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UX analysis for a language learning app

Ux Analysis for a language learning game
Summary
When it comes to learning a language, most apps are currently very simple, going level by level. I'm working on an app that is a text-based story with side goals to learn different topics and boss battles as quizzes to see how well you learned your level. With this approach, I would keep users on my application by making them interested in both completing the game and learning the language. Think combining Pokemon and Duolingo to create an immersive language learning game.
Research findings
While creating a language learning application we are trying to maintain motivation and understand what the users chances are of fully adopting the second language. Historically, learning a second language was done in a formal setting, with drawbacks such as believing you could be fluent in the language in a few weeks, comparing yourself to other students in class, and the teacher's willingness to teach the language. If the user has more external influences, such as having this second language spoken at home, or informal influences, such as listening to music or living near the country, they are more likely to continue learning the language. With this application by helping maintain motivation for the users by maintaining and protecting motivation and encouraging self evaluation.

Markers of true language understanding are grammar, vocabulary, reading, writing, pronunciation, listening, speaking and culture. We would like to target secondary learners aged 12-17 with this application because these students already understand how language and reading work, allowing them to focus on listening, speaking, reading, and writing skills for the new language. Grammar, vocabulary, meanings, pronunciations, and spellings of the new language are the primary goals for users at this level.

Users who are aware of their learner style will be more effective learners. These learners are 

Communicative: they learn by watching and listening to others communicate.
Analytical: learning entails studying, reading, and revising.
Authority-oriented  Writing in a notebook, having their textbook, etc. 
Concrete learners like playing games and practicing outside of class.
Research Analysis 
Necessities: A quiz to find out learning style, A quiz to find out level of motivation levels, flashcards for words, to be free to play

Unique Features: A text based story for language learning, boss battle as quizzes per each level, manage notifications, create and feed a character based on knowledge of language

Considerations: having a notebook feature, podcast or audio feedback for story, a textbook for what you've learned so far, change from interactive game style or textbook style
watch the process video: here
UX analysis for a language learning app
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UX analysis for a language learning app

Published:

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