5. HOW DO WE TEACH
STUDENTS TO RECOGNIZE
INSTRUMENTS?
Knowledge Internalization Application
6. OUTLINE
Mobile learning.
Demonstration of App.
InstruMentor™
Why?
Barriers.
Development process/
business plan.
Web App VS Native App
debate.
7. MOBILE LEARNING
Mobile learning or M-Learning is “a subset of e-
learning, educational technology and distance education, that
focuses on learning across contexts and learning with mobile
devices”.
A further definition of mobile learning is, "any sort of learning that
happens when the learner is not at a fixed, predetermined
location, or learning that happens when the learner takes
advantage of the learning opportunities offered by mobile
technologies.“ In other words, with the use of mobile
devices, learners can learn anywhere and at any time.
Capitalizing on smart-phones for “field-learning”, which is
convenient and tailored to the learning experience.
Source: Wikipedia
http://en.wikipedia.org/wiki/M-learning
8. MOBILE LEARNING CONT…
Reality of education is that:
A. Students all have smart-phones &
B. Integrated into most aspects of daily life.
As educators, our responsibility is to educate.
approaches and resources need to be innovative and adaptable to the flood of
smart phones and students’ preference for their use.
Seize oppurtunities to advance towards more mobile self-directed learning.
Ie. Apps, E-,learning, MOOC,
9. MOBILE LEARNING
Total Active Apps (currently available for
download): 845,911
Total Inactive Apps (no longer available for
download): 300,040
Total Apps Seen in US App Store: 1,145,951
Number of Active Publishers in the US App
Store: 226,514
10. MOBILE LEARNING CONT…
Most Popular Categories
1 - Games (142,136 active)
2 - Education (90,861 active)
3 - Entertainment (75,655 active)
4 - Lifestyle (68,963 active)
5 – Books (55,823 active)
21. WHY DEVELOP A NURSING APP?
Epiphany during the revision of an online course in
surgical instrument recognition.
Student feedback- Poor Quality Images
Practical approach for NEED to know information
Embrace of mobile technology
Engage students in a medium that they WANT to
use
Versatility of learning
“Just-in-time learning” opportunities
Logical next step of E-learning
Revenue generation and convenience
23. MOBILE LEARNING
Barriers to mobile learning include:
1. Restrictive policies
2. Optics of smart phone usage
3. Educator bias
4. Internet connectivity
5. Budget
6. Difficult to measure effectiveness
7. Availability
8. Expertise
24.
25. DEVELOPMENT PROCESS
1. Idea
2. Finding support
3. Surveying need
4. Accessing resources and expertise
5. Collaborations
6. Trial review by students and others
7. Finalizing
8. Outsourced publishing
9. Promoting App and SIAST
10. Ongoing software support
26. 1. IDEA
NURS 246: Surgical Instruments course revisions
Student feedback related to existing images and textbook
Environmental Scan
What is available?
What can be done better for our students?
What do learners want VS What do we want to teach
learners?
Observation of student behavior in lecture or other
learning environments
Embraces the “Mobile Tsunami”
27.
28. 2. FINDING SUPPORT
The program faculty lacked the technological
expertise.
Collaboration with the SIAST- Learning Technologies
department.
Transition from IDEA to the prototype
Accessing images for conversion to this new project.
Administrative support to invest time in developing an
App
29. 3. SURVEYING NEED
Environmental scan.
What is on the market? (books, websites, other apps)
Focus on End-User need/want.
The primary consideration is NOT what should they
learn, but what do they want/need to learn.
Replace a $75 text with software.
30. 4. ACCESSING RESOURCES AND
EXPERTISE
Many individuals, departments and others contributed
to the projects development.
Evolution of the project to a point and then additional
experts were needed.
Open source software accessed.
Consultations regarding
marketing, copyright, trademark, patent, etc…
31. 5. COLLABORATION
Success is dependent on effective collaboration
Enthusiasm abounded from the innovative nature of
the project
Internal:
Accessed other educators for input
Accessed students for feedback and guidance
External:
Consultation with external stakeholders
Partnering with industry to develop the final product and for ongoing support
32. 6. TRIAL AND REVIEW
Wanted END-USER feedback
The app is for students and those wanting to learn about the
topic.
Grass-Roots approach to development
What are the niches?
Are there other applications for the project
Industry training
Inter-professional health education
Other educational settings
33. 7. FINALIZING
Full demonstration of prototype to mass users.
