the comprehension level
    • don't depend on too much text
    • use age specific vocabulary
    • don't use ok/cancel buttons
    • use delete/don't delete buttons instead of confirmation buttons
  • Don't use push notifications
    • becomes problematic for teachers when notifications pop-up during class time
  • Don't lock us into your cloud
    • use a universal cloud
    • bad examples: ToonTastic, previous versions of Adobe Voice
    • good examples: Explain Everything
    • we need to get work out of your app for portfolios
    • don't forget local file servers
  • Don't promote signing on Facebook/Twitter
    • users may not be of age to sign up for such services
  • Don't assume users are American
    • speaking apps (should include regional voices)
    • raises the question "why doesn't this app speak Pidgin?"
    • think about where your customers are coming from
    • regional app stores can deliver the right app to the right country
  • Don't get too difficult too soon
    • bring students along slowly
    • avoid early frustration
    • seek for winning streaks
    • keep enthusiasm high
    • calibrate the difficulty ramp
    • bad example: SliceIt
  • Don't assume your users have excellent fine motor skills
    • avoid slight variations in gesture and touch
    • bad example: Draw Racer
    • tiny pixel differences should not cause such wide differences in gameplay
  • Don't encourage students to shake the device to do anything
    • devices will certainly be more prone to break
  • Don't name your app sexual/derogatory name
  • Ensure inventory of ads are age appropriate
    • if flashing content, avoid very rapid ads for possible epilepsy
  • Don't be creepy with user data
    • data transfer must be kept aware of by IT
  • Be careful with location based services
  • Be fun to use
  • Prioritize stability over features
    • if app crashes, a replacement will be quickly found
  • Provide a guide for students and parents
    • in settings
    • on the website
    • give a teacher version of what students will be learning and how
    • good example: ToonTastic (teacher guide and parent guide)
  • Support data export on the device
    • don't go crazy on services
    • choose the most common (Drive, Dropbox)
    • allow converting this file into another
    • good example: iWork can send out as PDF, .pages, .doc
    • give ability to toggle on and off extensions
  • Warn users if files being exported are over the limit
    • iOS photos app won't allow certain sizes to be emailed
  • Think about how to motivate students
    • be mindful of what keeps students using and learning
    • game mechanics
    • good example: Math Bingo
  • Penalize random tapping
    • students shouldn't be able to tap through the game w/o learning
    • avoid random guessing if possible
  • Include the ability to record/playback user activity
    • useful for teachers to provide feedback to students
    • good example: Brushes (as you draw it records)
  • Consider localization
    • localizing your app may provide new sales
    • English and Spanish
  • Consider differentiation
    • good example: Garageband Smart Guitar vs. Guitar
  • Support projectors (different for screen and local on iPad)
    • Apple TV
    • Chromecast
    • Airplay/mirroring