Creating and Marketing an App that Solves a Problem

Teacher(s) Name: Mrs. Tennessee, Mrs. Davenport

School: ACE at Hermitage

Grade Level(s): Grade 11,Grade 12

Content Area(s): CTE, Technology, Marketing

Lesson Summary

Students from the ACE Center at Hermitage web design/programming class teamed up with students from Hermitage High School’s marketing program to design, develop and market an app that solves a real world problem. Students worked as pair programmers to create the prototype of an app using Code.Org App Lab online App platform. The apps could be original or a modification to a current app available in the Apple App or Google App Store. The app had to meet the needs of industry acceptable standards as related to the graphical user interface and user usability. Through research and data analysis, marketing students collaborated with the programming team to create effective marketing campaigns to promote and advertise the app to potential business investors. The marketing campaign had to be original and include two advertising mediums to reach the target market.

TIPC Ratings

Research & Information Fluency

Rating:Ideal – Explanation: This lesson reached ideal/target because of the independent research and data analysis done by the students. Prior to the implementation of the project, students were lectured on the purpose of marketing research and the ability to identify ways of gathering information and methods of conducting research. During class, marketing students reviewed a case study and explored different research methods. Students brainstormed on marketing activities and discussed amongst their groups the trends and limitations in marketing research. During the planning stage of product development, students facilitated a mini marketing research of their app. Students comprehensively utilized the Internet to explore its competitors’ branding and economic trends such as cell phone usage, target market and current opportunities to partner with wireless communication companies that would potentially support their app development. Students utilized qualitative research to determine the effectiveness of their app based on their target market. Students collected their own research via google form. This marketing strategy enabled them to narrow down their market to a specific audience that they believed would attract potential investors to their app. Students also used advanced research skills such as exploring primary sources based on social media and app popularity, then filtering that data to create a cost analysis for product development.

Communication & Collaboration

Rating: Ideal – Explanation: This lesson reaches ideal/target in communication and collaboration because students initiated the task of choosing their group members wisely and created an app that they brainstormed based on the needs of their identified target audience. Students from the marketing class and the web design team posted their research findings, ideas and advertising samples using web tools such Google docs and NearPod because they were rarely in the same space at the same time. These tools assisted the team members in being organized and structured, granting each member the opportunity to be accountable for their participation in the project. Peer review was orchestrated within each group by providing feedback to one another midstream product development; this promoted collegiality, accountability and confidence. All teams met during and after school reconstructing and refining the components of their app development to ensure all objectives were being met. Students were required to share updates with instructors for the purpose of ensuring validity of their research and to formally assess their progress. Students completed peer evaluations to assess their roles as communicators and collaborative team members. Teachers used this information to hold student conferences to discuss individual accountability and assist with any conflicts or challenges within groups.

Critical Thinking & Problem Solving

Rating: Ideal – Explanation: The programming students implemented the problem solving cycle by identifying a problem that current existed within society and then discover a means to solve the problem. Students then identified and generated a list of possible solutions that required careful evaluation on the chosen solution. Once students had determined the app concept that was going to solve the problem, students had to articulate their solution using digital tools to write and create a presentation to present to the marketing students. Upon completion of this stage, the marketing students were working on the product life cycle along with product development process. This required students to make adjustments to the specification of their app in areas where their product could potentially fall in the product life cycle (introduction, growth, maturity and decline stages). Students were constantly reflecting on the functionality of the app and the marketing campaign to determine the validity and the overall success of the mobile app. Likewise, throughout the programming development of the mobile application, students had to use logic to structurally write the code and utilize debugging strategies to resolve any programming syntax or logical errors.

Lastly, students had to problem solve throughout the collaboration process as they were working with a team of students that they were unfamiliar with. Students had to not only communicate effectively through presentation, but also with one another throughout the planning process. Through the use of effective communication and guidance from teachers students addressed teamwork and time management problems in which they had to implement conflict resolution skills. Students were able to provide this feedback to the teachers via peer evaluations. The evaluations provided evidence that students gain a greater value and awareness of the importance of planning and time management, while working in a collaborative setting.

Creativity & Innovation

Rating: Ideal – Explanation: As a team, students were asked to create, design, and develop both the app and marketing campaign. Students were provided the foundational tools to equip them with the content knowledge; yet given freedom of expression of what type of app to develop and what type of marketing mediums to use.

Student Artifact

Lesson Materials

H21 Lesson Artifacts

Leave a Reply