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1) The document discusses the process of creating an educational anatomy app, including designing prototypes, learning coding, and following broader development steps. 2) It notes that receiving and addressing user feedback is a major challenge after an app is launched. The solution is to implement a balanced approach based on what most users prefer. 3) Educational apps can benefit users by increasing engagement with interactive materials compared to textbooks, and allowing data collection and gamification of learning. However, app development requires overcoming complex steps and challenges.

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0% found this document useful (0 votes)
102 views5 pages

Rough Draft Revised 2nd

1) The document discusses the process of creating an educational anatomy app, including designing prototypes, learning coding, and following broader development steps. 2) It notes that receiving and addressing user feedback is a major challenge after an app is launched. The solution is to implement a balanced approach based on what most users prefer. 3) Educational apps can benefit users by increasing engagement with interactive materials compared to textbooks, and allowing data collection and gamification of learning. However, app development requires overcoming complex steps and challenges.

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We take content rights seriously. If you suspect this is your content, claim it here.
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Yoshikawa 1

Jun Yoshikawa
Mrs. Pritchett
7th Grade English Writing
09 April, 2021

Creation and Process to Creating an App

Did you know that in the past, doctors would get immense, bulky books to study

the human anatomy? Would you rather study with enormous, heavy books, or would

you study with a well-developed app with quiz questions to test your understanding?

When cellphones did not exist and even today, students, med school students, and

specialized doctors have to study the human anatomy by a big, complicated textbook.

Since there are minimal amounts of apps today that is useful, and that people use them

to study the human anatomy. Regardless the difficulties of creating a human anatomy

app, it is effectively advantageous because of the many grants the students, med school

students, and doctors will have for their study method.

At first, to be able to create an app, there is a series of steps to learn to develop

an app. The first thing to be done is not to just randomly create an app knowing nothing

about programming, so, according to Marco Soares, “Before creating any app, there

needs to be a design phase to it. After a designed prototype is completed, the

development process is done to make the design come to life, and overall, the

development process is a major part of the process to building an app from scratch,”

(Soares). According to Ching, the necessary steps to follow are: “Generate an app idea,

do competitive market research, write out the features for your app, make design

mockups of your app, create your app’s graphic design, put together an app marketing
Yoshikawa 2

plan, build the app with one of these options, submit your app to the App Store, market

your app for maximum exposure, improve your app with user feedback, and bonus: App

making resources.” (Ching) First, we need to learn coding for the development process.

Next, we need to have a designed prototype in order to have a vision of how your app

will function. Finally, you will kick off developing the app from scratch after learning

everything and following these broader steps. To be able to create and develop an app,

you have to pass through a variety of steps in order to work it out.

Another thing to have in mind during and after creating an app, is to know the

challenges and find solutions to it, for an example, feedbacks from your app. After the

app is developed and is launched at the app store, the most difficult challenge is the

feedback in which you will need to solve, as stated in the following texts, “One of the

largest challenges app developers face when releasing their apps is feedback, since

many features they may think are the best, other people may have different opinions on.

A solution to this challenge is a balanced approach with the goal of making the app

mostly liked than disliked by the users, by implementing features that a majority of the

users prefer over others.” (Soares). “Uncovering what your customer wants from your

app is challenging. The only way to fully understand what they want is to listen to their

feedback. So how do app developers know what features to include, retain or remove?

How do they know what needs to be fixed or improved? How do they understand the

motives of the app users?” (Liquid State). According to these texts, the most significant

challenge presented during the process is after the app is created. In which it can be

difficult to make everyone like everything in your app because there is no way to please

everyone with the same contents and tools inside the app. In addition, Soares states that

the solution to this challenge is to make a balanced approach and make something in

some way that more people will like the app than not like the app. For knowing the
Yoshikawa 3

challenges and try to solve these challenges throughout and after the app development is

essential to keep in mind to create a very good app that a big portion of people will want

to use.

Even though there are challenges to face and a great series of steps to conclude

the app, it gives benefits for the users. These benefits can be proved by Britannica and

Heick’s statements: “Interactive diagrams and videos increase student creativity,

motivation, attentiveness, and engagement with classroom materials.” (Britannnica).

“Apps support user registration, which can allow data to be collected, leaderboards to be

shown, and badges to be earned in pursuit of knowledge in a way that textbooks can’t

precisely support due to their inherent breadth-over-depth approach.” (Heick). As we

can notice in these evidence, apps and devices gives more engagement to the students

and makes the studying more entertaining. This app will contain an interactive part, a

motivational section, and other positive incentive. The interactive part will contain

quizzes to quiz their understanding from what they learned, and this is followed by the

motivational section which will contain money from the game and levels to complete.

With these benefits, the users will be more engaged and with easy accessibility, since it

is an app, you can use wherever you would like, as opposed to textbooks in which you

can’t use everywhere you want. This app will also contain 3-D models of the complete

human anatomy, structure of all systems and how all systems from the human body

work. These benefits will help students to study the human anatomy in a more efficient

and hooked way than studying in textbooks.

Apps have great advantages and benefits for the users’ study methods,

regardless, there are also some difficulties because of complex steps to follow and

challenges to solve. The conclusion that was formed, is to be able to create an app, you

need to accomplish and follow to be successful. After and during these steps, you need
Yoshikawa 4

to keep in mind of major challenges and try to solve them, but even though there are

some challenges and steps to follow there is a list of reasons how an app can benefit

users. An example is the human anatomy app, in which, there are some steps to be

followed as Marco Soares stated and challenges to be solved like feedbacks from users.

On the other hand, this app can give benefits to the users such as, not studying with

massive textbooks, easy accessibility, and learning in more entertaining and detailed

way. Educational apps these days can help students and other people to study things that

textbooks can each them, but in a unique way that can include tools and shapes you are

not able to see or in a textbook.


Yoshikawa 5

Works Cited Page

About The Author Terry Heick Founder & Director of TeachThought. “Why Apps
Should Replace Textbooks In Your Classroom.” TeachThought, 30 July 2018,
www.teachthought.com/the-future-of-learning/are-apps-the-new-textbook/.

Joe, et al. “How To Make An App in 2020 From Start to Finish (10 Steps).”
CodeWithChris, 4 Feb. 2021, codewithchris.com/how-to-make-iphone-apps-with-
no-programming-experience/.

“Pros & Cons - ProCon.org.” Tablets vs. Textbooks, 9 June 2020, tablets-
textbooks.procon.org/.

Soares, Marco. “Passion Project.”

“Why Feedback Is Critical for Your App.” Liquid State, 19 July 2019, liquid-
state.com/feedback-is-critical-for-your-app/.

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