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MARKET REQUIREMENTS MATH SUPERHEROES SIMIONOV ANDRA
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MARKET REQUIREMENTS

MATH SUPERHEROES

SIMIONOV ANDRA

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TABLE OF CONTENTS

1 TARGET MARKET .............................................................................................................................. 3

2 COMPETITIVE OFFERING ......................................................................................................... 3

2.1 BRIEF SYNOPSIS ......................................................................................................................... 3

2.2 EXAMPLES OF COMPETITIVE MATH APPS ....................................................................................... 4

2.2.1 Mr Thorne's Maths Universe............................................................................................................. 4

2.2.2 Let’s Do Mental Maths for Ages 10-11 .............................................................................................. 5

2.2.3 Slice it!.............................................................................................................................................. 6

2.2.4 Operation Math: Code Squad............................................................................................................ 7

2.2.5 Motion Math: Fractions! ................................................................................................................... 8

3 BUSINESS REQUIREMENTS .............................................................................................................. 9

3.1 BRIEF INTRODUCTION ................................................................................................................. 9

3.2 LIST OF BUSINESS REQUIREMENTS.............................................................................................. 9

3.3 COMPETITIVE ANALYSIS ............................................................................................................ 10

4 USER SCENARIOS ............................................................................................................................ 11

4.1 PERSONAS ............................................................................................................................... 11

4.2 EXAMPLES OF USER SCENARIOS .................................................................................................. 12

4.2.1 Alice starts the Math Superheroes app ...........................................................................................12

4.2.2 Alice solves the Easy level ...............................................................................................................12

4.2.3 Kevin plays Math Superheroes with another friend........................................................................12

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1 TARGET MARKET

It is now asserted that smartphones are a part of everyday life and children are often exposed to them from

the day they are born - with thrilled parents taking short videos and photos. The use of smartphone amongst

primary school children and toddlers is also growing exponentially as children have more access to

smartphones through their parents (increasing mobile penetration globally) and as schools embrace

technology.

As a result, the mobile apps for children is a newly emerging market that is already gaining strength as mobile

technology is increasingly used in schools and smartphone penetration strengthens globally. Moreover, as

children become more technically involved, and the lines between computers and phones get further blurred,

we expect to see a rise in educational and child appropriate apps for iOS and Android.

Our mobile app, Math Superheroes will be an extension for our latest exercise book, Super Math. The app is

developed specifically for children who can make concrete operations and simple math exercises.

The market segmentation for our product focuses on one key area of potential customers: children between

the ages of 7 and 12. According to Jean Piaget, the first psychologist to make a systematic study of cognitive

child development, children aged between 7 and 12 years old go through the Concrete Operational stage.

During this stage, they gain the abilities of conservation (number, area, volume, orientation) and reversibility.

Their thinking is more organized and rational, so they can solve problems in a logical manner, but are typically

not able to think abstractly or hypothetically.

2 COMPETITIVE OFFERING

2.1 BRIEF SYNOPSIS

adjust, a mobile attribution and analytics company that provides app marketers with a comprehensive business

intelligence platform made a report in August 2014, offering valuable insights into the number of mobile

educational apps.

The report states that there are 11,393 apps in the Apple App Store that help young children learn how to

count and also 7,367 math apps for young children, which is 43.7% of math apps available for primary and high

school students (16,855).

As the numbers above shows, the market of educational mobile apps is rapidly growing, making mobile

developers’ task a constant challenge. The general criteria when making an app for children is that it should

primary focus on playing and subsidiary learning. It became harder to make an appealing story thorough which

children can create their own knowledge instead of receiving it, because of the traditional system implemented

in schools.

Next will be depicted 5 of the most interesting math apps already launched on the market.

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2.2 EXAMPLES OF COMPETITIVE MATH APPS

2.2.1 Mr Thorne's Maths Universe

Created by the successful Mr Thorne Productions team, Mr Thorne's Maths Universe is

intended to provide practice for children around 6 and 11 years who already understand

the process of subtraction, as there are no tutorials offered.

Mr Thorne's Maths Universe is a compilation of over 100 mental math tests based on addition, subtraction,

multiplication and division. The app includes the previously released 4 math apps together on one product:

Addition Space Station, Subtraction Galaxy, Times Table Terra, Divide and Conquer (Figure 1). The main goal is

to score 10 out of 10 on each difficulty setting and win a world for your 'Discovery' collection.

This app is suitable both for classroom and for home practice, but has no collaborative modules in order to

encourage cooperative learning.

Besides the design, Mr Thorne's Maths Universe is a regular app based on constant testing children

understanding of math operations and does not provide another skill learning paths.

The app is compatible with iOS and it costs £2.99.

