The Client and Their Brief

EduMove came to us with the goal of improving students’ health and learning, whilst also making education fun again! Having devised an effective system of movement based learning, EduMove were aiming to produce a range of apps and software to help disseminate this to schools, organisations and the wider public. The apps needed to be fun and intuitive, and needed to appeal to a younger audience. An initial board game was provided as inspiration for the PSHE app, whilst the maths and English apps were to take a more traditional look. This would all have to be published to both iOS and Android, as well as being adapted for use as class focused teaching software.

What We Did

The EduMove apps were built using Javascript and HTML5, allowing them to be used as part of the MoveClass web app. Additionally, these are built to be compatible with the CocoonJS compiler, allowing them to be packaged into iOS and Android apps which run at near native speed.

Digitised the Board Game

The existing board game required players to successfully answer questions and perform exercises to gain points whilst making their way across the board. To replicate this within a mobile game, we began by implementing a tile based movement system based on the game board. Once in place, we created a random number generator to determine how many spaces a player would move on their turn. This was represented through a digital number spinner that would spin when tapped. The player’s character would then move across the board based on the result. If the player landed on a question space, an interface would appear displaying a question and a series of answers. Alternatively, if the player landed on a movement space, an interface would appear prompting them to perform an exercise. The game would end when all players reach the end of the board. To show each player’s score, we created a scoreboard that displays the number of questions correctly answered and the number of exercises performed. As the game was played on a single device, we prompted the player to pass the device to the next player at the end of their turn.

Created an Educational Platform

Separate to the board game, we created a range of applications that focused on key stages 1 and 2 for maths, English and PSHE, as well as SATS and early years learning. The purpose of this was to provide a more focused educational experience that players could pick up at any time. Each application included a series of questions related to the subject, categorised by individual topics. These topics were then made available within the app for players to select. Upon selection, the player could choose the number of rounds they wished to play, with each round containing a set number of random questions and exercises. To test the player’s knowledge, each topic also provided a mock exam containing all questions relating to the topic. Players would earn a score for each question correctly answered and each exercise performed. Based on the player’s final score, they would receive a ranking from 1 to 3. This ranking was then visible via the topic select screen. The purpose of this was to incentivise learning through repeat play, by encouraging players to achieve a greater score in the mock exam. To help the game appeal to a younger audience, we also implemented an avatar system which allowed players to select one of six faces. These faces would then appear during questions and on the final score screen.

Setup Public & Private Distribution

As the EduMove applications were created for educational purposes, it was decided that they be distributed privately to specific schools. The reason for this was to ensure that children using the application were in the correct environment. To achieve this on iOS, we set up a volume distribution method which limited downloads to specified organisations and schools. The invited organisations could then specify the email accounts authorised to download the application. The process of handling private distribution on Android was significantly easier as we were able to provide APKs separate to the store that could be installed by anyone. After a time, it was decided that the private distribution method be replaced by the public distribution of a paid application. The main reason for this was to make the app available to every device and not just those in the classroom.

Implemented In-App Purchases

As the apps gained popularity, the client wanted to expand the range of questions and topics available. Instead of developing separate applications, we opted to introduce in-app purchases. This approach allowed us to monetise the existing user base more effectively. To implement this, we began by creating add-on products within both the iOS and Android stores. These products contained a unique identifier that could be linked to specific content within the app. With these set, we implemented the additional subjects, topics and questions but restricted access based on the add-on’s purchase status. To access the purchase status, we implemented the native APIs required to communicate with the player’s store account. We then modified the subject selection screen so that it displayed the name, price and purchase status for each new product. Selection of a product would submit the ID to the store returning a prompt that allowed the user to make a payment. Once the app was notified of the purchase, the price was replaced with a button to access the new content.

Created a Web Build for Classrooms

As the mobile versions of EduMove were all single player, it was requested that we construct a build of the application for use within the classroom, accessible via the web. This version would allow the teacher to separate children in the class into multiple teams so they could compete against each other. Each team would take in turns answering a question and perfoming an exercise to gain points. All interaction was handled via the teacher, with the interface visible on a large screen. This version of the application included all subjects, topics and questions from the existing apps, making it the complete package.

The Result

To date, EduMove’s apps have received over 2000 downloads and are now used in 35 schools and counting. They have also gone on to train more than seventy teachers in their Physically Active Teaching and Learning (PATL) course, and their movement-based learning approach is now being utilised and promoted by a range of primary and secondary schools, football foundations, universities, colleges and sporting companies. EduMove have also been developing their exciting new MoveClass technology which aims to bring physically active learning into the classroom. Schools using the system have reported improved test scores, more active students, improved concentration and better behaviour amongst students. Similarly, the students themselves, report that they prefer EduMove learning to traditional classroom lessons!

Get In Touch

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