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Target Market

The Learning Apps project is targeted at the telecommunications and information society sector. Within this sector, it will impact the following markets:

Digital educational content: Companies and institutions that provide digital educational content will be able to use ‘Learning Apps’ as a platform for the dissemination and sale of their products. The main types of applications to be incorporate into the system will be all formats of educational content, Web content, SCORM content, PDF content, e-books, accessible content, multimedia content, simulations, educational games, content for mobile devices, etc.

E-learning platforms: Learning platform providers will be able to include their platforms in ‘Learning Apps’, promote them, publicise them and generate business. They will also be able to offer the platform’s tools as independent applications for use in other platforms. For example, Moodle could offer its entire platform, but also, separately, its tools, such as the Moodle chat tool, Moodle Quiz or the Moodle forums, for integration in other platforms.

Social networks: One of the growth areas in the field of social networks is the possibility of incorporating training courses or small ‘knowledge pills’ to explain topics, discuss concepts, etc. Social networks can thus be used as learning platforms and will definitely be incorporated into and used in ‘Learning Apps’.

Distance education: Universities, schools, academies and all other types of training centres will be able to use ‘Learning Apps’ to create new learning platforms or add new tools to existing ones. Schools are the main potential client for ‘Learning Apps’. This category includes both completely virtual schools and schools that combine onsite courses with distance options.

Mobile devices: Mobile devices are increasingly used to access the Internet. As use of the mobile Internet will no doubt continue to rise, ‘Learning Apps’ plans to offer more and more applications for mobile devices. This market will grow and may even become the largest. It is worth noting that ‘Learning Apps’ does not aim to compete with mobile application environments, such as Apple’s App Store. The target publics are different: for ‘Learning Apps’, it will be education companies and lecturers interested in creating customised learning environments, whereas in environments such as the App Store, the target public is end users.

Software apps: Software companies will be able to use ‘Learning Apps’ to offer software applications that can be used in education. These will most likely consist of Web applications; however, downloadable desktop applications will also be allowed. It must be borne in mind that certain subjects require highly specific software applications (e.g., a digital circuit design tool) that are unlikely to be automatically integrated in learning environments and are distributed separately. A global environment, such as ‘Learning Apps’, would encourage companies to make this investment by offering far more potential clients.

Web 2.0 tools and services: Web 2.0 tools and services are one of the most exploited markets on the Internet. Along with content, these types of applications are expected to be among the most common in ‘Learning Apps’. The types of companies that might provide these types of tools and services to ‘Learning Apps’ include both the companies that create them and third-party companies that are familiar with the service and decide to create an integration plug-in for ‘Learning Apps’. For example, a company specialised in the use of ‘Google Apps’ might create the necessary plug-ins to incorporate the service into ‘Learning Apps’.