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mLearning
           Kris Rockwell
Hybrid Learning Systems
What am I going to talk about?
•   What is mLearning?
•   What is an mLearning device?
•   Why do I (you) care?
•   Content for Mobile Devices
•   What may be ahead?
•   What can we do?
“Learning that happens across locations, or that
      takes advantage of learning opportunities
             offered by portable technologies.”
          mLearning, From Wikipedia, the free encyclopedia
“Learning with portable technologies, where the focus is
   on the technology (which could be in a fixed location,
   such as a classroom); learning across contexts, where
   the focus is on the mobility of the learner, interacting
      with portable or fixed technology; and learning in a
       mobile society, with a focus on how society and its
 institutions can accommodate and support the learning
          of an increasingly mobile population that is not
          satisfied with existing learning methodologies.”
                    mLearning, From Wikipedia, the free encyclopedia
Let’s try to narrow it down…
• Learning information delivered to and
  presented on a mobile device
• Information that can be accessed on-demand
  or presented “Just In Time”
• Content accessed in an offline format
• Content that MAY report information to a
  learning management system
According to Gartner Research, worldwide smartphone
 sales are expected to reach 1.28 billion units this year,
     an 11 percent hike over 2007's 1.15 billion devices
                                                     sold.
                                        Wi-fiplanet.com
Mobile Learning Devices
• Hand held devices, running on batteries that
  provide some form of network access
• Lower processing power than traditional
  laptop or desktop computers
• Instant or “always on” functionality
• Extended battery life
eBook Readers
• E-ink technology duplicates the experience of
  reading a paper book
• Limited network or wifi access in most cases
• Battery life of 12+ hours
• Very limited processor
  power
• Very limited input
  methods
Mobile Internet Devices
• Devices that provide access to the internet via
  wireless connectivity
• Usually provide some form of multimedia
  support
• Two to Six hour battery life,
  limited input functionality
• Moderate computing power
• Expandable storage capacity
Mobile Gaming Devices
• Devices that provide access to the internet via
  wireless connectivity
• Two to Six hour battery life,
  limited input functionality
• Strong computing power
• Powerful graphics engines
• Expandable storage capacity
Mobile Phones/Smart Phones
• Small screens, limited text input capabilities in
  some cases
• Long battery life
• Limited multimedia capabilities
  except for smartphones
• Wireless access via wifi or EDGE/3G
• Low cost and global reach
• Low end of the computing spectrum
“Why do I care?”
Kris Rockwell, for the purposes of this presentation
“We think the mobile internet is the dominant
                driving force in the industry.”
                 Chris Shloeffer from T-Mobile Germany
Mobile Device Ubiquity
• Cell phone and smartphones are everywhere
• Platforms are becoming more robust and the
  devices are becoming more powerful
• Device cost is going down
• Younger generations are becoming more
  dependant and more familiar with mobile
  culture
• Devices are becoming a “lifestyle statement”
“quot;Consumers like smartphones because open
      platform[s] mean bigger development
    communities and a better ease of use.quot; ”
                Carolina Milanesi, The Gartner Group
Device Platforms
• Devices continue to develop based on bigger,
  more open (in most cases) platforms
• Open platforms spur large development
  communities and broad support
• More powerful devices can support more
  powerful software (more on this later)
• Faster network components allow for more
  robust content
What about the content? or: “How I learned to
   love the 1996 internet standards (sort of)”
                      (With respect to Stanley Kubrick)
Rethinking Content
• Mobile content suffers from many caveats
  – Wide variety of device types
  – Small device screens and resolutions
  – Low power device processors
  – Limited bandwidth
  – Limited browser functionalities
  – Shorter user attention spans
It’s All About the Context
• Understanding the user can help you define
  the content
• Consider the “two minute lesson”
• Job aids and support
• Short refresher courses
• Assessments and “on-the-go” exams
Simplifying the View
• A reduction in the uses of images
    – Small screens are hard to see
•   Text based information in short pieces
•   Simple, basic HTML content is suitable
•   Limited, if any, multimedia files
•   Basic interactions that utilize one of two “soft
    buttons”
Possible Strategies
• Wireless Access Protocol (WAP) based content
• XML based content
  – On the go content generation accessible over
    existing networks
  – Simple content rendered using XSLT
• Possibility of a mobile SCORM/AICC player
• Darwin Information Typing Architecture (DITA)
• DITA Document viewer for
  mobile devices
• Server-based application
• Works with mobile browsers
  that have AJAX support
• Open Source software
• http://monkeywrench.hybrid-
  learning.com/
And then I saw this…
The Future of mobile devices
Enter the iPhone
• Mobile devices are taking a quantum leap
  forward in power and functionality
• Devices are becoming integral parts of life
• Information is becoming easier to access in a
  quicker more robust manner
• Input methods are becoming more intuitive
• Content that runs on a desktop PC can run on
  a mobile phone
The “I can’t believe it” App
     X-Plane on the iPhone




A full fledged, 3D flight simulator
The Google Effect
• In November 2007 Google unveiled
  “Android”, it’s mobile phone
  platform
• Open, Java based programming platform
  available under the Apache free-software
• Coincided with the Open Handset Alliance
  (OHA) to develop open standards for mobile
  phones
Improved Platforms
• New devices offer better opportunities and
  lifecycles
• “Field Refresh” capabilities allow for a longer
  lifespan
• Expanded device ecosystems build better
  relationships between vendors, operators and
  providers
• Larger infrastructure for easier distribution
What Can We Do?
•   Recommended device standards
•   Content guidelines
•   Case studies and scenarios
•   Player guidelines
•   LMS integration scenarios
•   Mobile track at an upcoming meeting
Questions/Comments
Kris Rockwell
          Hybrid Learning Systems
kris.rockwell@hybrid-learning.com
               Tel. 1 724 628 6800
         www.hybrid-learning.com

