How to Create an Education Application_

Introduction

As an effect of the COVID-19 pandemic, downloads of education application worldwide increased by 90% compared to the same period in 2019. In addition, the market for educational apps is expected to reach 350 by 2025 billion dollars.

Society is increasingly geared towards continuous learning. However, we do not need to be left behind in any aspect of our lives, and this type of application has the solution: they allow you to learn at any time and place, entertaining as if it were a game.

Advantages of Education Application

These applications have many benefits, and we are sure that more features will also add to the list as we appliance them.

Automation

Its automation escapes human errors, such as in the accounting of educational centres. For example, they can track student presence or generate receipts fast and efficiently, improving centre operations.

Enhance Creativity and Visualization

Subjects like science or math are easier to know when they can be taught with images, videos, and animations. With educational apps done with more visual resources, students can provide more creative and dynamic learning.

Learn Without Paper

Technological resources like ERP software or mobile apps help educators save time and paper. They record the files online and can send articles, schedules or grades through intelligent devices in electronic formats.

Constant Learning

The methodology promoted by these applications empowers students to learn quickly anytime, anywhere.

Self-Appraisal

The use of technology in education permits the automation of some processes in which a lot of time must also invest, such as correcting exams or assigning grades.

Collaboration Between Students and Teachers

Educators find it easier to help all their students personalized through these technological tools. In addition, it allows them to monitor students and reinforce their learning when necessary.

Types of Education Application

Types of Education Application

Multi-Purpose Learning Platforms

They are also called online course platforms. It is because the user has an extensive catalogue where they can choose which courses are the ones that best meet their needs.

Learning Applications for Specific Subjects

It would be the case with language applications, where we can learn through games and images that help us remember the words learned. In this kind, we find Duolingo, for example.

Support Apps

Future education will let teachers monitor students’ progress and highlight the areas they need to insist on or inform parents of their children’s progress.

Educational Games

The upcoming education will feature the gamification of learning. It is a strategy already being use so that students feel extra motivation when studying a subject.

Learning Management Apps

They can connect with Google, Gmail, Drive or YouTube so that the student has all the materials in a more accessible way.

Essential Elements for Creating Education Application

The essential elements when creating an Edtech application are:

Contents

The way you structure the content is significant. If it takes a long time to complete a task, we get bored, so the use of images is essential. Rewards that maintain attention in the learning process can also highly recommended. More engaging content can also create with these seven dimensions

  • Temporal dimension: Refers to whether the user interaction is synchronous or asynchronous.
  • Communication: unidirectional or bidirectional flow of information.
  • Transaction: In-app purchases capability.
  • Public: general public or limited to a particular group.
  • Multiplicity: Designed for just one user or tailored to a community of participants.
  • Location: Personalized information or functionality based on the user’s location.
  • Identity: adjustment of the information based on the identity of the user

Design

The content is not enough, you have to build a proper learning flow for each audience, or the application will not be successful. When making the design, we need you to take into account these pillars:

Active Participation

Active learning can take a wide variety of forms: touch, swipe, repeat, interpret etc. It also means being free from distractions, staying in control and paying full attention to the learning process. For example, the simple point that a child controls a mouse while reading a cooperative book encourages active participation.

Engagement

Translates to creating an educational app that engages. Engagement occurs on different levels: behavioural, emotional, and cognitive. The design should provide a balanced combination of these levels. When the user finds an answer to each action he performs, he feels he is in control and continues to interact. Enter comments like “Great job!” or “Try again” help strengthen their commitment.

Meaningful Learning

It is one in which the lesson has a purpose, a personal relevance that creates links with the knowledge base. For this to happen, assured principles must be follow, such as contextualization, graduation or systematization.

Social Interaction

makes school-age children learn faster than when they study alone. It is exciting to create a communal area to train their critical thinking, for example, reasoning arguments on a specific topic that help create a deeper understanding.

Technology

Building educational apps for iOS and Android requires a team that contains a business expert, project manager, UI/UX designer, Android, iOS designers, and a QA specialist.

  • There are currently many emerging technologies and approaches waiting to be implemented in schools.
  • It is the case of augmented reality, which can take any situation and environment to a new level of quality that helps us understand it.
  • Another pattern would be virtual reality, which can generate a total immersion in the learning process, enhanced through these experiences.
  • Even Artificial Intelligence can help make adaptive learning a reality. For example, intelligent algorithms could adjust the pace and content to the abilities and needs of each learner.

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