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12 Tips and Tactics for Creating Effective Mobile Learning

Posted by Amanda Holm on Mar 21, 2014 3:16:11 PM


1. Don’t just repurpose e-learning, design a program for mobile device.Mobile Learning on the ipad

  •  If you deliver learning to a mobile device the same way you deliver it to a desktop computer, you miss the point of having a mobile device to begin with.

2. Design learning for mobile learning in a method that fits it best, because people tend to use mobile devices:
  • In short intense bursts
  • When they need information right away
  • In down-time, such as between appointments
  • To retrieve information that may not be at their fingertips
  • To get information that is current or time-sensitive
3. Use mobile devices to provide information to help people to perform better.
  • For example a major car manufacturer uses mobile devices to support mechanics certified to repair their cars with tips and reminders at the moment of need
4. Design learning that can be used during “in between” times in 3-5 minute intervals
  • Try using smaller chunks of context-independent content that can be understood out-of-order

5. Consider delivering content in stages and over time to build awareness, learn, apply, and reinforce.

6. Integrate mobile learning into actually doing the job, providing performance support for different phases of key tasks

7. Deliver a stream of constantly updated content that builds capabilities, skills, and knowledge over time

  • Your goal is to use mobile devices to provide information for better job performance

8. Combat the Forgetting Curve by providing reminders and reinforcement over time

9. Game-like approaches can work very well—people love playing games on their devices

  • However, games often require a bigger investment of time than your learners can provide

10. Make sure the content is relevant and immediate-- mobile is not the tool for deep thinking

11. Replace learning objectives with What’s In It For Me (WIFMs)-what will I be able to do by using this tool?

  • By the way, this works for NON-mobile learning, too!


12. Make sure the technology used works on the appropriate platform or platforms for your target users

These tips were pulled from PDG resources on mobile learning. For additional information click on the following links: 
AmandaHolmPhotoBlogImage



Amanda Cushman Holm is the 

Sales and Marketing Specialist at 
Performance Development Group
The Mobile Learning rEvolution

Topics: Mobile Performance

The iPad Eats the Smartphone and Mobile Learning Becomes Real

Posted by Rich Mesch on Jul 30, 2012 3:35:00 AM

by Rich Mesch
apple and smart phone

I’ve been following the so-called Mobile Learning revolution for some time now. The reality is, Mobile Learning was something that a lot of people talked about, few people did, and even fewer did well. There are a number of reasons for that, including the fact that most folks were repurposing e-learning courses to tiny smartphone screens without acknowledging that mobile was a new paradigm that required new rules.

But the reality is, not many companies even go that far. You know why? Because their mobile learning initiative ended at their IT department.  Few organization issued smartphones to their employees. There were a laundry list of issues, from cost to security to platform choices. Never before in history has American business been so concerned that a bit of technology might be left behind in a bar.

Some organizations had a “bring your own device” policy, but due to a lack of interoperability, confusion over LMs issues, and the dramatic chasm in capabilities between the newest and oldest smartphone platforms, any sort of comprehensive mobile learning strategy usually withered on the vine.

I’m writing this during the 2012 Summer Olympics, so I’ll use an Olympic metaphor. While a lot of people were focused on whether Michael Phelps would break the record for most medals won, Ryan Lochte quietly came in and ate Phelps’ lunch, then drank his Thermos of milk for good measure. (edit: Okay, Phelps proved me wrong on that one. So sue me.) Similarly, while a lot of us focused on the smartphone wars, the iPad came in made that conversation dramatically less relevant. The iPad is now making Mobile Learning a reality.

Why? The causal diagram has a lot of nodes, but it comes down to two big issues:

  • Most importantly, large businesses are settling on the iPad as a platform of choice.  The old wars over smartphone platforms become increasingly irrelevant as organizations feel comfort in the relatively proven iPad platform. In many organizations, iPads are beginning to replace PCs as the business technology of choice.

  • A lot of the reason this is happening is the form factor of the iPad. Large enough to do product demos, read documents, watch videos, etc, it’s become a reasonable alternative to a PC. Its slender size, friendly operating system, and long battery life make it much more convenient.

That being said, there are still pretty big challenges to doing learning on the iPad. As always, companies are concerned about data security and privacy. But as we centralize on a single platform those issues will be easier to address. But with at least some of the technology questions being settled, learning developers can focus on content challenges, not just technology challenges.

So how do we design learning that takes advantage of the iPad’s capabilities? That’s easy; we don’t design learning. We’ll talk more about that in the next blog entry!

Topics: Emerging Technologies, Mobile Performance, Innovation Strategy

Mobile Learning is SO 10 Minutes Ago…

Posted by Rich Mesch on Jun 7, 2011 3:41:00 AM

by Rich Mesch

describe the imageImagine going out and buying a shiny new sports car. Now imagine hitching up a horse to it, and having the horse drag your car to work every day.