Figure 1

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2.2.2 Let’s Do Mental Maths for Ages 10-11

Created by Andrew Brodie and winner of the Gold Award 2014 (Primary Teacher Update),

Let’s Do Mental Maths for Ages 10-11 helps children to practice their mental math skills

against the clock and prepare for tests.

The app has an endless variety of different questions covering place value, addition,

subtraction, multiplication, division, fractions, time, measure and shape and provides the

user with 3 main quiz areas (Figure 2 and Figure 3):

Starter questions – random questions aimed as a ‘warm-up’ activity.

Progress tests – 7 sets of 20 questions to explore the math ability and tracking score.

Practice quizzes – An unlimited quiz set to check skills.

Regarding the interface, Let’s Do Mental Maths for Ages 10-11 is a colorful app, full audio throughout and easy

to navigate.

In spite of all the above aspects, the app doesn’t encourage group activity, being designed for individuals.

The app is compatible with iOS and it costs £2.29.

Figure 2

Figure 3

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2.2.3 Slice it!

Created by Com2uS USA, Slice it! is an engaging game for children around 8-10 years,

which challenges the user to slice shapes into pieces that are equal. Besides its aim for

playfulness, the app teaches kids to visualize geometric figures in a new manner and

provides them 200+ stages of game play.

Users can play stages again in order to rank higher on the five-star scale of assessment, or

can choose to participate in speed rounds to see how many stages they can pass in 60

seconds. This helps children to find themselves more confident and positive about their mathematical skills.

In terms of design, this puzzle game resembles a piece of notebook paper and the graphics, lines, and numbers

have a typeface that appears to be pencil or crayon (Figure 4).

The app doesn’t provide collaborative task, but it encourages the user to compete with against himself in order

to develop his mathematical mind and a good grasp of spatial relation.

The app is compatible both with iOS (it costs $0.99) and Android (free of charge) and is available in 7

languages: English, French, German, Italian, Japanese, Korean and Spanish.

Figure 4

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2.2.4 Operation Math: Code Squad

Created by Spinlight Studio, Operation Math: Code Squad is a multiplayer math game

for children around 9-11 years, that sets the user an agent, trying to foil Dr. Odd’s evil

plan by solving math problems and defusing the bomb.

The app provides practice in either addition, subtraction, multiplication, division, or any

combination of operations for numbers 1-20.

There are 21 missions centered on three different skill levels: Easy, Medium, or Difficult

for testing any grade.

Code Squad has four virtual keypads (Figure 5), challenging the multiplayers to reach each level of difficulty

through teamwork and quick wit. Each player receives five lives and as long as they answer the question

correctly, they keep their lives, but a wrong answer takes away one life. If one user loses all of his lives before

the end of the round, his station is turned off while the others keep playing.

The design of the app is an engaging one, with a spy-themed action that makes a fun alternative to traditional

manuals and books. Owing to the story behind the app and the role-playing part, children develop their

mathematical skills without making an effort.

The app is compatible both with iOS (it costs $2.99) and Android ($2.99), and is available only in English.

Figure 5

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2.2.5 Motion Math: Fractions!

Motion Math: Fractions! is an innovative learning game, developed at Stanford School

of Education and created by Motion Math, that provides children aged between 8 and

12 years dynamic lessons about fractions.

The game begins with a star containing fractions written in standard form – numerator

over denominator and follows the star’s struggle to return to its home in a far-away

galaxy. (Figure 6 and Figure 7)

As the game progresses, users are given different representations of fractions including

decimals, percentages, and pie charts in order to familiarize with the concept.

The children are motivated to keep playing and learning through the game, while bonus levels give important

lessons about comparing fractions.

Due to its clear visual representations and exclamations, Motion Math: Fractions! forecasts any sign of user

boredom. Moreover, teamwork is encouraged as multiple players can be entered on a single device, and high

scores are being tracked.

The app is compatible both with iOS (it costs $3.99) and Android ($2.99), and is available only in English.

Figure 6 Figure 7

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3 BUSINESS REQUIREMENTS

3.1 BRIEF INTRODUCTION

The investigation on the mobile math apps offered valuable insights into how a child’s attention is drawn to

math concepts using digital devices. Teaching with games motivates and engages children, especially those

aged between 7 – 12 years. On the contrary, the old traditional approach might not really help kids understand

the concept entirely and mastery can be an uphill battle. In addition, the equations and formulas being taught

are too abstract for kids to relate to something concrete.

In order to develop kids’ conceptual understanding and diminish the boredom, our mobile app - Math

Superheroes turns the player into a hero because a hero doesn’t get bored and is always in control. The main

idea is to empower the child and make him realize that math can be fun and useful. Also, we want to help

children understand that everything is, in some sense, mathematical and mastering math concepts allows you

to see how it relates to other sciences.

