mobile learning: the potential, the pitfalls and the perils

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Mobile Learning: the Potential, the Pitfalls and the Perils Anne Bartlett-Bragg 16 September, 2014

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Workshop presentation for AITD (Australian Institute of Training & Development), 16 September 2014. Session overview: Mobile learning has the potential to disrupt our traditional methods of training delivery. Our smartphones are constantly connected, the interactions we use such as swiping and tapping enable these devices to behave very differently to desktop or laptop computers. Yet our designs for learning remain focused on desktop interactions that just won’t suit mobiles. We’ve been researching the use of mobile in organisations, including mobile learning, for a number of years now. In 2012 we conducted research into the State of Mobile Learning in Australia (see the results Part 1 and Part 2). What has changed since that study? A lot! We now have newer, faster, more responsive devices - including a range of tablets, from iPads to Galaxy, to Surface. These devices and what we can do with them create enormous opportunities. However, they also can generate a number of complexities! Discover how our use of the smartphones is fundamentally altering our perspectives of consuming content and engaging with friends and colleagues. How can you harness this ever changing resource to your best advantage ? What common traps and pitfalls should you avoid ? Which factors make the difference between an award winning program and costly white elephant? Topics: 1. Designing for devices (understanding touch and gestures) 2. Do I build an app or use responsive browsers 3. Tapping into existing enterprise social networks 4. What works on mobiles 5. What doesn't work on mobiles

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Page 1: Mobile Learning: the potential, the pitfalls and the perils

Mobile Learning: the Potential, the Pitfalls and the PerilsAnne Bartlett-Bragg 16 September, 2014

Page 2: Mobile Learning: the potential, the pitfalls and the perils

Ripple Effect Group is an independent consulting team that designs smarter ways to connect people through technology.

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Your favourite app

Mobile trends

mLearning - what is it?

mLearning examples

A little bit about designing for mobile

Prototype an app

Topics

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What’s your favourite app?

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Mobile Trends

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125%mobile penetration in Australia - there are 6 million more mobile subscribers than people.

Source: BuddeComm

Mobile penetration: Australian subscribers

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Source: http://www.ourmobileplanet.com/

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Mobile Operating Systems

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What is mLearning (today)?

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http://www.astd.org/Publications/Blogs/Learning-Technologies-Blog/2014/08/Three-Ways-Mobile-Learning-Stands-Out-from-Other-Learning-Technologies

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Snapchat / photosharing

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Express Plus Students (Centrelink)

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Facebook

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CBA Property

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Department of Health (Victoria)

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Bad Example: Abercrombie & Fitch

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Bad Example: Sydney Airport

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Next Gen: Flipboard, Wired Magazine

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Fitness: Jawbone / Fitbit

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And there’s always a zombie....

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DuoLingo

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Mobile adventures

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SMARTER, SIMPLER, SOCIAL

Unique/Standout: • engaging storylines of love, cheating, football and, of course, arguments about the rent

• audience decides what happens next with a weekly online vote • language points to study and interactive quizzes

FlatMates: BBC Mobile StoryTellingThe Flatmates is a weekly online soap opera for learners of English.

http://www.bbc.co.uk/worldservice/learningenglish/flatmates/index.shtml

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A little bit about designing for mobile

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Understanding context & situation

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------------------

Collaboration

User controland personalisation

Time and placeAs time and place of use is negotiated by the user, the app must be beneficial to both the user and the business

The app must allow the user to be connected to other people and the systems that support the work process or practice

The user must have ownership and autonomy over how they use the app

Anne

Anne Bartlett-Bragg/James DellowHeadshift Asia Pacific - May 2012

Based on: Kearney, M., Shuck, S., Burden, K. & Aubusson, P. 2012, "Viewing mobile learning from a pedagogical perspective" in Research in Learning Technology, Vol 20.

Four critical success factors for enterprise mobile app design

RelevanceThe functionality of the app must be relevant to the work process or practice at the times and places of use

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Context example - Trainees (RACP)

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Field research methodology (RACP)

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Persona examples (RACP)

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User journey example (RACP)

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Device implications on design

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Constraint

Opportunity

Smartphone‘Phablet’

Tablet

Navigation

Navigation

Navigation

Gestures

GesturesGestures

Presentation

Presentation

Input

Presentation

InputInput

The screen size of different mobile

devices can present different levels of

constraint or opportunity

The larger screen size of tablets combined with gesture controls

presents new opportunities to create innovative user interfaces

not seen on PCs or smartphones

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Apps vs Responsive web

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What does responsive imply?

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Mobile internet access: Mobile Apps

Advantages

Offline mode

Superb user experience

Customised for device

Distribution network (app stores) available

Ability to use advanced mobile device functionality (e.g. tilt angle or motion of the device)

Disadvantages

High cost and maintenance

You have to use different platforms, SDK’s, languages for different mobile platforms

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Advantages

Device independent

No downloads necessary Bug fixes and updates in real-time

No need to comply with T&C of app store providers

HTML 5 provides a rich user experience

Responsive design - build once

Disadvantages

You cannot sell your app.

For selling from your app you have implement your own checkout system

You may not be able to access all functions of mobile devices or OS

Flash support is not universal

Mobile internet access: Mobile Website

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Mobile + Location Services

Mobile & local web are converging:

Location based services (GPS)

Indoor mapping

QR (Quick Response) codes

NFC (Near Field Communication)

Augmented reality

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Benefits of location-based services

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SMARTER, SIMPLER, SOCIAL

Enterprise Social Networks + Mobile

Social intranets on demand:• situated, • contextualised• participatory

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SMARTER, SIMPLER, SOCIAL

Social Apps

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Augmented Reality

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Gamification It’s not just fun!

It’s about recognition and reward for actions

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PrototypingDesign your own app

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Low-fi Prototyping

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Further references

https://www.youtube.com/watch?v=F1cOOWe6b0Y

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+61 418 852 [email protected] @annebb

Thanks!

‣ Social Strategy

‣ Customer Engagement

‣Workforce Collaboration

‣ Social Intelligence

‣ Visual Thinking