Sound crazy? Sure it does. So why are people still using mobile devices to deliver e-learning courses?

Years ago, Nicholas Negroponte insisted that in the not-too-distant future, we would all be wearing our computers. He was envisioning complex eyepieces and finger sensors with wires running up your sleeves. He had the right idea but the wrong form factor; he didn’t foresee that we’d be carrying our computers in our pockets and calling them “phones.”

Mobile learning is on everybody’s to-do list, and why not? Who wouldn’t want learning that could follow an employee no matter where she went? But like so many emerging technologies, we need to look past the gloss of the possible to the reality of the useful. Today’s smart phones have nearly as many capabilities as our desktop computers, but that doesn’t mean we use them the same way. And when we try to deliver learning to a mobile device the same way we deliver it to a desktop computer, we miss the point of having a mobile device to begin with.

When it became clear mobile learning was a reality, the first thing many organizations did was look at “re-chunking” their current content. If something made sense as a 30-minute e-learning program, they reasoned, it could be broken down cleanly into, say, 5 bite-sized e-learning programs for a mobile device. There’s a bit of tortured logic going on there; if something is brief and bite-sized, people will be happy to use it on their phones. And while there’s some truth to that, it misses the point. Mobile applications aren’t just about brevity, they’re about applicability. People “learn” from their mobile devices all the time, they just don’t call it training. Whether they’re pulling sports scores, GPS-ing the next leg of their trip, or sending some quick texts, people use their mobile devices to gain knowledge. So as learning professionals, why would we think they should get little e-learning courses? Why not leverage the methods they’re already using?

The re-chunking people weren’t really wrong, they just sort of missed the point. Rather than creating mini-courses for mobile devices, we need to design learning for each venue in a method that fits it best. People tend to use mobile devices:

  • In short intense bursts
  • When they need information right away
  • In down-time, such as between appointments
  • To retrieve information that may not be at their fingertips, or
  • To get information that may be so current or time-sensitive, there’s no other way to get it other than right now

So when we look at how our audience performs, we need to ask not what can we teach people on a mobile device, but rather how can we use mobile devices to provide information to help them perform better.

Topics: Emerging Technologies, Performance Improvement, Mobile Performance, Innovation Strategy, Informal Learning

Teaching Non-Linear Instructional Design for Mobile Learning and Performance Support

Posted by Reni Gorman on May 4, 2011 6:44:00 AM

by Reni Gorman


escher stairs
We all intuitively think in a linear fashion because the brain can only really focus on one thing at a time, then another, and another. Therefore, even when we think we are jumping around in our thoughts, we are still thinking one thing after another. Perhaps as a result of this, many of us also write in a linear fashion. Therefore, it is not surprising that many instructional designers create course content linearly; it is difficult to think of a course or a story any other way.. However, when people use newer technologies, they tend to be very non-linear, be it surfing the web, using mobile devices or (especially) performance support systems. You never know where learners are coming from when they land on your web page—or your module. You also don’t know how much they already know. So, how do you to anticipate all of this when creating content, and, ideally, create content that addresses multiple learner types who arrive there from any place without any pre-existing knowledge?

When the web first went commercial (.com), I teamed up online magazine web producers with instructional designers and together they were able to create very interactive, instructionally sound, non-linear content. However, that was in the 90s, the stone age of interactive technology. In today’s world, we need to run as lean as we can. So let me share some of the techniques that worked for me when teaching how to design non-linear content; which, remember, is totally counterintuitive to what many instructional designers have been doing for years.

Ask your instructional designers to create a storyboard with modules that are truly context independent (in other words, that can be accessed from any path with any existing knowledge and will still make sense). Tell them to try to create the smallest possible modules; think online magazine publishing: one article is usually one page. Once they come back with their storyboards, pull out a module from the middle and see if it makes sense out of context. Does it indicate where you can go to “backtrack” and catch up?  What would happen if a learner would go into just this piece of content without the benefit of the previous content? Then, think about modifying the content in a way that makes it easy for anyone with links to go backwards in the content for explanation (if needed), and links to get more deep/advanced. This is commonly referred to as a layered design—once again, very non-linear. You will not know who the learner is when you design; she may be the target audience or a manager of the target audience or an assistant. No matter who the learner is, the content should make sense, and guide the learner to other content where they can catch up or explore further.

You also need to consider “neutralizing the language” as regards your audience. Don’t use terms like: “As the manager, you will…” In a good performance support system, it should not matter who the person is, the content should guide you and focus on the task you are trying to perform (or the information you are trying to learn) regardless of who you are I like to refer to this as designing object oriented content. Yes, learning objects (remember those?). It may be an old term but it is still relevant-- in fact more relevant than ever, since mobile devices require smaller and smaller chunks of context-independent content.