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Mobile Learning V2

  • 1. mLearning Kris Rockwell Hybrid Learning Systems
  • 2. What am I going to talk about? • What is mLearning? • What is an mLearning device? • Why do I (you) care? • Content for Mobile Devices • What may be ahead? • What can we do?
  • 3. “Learning that happens across locations, or that takes advantage of learning opportunities offered by portable technologies.” mLearning, From Wikipedia, the free encyclopedia
  • 4. “Learning with portable technologies, where the focus is on the technology (which could be in a fixed location, such as a classroom); learning across contexts, where the focus is on the mobility of the learner, interacting with portable or fixed technology; and learning in a mobile society, with a focus on how society and its institutions can accommodate and support the learning of an increasingly mobile population that is not satisfied with existing learning methodologies.” mLearning, From Wikipedia, the free encyclopedia
  • 5. Let’s try to narrow it down… • Learning information delivered to and presented on a mobile device • Information that can be accessed on-demand or presented “Just In Time” • Content accessed in an offline format • Content that MAY report information to a learning management system
  • 6. According to Gartner Research, worldwide smartphone sales are expected to reach 1.28 billion units this year, an 11 percent hike over 2007's 1.15 billion devices sold. Wi-fiplanet.com
  • 7. Mobile Learning Devices • Hand held devices, running on batteries that provide some form of network access • Lower processing power than traditional laptop or desktop computers • Instant or “always on” functionality • Extended battery life
  • 8. eBook Readers • E-ink technology duplicates the experience of reading a paper book • Limited network or wifi access in most cases • Battery life of 12+ hours • Very limited processor power • Very limited input methods
  • 9. Mobile Internet Devices • Devices that provide access to the internet via wireless connectivity • Usually provide some form of multimedia support • Two to Six hour battery life, limited input functionality • Moderate computing power • Expandable storage capacity
  • 10. Mobile Gaming Devices • Devices that provide access to the internet via wireless connectivity • Two to Six hour battery life, limited input functionality • Strong computing power • Powerful graphics engines • Expandable storage capacity
  • 11. Mobile Phones/Smart Phones • Small screens, limited text input capabilities in some cases • Long battery life • Limited multimedia capabilities except for smartphones • Wireless access via wifi or EDGE/3G • Low cost and global reach • Low end of the computing spectrum
  • 12. “Why do I care?” Kris Rockwell, for the purposes of this presentation
  • 13. “We think the mobile internet is the dominant driving force in the industry.” Chris Shloeffer from T-Mobile Germany
  • 14. Mobile Device Ubiquity • Cell phone and smartphones are everywhere • Platforms are becoming more robust and the devices are becoming more powerful • Device cost is going down • Younger generations are becoming more dependant and more familiar with mobile culture • Devices are becoming a “lifestyle statement”
  • 15. “quot;Consumers like smartphones because open platform[s] mean bigger development communities and a better ease of use.quot; ” Carolina Milanesi, The Gartner Group
  • 16. Device Platforms • Devices continue to develop based on bigger, more open (in most cases) platforms • Open platforms spur large development communities and broad support • More powerful devices can support more powerful software (more on this later) • Faster network components allow for more robust content
  • 17. What about the content? or: “How I learned to love the 1996 internet standards (sort of)” (With respect to Stanley Kubrick)
  • 18. Rethinking Content • Mobile content suffers from many caveats – Wide variety of device types – Small device screens and resolutions – Low power device processors – Limited bandwidth – Limited browser functionalities – Shorter user attention spans
  • 19. It’s All About the Context • Understanding the user can help you define the content • Consider the “two minute lesson” • Job aids and support • Short refresher courses • Assessments and “on-the-go” exams
  • 20. Simplifying the View • A reduction in the uses of images – Small screens are hard to see • Text based information in short pieces • Simple, basic HTML content is suitable • Limited, if any, multimedia files • Basic interactions that utilize one of two “soft buttons”
  • 21. Possible Strategies • Wireless Access Protocol (WAP) based content • XML based content – On the go content generation accessible over existing networks – Simple content rendered using XSLT • Possibility of a mobile SCORM/AICC player • Darwin Information Typing Architecture (DITA)
  • 22. • DITA Document viewer for mobile devices • Server-based application • Works with mobile browsers that have AJAX support • Open Source software • http://monkeywrench.hybrid- learning.com/
  • 23. And then I saw this… The Future of mobile devices
  • 24. Enter the iPhone • Mobile devices are taking a quantum leap forward in power and functionality • Devices are becoming integral parts of life • Information is becoming easier to access in a quicker more robust manner • Input methods are becoming more intuitive • Content that runs on a desktop PC can run on a mobile phone
  • 25. The “I can’t believe it” App X-Plane on the iPhone A full fledged, 3D flight simulator
  • 26. The Google Effect • In November 2007 Google unveiled “Android”, it’s mobile phone platform • Open, Java based programming platform available under the Apache free-software • Coincided with the Open Handset Alliance (OHA) to develop open standards for mobile phones
  • 27. Improved Platforms • New devices offer better opportunities and lifecycles • “Field Refresh” capabilities allow for a longer lifespan • Expanded device ecosystems build better relationships between vendors, operators and providers • Larger infrastructure for easier distribution
  • 28. What Can We Do? • Recommended device standards • Content guidelines • Case studies and scenarios • Player guidelines • LMS integration scenarios • Mobile track at an upcoming meeting
  • 30. Kris Rockwell Hybrid Learning Systems kris.rockwell@hybrid-learning.com Tel. 1 724 628 6800 www.hybrid-learning.com