What are instructional design considerations to keep in mind when desiging mobile learning for pay-as-you-go learning populations? What are accessible m-learning activities for these learners?
Clearly, designers should strive to create resources that are as easy to access and use on a cell phone platform as they are on a laptop if they hope to reach these populations. Regarding the high school dropouts: I'm inclined to think there is more going on here than just money issues. There might be a perception that cell phones are "cool" while using a laptop is nerdy and bookish.