ORNAC conference
SIAST students
Perioperative Nursing
Medical Device Reprocessing
Dental Assisting/Hygiene
Veterinarian Technology
Medical students
OR nurses
Preceptors
Survey monkey and other sources of feedback.
34. 8. OUTSOURCED PUBLISHING
Sought available companies with expertise in Apps.
Determined most effective medium.
Mobile app VS Mobile Website.
One time download VS WiFi.
Benefits of an external partner.
Ongoing software support.
Cloud hosting, debugging, upgrading, pushing new
content, etc…
Challenges of an external partner.
35. 9. PROMOTING THE APP & SIAST
Demonstration of the innovative educational
approaches.
Potential for more than a student resource.
Visibility in searches.
Brand recognition.
Social network integration.
Attracting prospective students.
Promoting inter-professional education.
Enhancing student learning.
36. 10. ONGOING SUPPORT
The project will not reach a point when it can be
considered “DONE”.
As technology advances, there will be continual need
to adapt and support new devices, operating systems
amongst other developments.
New needs will emerge for learning activities.
What could be next?
37. WHO CAN USE IT?
Perioperative Nursing students (RN and LPN).
Medical Device Reprocessing students.
NEPS/SCBSCN or PN students in the ORs.
Veterinarian Technology.
Dental Assisting.
Dental Hygiene.
Medical, Dental, Veterinarian and other students.
And, Industry training applications.
38. LESSONS LEARNED
1. Expensive.
2. Investment of time and energy.
3. Popular resource for students.
4. Enhanced learning of content.
5. Potential for additional applications.
6. Invigorating exercise for faculty to examine
approaches to education.
39. WHAT’S NEXT?
Continuing to build expertise in development of Apps.
Transition online “blackboard” courses to HTML5 or
other mobile friendly mediums.
Program impacts for design and utilization by students.
Convince Carole not to fully retire.
42. SUMMARY
A coming “Mobile Tsunami”.
Educators must adapt to students need for education.
IntruMentor™ is an innovative approach to enhancing
student learning.
Utilizing authentic presentation, self-directed assessments, end-user
development…
Barriers and opportunities.
New approaches are needed for budgets.
Web App vs Native App (pros and Cons).
These types of resources are in perpetual
development.
Editor's Notes
HTML5 App Development Agency - Develop and distribute your application onceCreating an HTML5 app is innovative and breaks new ground and there are clear benefits. Firstly, an HTML5 Web App allows publishers to publish changes and new features immediately. There is no extended release process through an app store and users are always on the latest version.Secondly, developing multiple ‘native’ apps for various products is logistically and financially unmanageable. By having one core codebase, customers can roll out web app onto multiple platforms at once.
What is the difference between HTML5 and native apps?HTML5 is a catch-all term used to describe the latest generation of web standards, which comprise HTML, CSS, and JavaScript along with several dozen other technologies. These technologies are evolutions of earlier versions and inherit a lot of good practice from twenty years of the web like accessibility, security and compatibility. As they are not owned by any one corporation, they are universally well supported.Native apps are built using the preferred technology of one specific platform and operating device, so Apple, Android and Blackberry devices all have different technologies to work with. Native Apps can access phone's native features like GPS, camera, file system (for storage) etc. and use all of them to build a great user experience. Native apps and HTML5 apps differ not just in how they are made but how they are accessed. An HTML5 app is simply a website – you visit it in your browser, and you’re done. A native app must be downloaded and installed on the device, generally through an app store like the Apple App Store or Google’s Android Market. These app stores are controlled by their owner and may apply charges, rules and policies which are never a constraint with HTML5, distributed purely via the web. How is the process of developing an HTML5 app different from creating a native app?HTML5 development is an extension of web development for desktop websites. It uses the same tools and techniques but has a far larger variety of devices to test on. This means the we can iterate, test and redeploy much more quickly than the development cycles for a native application. Development was much faster and more efficient and we were able to quickly gain feedback on functionality.Native app development is generally easier as it is designed for one platform and libraries of frameworks, components and templates are available from the platform (Apple, Google, RIM or Microsoft). The tools used in native app development are generally those that belong to the same family as the platform itself, so Android development typically involves the Java development environment Eclipse. Apple iOS development would favour Apple’s own development tools such as XCode, and Windows Phone development would require Microsoft Visual Studio. Web development is completely different because there is no vendor-specific platform, so there are a huge variety of tools and technologies that developers can use, and it’s simply a case of using whichever ones you prefer.