Another tip is to watch for and remove is verbiage like “In a previous module, you learned...” When your audience is accessing content non-linearly, you don’t know what they have previously learned. Consider using phrases like “For more information” or “To learn more.”

We’re all obsessed with interactivity, but interactivity is not nearly as relevant in performance support. If I need help on the job, a good checklist is worth much more than an interactive game, because a good checklist is “just in time.” In a good mobile performance support system we no longer need an intro with course objectives, but we do need to introduce the material. How do we do it from a performance support perspective? Learning objectives do not really teach anything—they tell what you will learn but you don’t learn from them. In performance support there is not much room for them—each learning object/page should teach you something. Take the user’s perspective and focus on the WIIFM: What’s In It For Me? For example: “You should use this tool, Mr. Investment Banker,  because hedge funds have changed over the last year and the new information will impact your business.

Finally, instructional designers should consider all the ways this content could be used:
    • in a linear e-learning course (don’t worry, linear hasn’t gone away completely)
    • as a quick tip list in a performance support environment
    • In an audio format, perhaps as a list of “what to say” to the customer. It may be better in audio to hear voice inflection; for example, a sales representative can listen to it with a hands-free device on the way to a client meeting.
Many of us are used to designing linear content, and linear design is a hard habit to break.. But it’s useful to step back and think about the possibilities. Invite others to brainstorm, share designs and content so you are not just looking at your own, as that is harder to critique, and guide each other to realizations through the art of inquiry.

Creating valuable, snippets of information that contain one concise piece of transferrable knowledge will make content so much more effective in the business world where people do not always have time for extensive classroom training, or even sitting through a long online learning course. They want to go right to the information that they need and that may mean jumping around and reviewing the content out of sequence. Creating snippets of content is also the key to the age old dream all content creators have of authoring once and reusing in many ways. Happy authoring!
The Mobile Learning rEvolution

Topics: Emerging Technologies, Performance Improvement, Learning Theory, Mobile Performance

The Myth of Mobile: An Introduction To Mobile Learning

Posted by Rich Mesch on Nov 24, 2009 3:29:00 AM

by Rich Mesch

I remember years ago, sitting in a presentation by Nicholas Negroponte, where he insisted that in the not-too-distant future, we would all be wearing our computers. He was envisioning complex eyepieces and finger sensors with wires running up your sleeves. He had the right idea but the wrong form factor; he didn’t foresee that we’d be carrying our computers in our pockets and calling them “phones.” 

iphone_yoonoMobile learning is on everybody’s to-do list, and why not? Who wouldn’t want learning that could follow an employee no matter where she went? But like so many emerging technologies, we need to look past the gloss of the possible to the reality of the useful. Today’s smart phones have nearly as many capabilities as our desktop computers, but that doesn’t mean we use them the same way. And when we try to deliver learning to a mobile device the same way we deliver it to a desktop computer, we miss the point of having a mobile device to begin with.

When it became clear mobile learning was a reality, the first thing many organizations did was look at “re-chunking” their current content. If something made sense as a 30-minute e-learning program, they reasoned, it could be broken down cleanly into, say, 5 bite-sized e-learning programs for a mobile device. There’s a bit of tortured logic going on there; if something is brief and bite-sized, people will be happy to use it on their phones. And while there’s some truth to that, it misses the point. Mobile applications aren’t just about brevity, they’re about applicability. People “learn” from their mobile devices all the time, they just don’t call it training. Whether they’re pulling sports scores, GPS-ing the next leg of their trip, or sending some quick texts, people use their mobile devices to gain knowledge. So as learning professionals, why would we think they should get little e-learning courses? Why not leverage the methods they’re already using?

The re-chunking people weren’t really wrong, they just sort of missed the point. Rather than creating mini-courses for mobile devices, we need to design learning for each venue in a method that fits it best. People tend to use mobile devices:
    • In short intense bursts
    • When they need information right away
    • In down-time, such as between appointments
    • To retrieve information that may not be at their fingertips, or
    • To get information that may be so current or time-sensitive, there’s no other way to get it other than right now

So when we look at how our audience performs, we need to ask not what can we teach people on a mobile device, but rather how can we use mobile devices to provide information to help them perform better.

In the next few weeks, we’ll take a look at different applications of mobile learning, both the good and the bad, so we can start thinking about mobile strategies for our organizations. Hope you’ll come along for the ride!
The Mobile rEvolution: A PDG White Paper: Download Now!

Topics: Emerging Technologies, Series, Performance Improvement, Mobile Performance