3.2 LIST OF BUSINESS REQUIREMENTS

The main business need of the company is entering the mobile apps market with an extension game for their

latest published book. Moreover, the game is based on multidisciplinary methods of learning, which sets the

app apart from the existing products that focus on one subject.

The main requirements for Math Superheroes are:

1. Math Superheroes will have 3 possible scenarios for learning math by making connection with other

domains: History, Geography and Physics.

2. The app will be designed around a city and the user will be able to pick from 7 different locations with

their own mission: pizzeria, train station, garage, theater, museum, his virtual house, the zoo and a

school. Each of the mission has a conflict between the superhero and an evil part that wants to destroy

the location.

3. The app will provide the user with 5 characters (superheroes) and besides the last character, each of

them will be able to make one the next operations: addition, subtraction, multiplication and division.

The last superhero knows all the math operations.

4. The main goal of the user is to win the battle with his enemies by solving math problems that unlock

the superpowers of the superhero.

5. The game will have 3 levels of difficulty: Easy, Medium and Difficult.

6. The math quizzes will: be true – false questions, open answer questions, type in a word or number and

multiple choice questions. The quizzes will contain text, images, sounds, hints, detailed answers,

settings for difficulty, allowed time, and points.

7. The app will allow up to 3 multiplayers on different devices with an Internet connection.

8. During the mission, the high scores are being tracked and the user will be able to access bonuses.

9. The app will be compatible both with Android and iOS.

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3.3 COMPETITIVE ANALYSIS

Math

Superheroes

Mr Thorne's Maths

Universe

Let's Do Mental

Maths for Ages 10-

11

Slice it!

Operation Math:

Code Squad

Motion Math:

Fractions!

Has a story that

make the user

learn in a fun way

Teamwork and

collaboration is

encouraged

Evaluate

knowledge in a

non-invasive way

Compatible with

both Android and

iOS

Combines math

concepts with

other fields of

study

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4 USER SCENARIOS

4.1 PERSONAS

Name

Alice

Kevin

Quote

I want to find a stronger motivation to learn math than my

manuals give me.

If playing helps me learning, then I want to play at school

too!

About

Age: 11

School: Private

Lives in: Bucharest

Gear: iPhone 5

Style of learning: visual

Age: 8

School: Public

Lives in: Tulcea

Gear: Samsung S3

Style of learning: auditory

Goals

Seeking validation

Find motivation to learn science subjects from school

Be challenged

Have fun

Like things that match his interests

Hobbies

Making jewelry, Painting

Video games, Playing chess

Features of the

perfect mobile app

Step by step tutorials

Image as well as text question format

Fast performance

“Catchy” design style

Rewards for performance

Prompts, call to action

Progressive levels of complexity

Familiarity

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4.2 EXAMPLES OF USER SCENARIOS

4.2.1 Alice starts the Math Superheroes app

Alice starts up Math Superheroes on her iPhone 5 and sees a page where she can choose which subject should

be related with the math exercises. She chooses History, because she will have a test next week and wants to

practice before. Then she chooses the Easy level, because she needs to begin with exercises that will maintain

her self-confidence up. After that, she sees 5 superheroes and she selects the Amazing one that provides all the

4 types of operations (addition, subtraction, multiplication, division). As a location, she chooses the theater and

the app launches a new page with a stage on the middle of the screen and some masks.

4.2.2 Alice solves the Easy level

After launching the app and selecting the location and the superhero, Alice receives a message on the screen

that sets the story and the goal of the mission. Alice finds out that the main character of the play Sinbad the

Sailor was kidnapped by some Vikings. Alice must solve her first task: figure out how to take her superhero to

the time machine by solving a basic multiplication equation. Alice solves another 10 equations in order to

unlock the powers of the superhero and gets to the Level 2, where she can actually save Sinbad. Alice goes

through 2 move levels and 40 equations and feels she reviewed the main concepts of solving basic math

operations.

4.2.3 Kevin plays Math Superheroes with another friend

Kevin is a little anxious because of his colleagues from school that are able to answer quickly to math questions

during class. He decides to practice with a friend from another school. After getting his father approval, he sets

on the mobile data on his father’s phone and launches Math Superheroes. He chooses Geography as a subject

related to the math exercises, Medium as a difficulty level and the train station as a location. Then he sees a

page where he can select the favorite superhero – he goes with Multiplication.

The next page that appears on the screen depicts a bench next to a train where his friend’s superhero, the

Amazing one waits for the superhero selected by Kevin. He and his friend must solve correctly 20 equations in

order to get to the station where the enemies keep the conductor of the train. After solving 3 levels, Kevin’s

friend loses all his lives, thing which makes Kevin fully responsible for the mission. Kevin solves another 10

multiplication equations, but on the last level he loses the game, as he fails to give the correct answer for the

last exercise. Even though he lost the mission, Kevin is pleased because he practiced the multiplication

operation and his time of response decreased significantly.