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.