Abstract

When programs get big enough to be called software, they need an architecture. An architecture helps organizing a software's structure so that it is easier to maintain and so that parts of it can be re-used in similar circumstances. When spaced repetition based mobile learning is concerned, re-use is crucial. Spaced repetition learning is an approach that schedules presentation of learning content based on psychological models. Paired with learning games, it can be used to control the flow of the game so that learning content is presented in the most efficient manner. In order to achieve this, the game and the spaced repetition model have to act in a highly interleaved manner. However, the spaced repetition model remains the same, regardless of the game at hand. A useful architecture would design interaction between the spaced repetition model and a game so that developers can focus on the game part and use a minimal interface to turn a simple learning game into a spaced repetition learning game. As space repetition relies on calculated presentation intervals, mobile devices are an optimal platform since they allow for learning anytime. However, mobile devices come with unique constraints that have to be considered when conceiving an architecture. This paper discusses possible software architectures for spaced repetition learning games on the iOS platform as well as architecturally relevant details of spaced repetition learning.

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