In this market
growth phase, instructional designers and managers, as well as
vendors, need to identify and understand the critical success factors
that will make mobile learning an everyday practice
And it
is content — content fit for the mobile learning purpose — that
will drive market growth
mobile learning is employing a device
in a way that improves productivity
we need to design and deliver content to play across
any mobile device, giving them just enough information, at just the
right time, anywhere they choose to work
there are two types of user for mobile learning —
the “considered” user and the “trigger” user.
The considered user
downloads and views learning material, on their regular commute for
example, in the same way they would read a business book. They
actively contemplate the material and adopt a reflective frame of
mind in order to take a close look at their job
onsidered learners, mobile learning is as a refresher of things they
learned in a more extended formal training event, including
face-to-face training (as Figure 1 suggests), synchronous e-Learning,
asynchronous e-Learning, or even study of printed information.
hey actually would like to have specific
top-of-mind and refresher learning “on-demand” minutes or even
seconds before they will need to use it. This indicates that learning
should not be days or even hours long but broken down into “nano”
blocks of learning.
A necessidade de informação na hora, em vez de longo períodos de espera ou overload!
For trigger users
the mobile device can act as a retriever for procedural memory
Examples would be running a creative meeting or induction
of new employee, or a more complex skill such as restructuring a
team
These moments are the
optimum times to get new or refresher content. Our aim is to
facilitate this, to enable people to make the most of those key
inflection points.
This change in how
we can use mobile devices to access training-on-the-go
We no longer need all the
applications loaded on our hard drive. Instead we can use the mobile
device to call down the content as and when we need it.
A
mobile device is a smart way of retrieving what you have learned,
especially close to the time when you need to apply it
The videos can be accessed
via intranet, Web, and mobile phone networks, giving learners the
ability to pull down content when and wherever they need it, and in a
format that is meant for use on the go
Mobile learning
won’t ever replace other venues for training, but the technology,
and more importantly the content, can be used to make it so much more
effective.
The trigger user
responds to contextual situations that require action. The number of
trigger users seen in organizations has been increasing in recent
years. They tend to be pressed for time. They check and send e-mails
as they walk down the corridor between meetings. The mobile device is
both the symptom as well as the potential cure for this type of user.
The mobile revolution is finally here. Wherever one looks, the evidence of mobile penetration and adoption is irrefutable: cell phones, PDAs (personal digital assistants), MP3 players, portable game devices, handhelds, tablets, and laptops abound. No demographic is immune from this phenomenon. From toddlers to seniors, people are increasingly connected and are digitally communicating with each other in ways that would have been impossible to imagine only a few years ago
Why Not Mobile for Learning?
Using portable devices to support teaching and learning is not a new concept in educational circles.
The heightened interest in mobile possibilities for teaching, learning, and research can be attributed to a number of factors: the continuing expansion of broadband wireless networks; the explosion of power and capacity of the next generation of cellular telephones; and the fact that mobile telephones, a familiar tool for communications, are already fully ingrained in contemporary life as part of our social practice
As a result, U.S. educators are finding themselves in the awkward position of knowing that the mobile revolution is coming, without really being able to imagine what it’s going to look like or what the possibilities for mobile learning may be.
mobile learning represents the next step in a long tradition of technology-mediated learning. It will feature new strategies, practices, tools, applications, and resources to realize the promise of ubiquitous, pervasive, personal, and connected learning. It responds to the on-demand learning interests of connected citizens in an information-centric world.
t also connects formal educational experience (e.g., taking a class, attending a workshop, or participating in a training session) with informal, situated learning experience (e.g., receiving performance support
The success of mobile learning will ultimately revolve around a mosaic of rich converged experiences. These experiences will rest, in turn, on a foundation of converged network and device technologies, wireless services, rights management, content management, search management, and transactional processing power. Successful mobile learning will demand a rich presentation layer that runs efficiently on a variety of platforms and a variety of form factors.
First, there are more wireless networks, services, and devices than ever before.Today’s wireless communications industry is in global growth mode
Second, consumers are demanding better mobile experiences than ever before. In reflecting on what makes an experience great, Kevin Mullet has noted that other things being equal, we want our experiences to be as vivid—as immediate, direct, and engaging to our senses—as possible.
Third, people want "anytime, anywhere" connections more than ever before.Demands for information, performance support, instruction, training, and education are being shaped by people who want access to resources, assets, program, and people when and where they need those connections most.
The mobile revolution is finally here. Wherever one looks, the evidence of mobile penetration and adoption is irrefutable: cell phones, PDAs (personal digital assistants), MP3 players, portable game devices, handhelds, tablets, and laptops abound.