ConText By: Team Flirt.

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Presentation transcript:

ConText By: Team Flirt

Meet the Team Robert Matt Noah Robert Michelle Research Feasibility Presenter Feasibility Solution Research Solution Presenter Web Master Presenter Team Leader

What is ConText? An ESL educational app that utilizes visual representations of words with more than one meaning for ease of learning. Think of them as visual puns. Example: Bat vs. bat

Problem Definition Due to the reiterative nature of the English language, nonnative speakers easily misunderstand the various meanings of similarly spelled words.

Societal Problem English is a complex language: Impact: Colloquialisms Homonyms Context Impact: Grades Confidence Overall communication Some words have the same spelling and pronunciation, but different meanings. Context plays a fundamental role in distinguishing between them. This is especially challenging for non-native English speakers.

Problem Characteristics English can be tricky to learn Some words sound or look the same but have different meanings Games exist for this but are not very engaging Associating words without context requires exposure to the words and what they pertain to. This will facilitate the learning and understanding of useful, but confusing, English words. Learning this can be a little boring.

Customer base English as a Second Language (ESL) students College level Native English speakers Ages: approximately 15- 20+ Anyone with an interest in word play

Solution Answer: Straw

Goals and Objectives Create a mobile app to help ESL students learn common difficult words to Build confidence Improve retention Bridge communication gaps HAVE FUN! :)

Process Flow (Before)

Process Flow (After)

Functional Component Diagram

Software Development Android Studios Mobile App Visual Representations Exposure Bridge Language Gap Facilitate Learning Java Visual representations of the various definitions of words will be provided to bridge language barriers.

Feasibility Analysis With the current parameters of ConText there is a growing market of users and a gap in the market for ConText to fill.

Solution- What will it do? Provide a fun and engaging way to learn through the use of Homonyms Colloquialisms Visual puns Be accessible to Android devices Track players’ progress

Solution- What will it NOT do? Replace a proper English class Quiz for learning progress Collect individual user data

Market Analysis + Benefits How much growth is there in the ESL customer base? Public School Students Participating in ESL Programs # US % # Virginia 2003-04 4,217,026 8.8 60,101 5.1 2008-09 4,439,514 9.2 86,745 7.1 2009-10 4,364,510 9.1 86,475 7.0 2010-11 4,370,004 87,752 2011-12 4,389,325 91,431 7.4 2012-13 4,397,318 92,937 2013-14 4,460,956 9.3 93,995 7.5 Increasing Population of ESL Students Nationwide 2003-2013 : +180,292 +0.5% Growth (U.S., 2015)

Market Analysis + Benefits How many adult ESL students and other non-english speakers could benefit? 1980 1990 2000 2010 2013 Speaking a Language Other than English at Home 23,060,040 31,844,979 46,951,595 59,542,596 61,748,740 Share Speaking Foreign Language 11.0% 13.8% 17.9% 20.6% 20.8% (Data, 2014) School name (state) Percent of 2013 graduates who participated in ESL University of Tulsa (OK) 9% Syracuse University (NY) 7% Binghamton University—SUNY 6% La Roche College (PA) Massachusetts Institute of Technology Increasing Population of Primarily non-english Speakers Nationwide 1980 - 2013 : +38,688,700 = +9.8% Growth (Haynie, 2015)

Market Analysis + Benefits How many potential customers would have access to an app? % of U.S. adults who own the following devices (Pew, 2015) Growth in the Mobile Phone and Tablet Market Growth in Mobile Phone and Tablet Usage (Chaffey, 2016)

Market Analysis + Benefits How successful have other apps been? Title Rating ★/5 # of Ratings Downloads (Android Only) Learn English with Lingo Arcade* 4.5 1120 - Verb Smash - English Grammar Tenses - ESL Course* 7 ESL-WORD-PLUS* 4.4 34 5,000 SenGram - English Grammar Game - Sentence Diagramming* 4.0 98 Spaceteam:ESL* 4.1 283 10,000 Fun English Language Learning Games & ESL For Kids* 486 BrainPOP ESL* 3.7 1193 100,000 *data gathered from Google Play Store and Apple App Store

Market Analysis + Benefits Competition Matrix: how does this app compare to others? ConText ESL-WORD-PLUS Spaceteam:ESL BrainPOP ESL Homonyms ✓ ✘ Interactable Spelling Visual Representations Funny Audio

Conclusion ConText is a mobile application aiming to strengthen the understanding of the english language for English as a Second Language students and adults who want to practice the language. Through visual puns with letter suggestions the app will provide experience with english colloquialisms and homonyms. An expanding customer base and development for the android platform gives ConText a large audience to assist.

