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ADL Mobile Learning

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ADL Mobile Learning overview - February 2011

ADL Mobile Learning overview - February 2011

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  • 1. 1
    ADL Mobile Learning
    February 2011
    Judy Brown and Jason Haag
  • 2. Agenda
    Mobile Learning Overview
    Examples
    Lessons Learned
    Tools and Development
    2
  • 3. Vision
    To be the source of information and support for DoD mobile learning initiatives.
    3
  • 4. Knowledge
    • Track initiatives and share
    • 5. Remain current and provide weekly newsletter
    • 6. Deliver presentations
    • 7. Collect use cases
    4
  • 8. Deliverables
    • Develop samples
    • 9. Identify tools
    • 10. Conduct workshops and webinars
    • 11. Write papers
    • 12. Facilitate working group
    • 13. Annual S&T Workshop
    5
  • 14. Research
    • Collect literature and review
    • 15. Share best practices
    • 16. Support BAAs
    6
  • 17. CEO Eric Schmidt
    In his Mobile World Congress keynote address, Google CEO Eric Schmidt describes the mobile ecosystem as a confluence of computing power, connectivity and cloud computing, and proclaims a new focus for the industry: putting mobile first.
  • 18. Growth Rates
    Copyright © Tomi T Ahonen 2010
  • 19. Mobile Has 8 Unique Benefits
    1. Mobile is first personal mass medium
    2. Permanently Connected
    3. Always Carried
    4. Built-in Payment Channel
    5. Available at Creative Impulse
    6. Has Most Accurate Audience Info
    7. Captures Social Context of Consumption
    8. Enables Augmented Reality
    Source: TomiAhonen book Mobile as 7th of the Mass Media, 2008
  • 20. 10
    5/18/11
  • 21. Misnamed?
    “Mobile phones are misnamed. They should be called‘gateways to all human knowledge’.”
    Handheld Learning 09
    Ray Kurzweil, Futurist
    11
  • 22. Define Mobile
    Wearable or Combination (e-book reader/USB Drive)
    Player(Audio/Video)
    Game Device
    Netbook/ Micro PCUMPC/MID
    Tablet PC/iPad
    Handheld/ PDA
    Laptop
    Cell Phone
    12
  • 23. ADL Mobile Learning Definition
    ADL defines mobile learning as the use of handheld or wearable computing devices to provide access to learning content and information resources.
    13
  • 24. Report from UK Learning and Skills Network
    Learners
    96% helped them learn
    98% made learning more interesting
    90% learn in a wider range of places
    89% learn in a wider range of times
    Teachers
    93% it helps learning
    100% agree it increases engagement, interest and motivation and makes learning more enjoyable
    94% help to tailor lessons for individual learners
    14
  • 25. eLearning Guild Research on Mobile Learning
    26.5% members engaged in mLearning
    • Another 40% are exploring
    51.0% report positive ROI
    • Another 38.8% say too early to tell
    47.4% intend to do more mLearning over the next year
    15
  • 26. Five Moments of Learning Needs
    When learning for the first time
    When wanting to learn more
    When trying to remember
    When things change
    When something goes wrong
    Dr. Conrad Gottfredson
    16
  • 27. Seymour Papert, MIT
    "You can't teach people everything they need to know. The best you can do is position them where they can find what they need to know when they need to know it."
    17
  • 28. It is Much More than Just CoursesMobile Learning Opportunities
    18
    Evaluation
    Contextualized learning
    Location specific
    Just-in-time
    Field guide
    Quiz
    Micro learning
    Review/remember
    Feedback
    Poll
    Learningmodules
    Video recordings
    Alerts
    Survey
    Geo-blogging
    Note taking
    Transcription
    Test
    Audio recordings
    Geo-exploration
    On-demand access
    Reminders
    Capture/share/document
    Reference
    Procedures
    Updates
    Reporting
    Game-based learning
    Conferencing
    Simulation
    Organization
    Coaching/mentoring
    Job aid/check list
    Augmented reality
    Translation
    Assignments
    Decision support
    Presentations
  • 29. Hardware
    It’s not about devices, but capabilities
    It’s about the experience—not the technology
    19
  • 30. Wireless “Phones” Have Become Multifunction Devices
    20
  • 31. Keypad
    Touch screen
    Camera including video
    2D barcode scanner
    Microphone / voice
    Motion sensor
    Network input to GPS positioning
    Mobile Inputs
    21
  • 32. Formal vs. Performance Support
    22
    Deeper Details
    Practice/Demos
    Other Resources–E-Learning!
    Moment of Need
    Deeper Detail
    Steps
    Conceptual Practice
    Components:
    Training Objectives
    Training
    (First 2Moments of Need)TEACH
    Steps
    Performance
    Support
    (Last 3Moments ofNeed)DO
  • 33. Initial Mobile Learning Guide
    http://emerginged.com/adlmobile
    http://mlearn.adlnet.gov
    23
  • 34. Other MLearning Guide Versions
    24
  • 35. Online TIP Course
    25
  • 36. Mobile TIP Project
    Current online course uses Flash and 2 videos
    Decisions
    • Platform(s) supported - detection
    • 37. Overall UI
    • 38. Template design
    • 39. Screen content size
    • 40. Graphics (size and learning value)
    • 41. Interactions and animations
    • 42. Tests and quizzes
    • 43. Time per module
    26
  • 44. Mobile Design Considerations
    27
    Device features
    • Device dimensions, display, resolution, aspect ratio
    Accessibility & Usability
    • Input methods, navigation, browsing
    Connectivity & Bandwidth
    • Wi-Fi, 2G/3G/4G, image compression, trancoding, offline caching
    Performance
    • Memory, disk space, SoC
    Additional Capabilities
    • Audio, video, camera, compass, GPS, accelerometer, gyroscope, sensors, etc.
  • 28
  • 45. Apps vs. Browser
    29
  • 46. Think Outside the Course
    30
  • 47. Resources - ADLMobile
    http://ADLMobile.wikispaces.com
  • 48. Questions / Discussion
    Judy Brown
    judy.brown.ctr@adlnet.gov
    @judyb
    Jason Haag
    jason.haag.ctr@adlnet.gov
    @J_Haag
    32