6. WHAT IS MOBILE
LEARNING?
Mobile learning is:
• the acquisition or modification
of any knowledge or skill
Learner • through communication and/or
collaboration
• with the use of mobile
technology,
Device
• which results in performance
improvement
14. DEMO (REWARDS BASED LEARNING, LOCATION
BASED LEARNING, MICO LEARNING & SOCIAL
AWARENESS)
GREEN GAMIFICATION
15. MLEARNING TACTICS
Performance Support
Mobile Learning Courses
eBooks
Micro Learning
Gamification (Game-based Learning)
Augmented Reality
Classroom Support
Location-based Learning
Quizzes and Assessments
Job Aids / Checklists
Social Learning
25. HARDER DECISION
– NATIVE OR WEB
Native App Hybrid App Mobile Web
Functionality Native + Web Universal + Web Web
Build One for each Single build across Single build across
platform all platforms all platforms
Cost Highest Cost Moderate Lowest Cost
Speed Very Fast Native (as needed) Fast
Network No Limitations Data Connection Data Connection
27. NOT A PROBLEM - TOOLS
Storyline
Content Tools
Problem is Rapidly CS6
Being Solved
Lectora
28. TECHNICAL CONSIDERATIONS
Network Limitations
Device Limitations (especially smartphone)
Backend Integration – LMS, LCMS, etc
Reuse, Build vs. Buy
Cost
For the most part, it’s all about the user experience …
29. MLEARNING ADOPTION BARRIERS
Concerns for Content Security
Lack of Standards
Integration with Enterprise Platforms
Standard Set of Tools
Existing content
E-Learning Guild Survey
31. RESOURCES
E-Learning Council
• Peer-to-Peer community
• www.elearningcouncil.com
mLearning Council
• Open BLOG for (just started)
• www.mlearningcouncil.com
32. • Mobile Learning • Mobile Learning
• Mobile Strategy • E-Learning
• Mobile Web • Courseware Development
• Mobile App Dev • LMS Implementation
• Mobile Marketing • App Dev
www.atomicaxis.com www.microassist.com
1.866.200.6650 512-794-8440
Hinweis der Redaktion
Laptop Used a few times a day, but for extended periodsNot always with ownerAd hoc connectionsMobile DeviceUsed continuously during more times a day, but only for very brief periods Within 2’ of its owner at all timesContinuous Connection
The video shows mobile is growing very rapidly and will soon become the first way that people will access information on the Internet. As training professionals it is a trend we have to consider and plan for.
Move from desktop to mobile = Not just talking device growth. Work is happening everywhere. Emails are being answered in airports and taxis. Documents are now drafted in the air. Content is being created in context. Our learners want learning when they need it, where they need it rather than when we can deliver it. your device is always with you, it’s always connected to the network. This makes it easy to delivery learning at the point of need rather than learning
Your phoneis always with you, it’s always connected to the network—always on/always there. This makes it easy to delivery learning at the point of need rather than learning in a classroom far from the point of need.The always on/always there nature also enables Gamification as well as Micro-Learning. Training Anywhere/Anytime = Increase learner’s access to information
Smartphones enable new modes of learning. Smartphones have easily accessible sensor packages such as cameras, GPS and microphones that enable interaction with the Real World. Smartphones are also natively setup for collaboration—At it’s base it’s a communication device—a phone. Phone/Email functionality is baseline but most smartphones are setup to also enable easy interaction with Social Media such as Facebook and Twitter
CanmLearning reduce the cost of training? Doesn’t it cost a lot to recreate content for mobile devices? Perhaps? Something to consider is that mLearning might reduce the Total Cost of Training. Learning is not restricted to the classroom or the desktop but can be done out in the field. Is learning at the time of need more effective?You decideShould this be changed to TCO Cost Reduction?Should these all be on one slide?
Quick Sky Map Demo – Solar Eclipse, Venus Transit. An example of Learning in ContextAurasma Demo – An example of Augmented Reality
Atomic Axis created this app for Whole Planet Foundation and Whole Foods. The goal of the app is to educate Whole Food customer on green behavior and then provide motivation for the consumer to exhibit green behaviorDEMOShow Green Actions, show explanation of green actionsShow AwardsShow charities and explanation of charitiesSo this app teaches by giving information in small chunks, it motivates using gamification and real world awards in the form of coupons. It re-inforces the teaching by providing repeated access to information
We have demonstrated some of the commonmLearning Tactics. Performance Support is often the easiest to implement and the first tactic. Sending small of information at a regular basis is another common tactic used to Alex will show you how some of these tactics are being used by Dell.
So we’ve shown that mobile is growing. We’ve shown some powerful uses for mLearning. We strongly believe that every organization needs to start creating an mLearning Strategy NOW
The over mLearning Strategy should be driven by the organization’s goals. The Learning Tactics and technology support the organization’s goals as well. We have demonstrated some of the common tactics that are useful for mLearning. Alex will demonstrate a few more when he shows us how Dell is using mLearning. Marcus and I will talk about the technology issues for mLearning
As you can see from the answers a modern mobile device combines the capabilities of a variety of devices in a well integrated package. PhoneEmailCameraVideo CameraGPSTVAnd of course a Computer. Unlike a computer you do not have to connect, install or configure the device. All of these capabilities are available when you are designing learning.
This chart was adapted from E-Learning Guild’s Mobile Learning the Time is Now. Phone’s and Tablet’s are used in slightly different ways than a laptop. I translate Contextual, in Context implies out in the real world. As you can see phones and Tablets are pretty good at capturing content in the real world (think cameras, sounds, etc.) They don’t work as well as a Laptop of Desktop at Editing/Creating Content. It’s hard to edit a movie on a phone.
Some of the decisions for creating mLearning are easy. Flash cannot be a development platform for mobile development. It is not supported by iOS. Even if it is supported, it is too processor intensive for mobile devices. At the moment iOS and Android are 2 platforms of choice for mobile Could Windows 8 allow Microsoft to enter the fray this fall? Especially for the enterprise? Stay tuned.
Native appHas to be build for each platformHigher CostNative FunctionalityApp Store Approval RequiredMobile WebSingle build across platformsLower CostWeb FunctionalityNo App Store Approval Required
You have to consider the communications infrastructure when designing mLearning. Wi-Fi Access is growing as are faster phone networks. However, the era of unlimited bandwidth is over. Bandwidth costs and you have to consider that cost. Are your users going to be accessing your training on phone networks or are they going to be able to access training over relatively cheap wi-fi?
mLearning Content Tool problem is being solved in the latest generation. Articulate, Adobe and Lectora have released products that allow you to create mobile learning content.
So what are some of the constraints We’ve discussed Network Limitations in terms of bandwidth. The devices themselves have limitations including screensize, processing power, etc. LMS’ are just starting to become mobile friendlyCost is always a constraint. The cost of developing mLearning, especially as a Native App can be high.
When learning professionals were surveyed by E-Learning Guild they identified the following barriers
I think the biggest barrier towards great mLearning being developed is Knowledge of BenefitsStrategyProcessBoth among e-Learning Practitioners and Managers.I hope today’s session has sparked your imagination.