References ESL Student Population Device Ownership Growth U.S. Department of Education, National Center for Education Statistics, Common Core of Data (CCD), "Local Education Agency Universe Survey," 2003-04 through 2013-14. (This table was prepared December 2015.) https://nces.ed.gov/programs/digest/d15/tables/dt15_204.20.asp Device Ownership Growth Pew Research Center survey conducted March 17-April 12, 2015. Smartphone data based on Pew Research Survey conducted June 10-July 12, 2015. Trend data are from previous Pew Research surveys. http://www.pewinternet.org/2015/10/29/technology-device-ownership-2015/pi_2015-10-29_device-ownership_0-01/ College ESL Percentages Haynie, D. (2015, July 14). Colleges With the Highest Percentage of ESL Students. Retrieved March 01, 2017, from https://www.usnews.com/education/best-colleges/the-short-list-college/articles/2015/07/14/colleges-with-the-highest-percentage-of-esl-students http://www.usnews.com/education/best-colleges/the-short-list-college/articles/2015/07/14/colleges-with-the-highest-percentage-of-esl-students US Foreign Language Speakers Data for 2000, 2010, and 2013 are from American FactFinder for the American Community Survey and the 2000 Census. Figures for 1990 are from 1990 Census tables. Figures for 1980 are from the 1980 Census. http://cis.org/record-one-in-five-us-residents-speaks-language-other-than-english-at-home Mobile Use Growth Chaffey, D. (2016, October 26). Mobile marketing statistics 2016. Retrieved March 01, 2017, from http://www.smartinsights.com/mobile-marketing/mobile-marketing-analytics/mobile-marketing-statistics/ Kantar Worldpanel ComTech. (n.d.). Retrieved March 01, 2017, from https://www.kantarworldpanel.com/global/smartphone-os-market-share/

References Mobile App Data Ltd, Innovative Mobile Apps. "Learn English with Lingo Arcade on the App Store." App Store. Innovative Mobile Apps, 07 Mar. 2017. Web. 12 Mar. 2017. https://itunes.apple.com/us/app/learn-english-with-lingo-arcade/id574623456?mt=8 Nathan Trenchard. "Verb Smash - English Grammar Tenses - ESL Course." App Store. Nathan Trenchard, 11Jan. 2017. Web. 12 Mar. 2017. https://itunes.apple.com/us/app/verb-smash-english-grammar-tenses-esl-course/id980610889?mt=8 eduterialsapps. "ESL-WORD-PLUS." Play Store. Eduterials Limited, 31 May, 2015. Web. 12 Mar. 2017. https://play.google.com/store/apps/details?id=com.kizphonics.eslwordplus&hl=en Soferio Pty Ltd. "SenGram - English Grammar Game - Sentence Diagramming." App Store. Soferio, 04 Feb, 2014. Web. 12 Mar. 2017. https://itunes.apple.com/us/app/sengram-english-grammar-game-sentence-diagramming/id512943810?mt=8 Henry Smith. "Spaceteam: ESL." Play Store.Henry Smith , 17 Sep, 2015. Web. 12 Mar. 2017. https://play.google.com/store/apps/details?id=com.sleepingbeastgames.spaceteamXESL&hl=en Studycat Limited. "Fun English Language Learning Games & ESL for Kids." App Store. Studycat Limited, 13 Dec, 2016. Web. 12 Mar. 2017. https://itunes.apple.com/us/app/fun-english-language-learning-games-esl-for-kids/id428920239?mt=8 BrainPOP . "BrainPOP ESL." Play Store. BrainPOP , 19 Jan. 2017. Web. 12 Mar. 2017. https://play.google.com/store/apps/details?id=com.brainpop.brainpopeslandroid&hl=en