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Learning Design for Mobile<br />David Metcalf, Ph.D.<br />Researcher<br />Institute for Simulation and Training<br />Unive...
5 Ideas<br />Mobile Performance Support<br />Just-in-time learning, Action Learning<br />Authentic Learning and Mobile<br ...
Mobile Performance Support<br />Just-in-time learning, Action Learning<br />
The First Building Block<br />Learning<br /><ul><li>Attitudes
Concepts
Facts
Processes
Procedures</li></ul>How People Learn<br /><ul><li>Live classroom instruction
Live, online eLearning
Just-in-time eLearning
Self learning experiences using conventional media
On-the-job training
Blended web-based and traditional models</li></ul>People have basic learning needs in any organization<br />
The Second Building Block<br />Learning<br />Performance Support<br /><ul><li>Accessed on-the-job
Task specific
Support at time of need
Not memory resident</li></ul>How Performance Support is Provided<br /><ul><li>Coaching and mentoring
Paper-based job aids
Electronic Performance Support Systems (EPSS)
Embedded performance support</li></ul>While not always recognized, work place support has the greatest impact on performan...
Comprehensive Learning and Performance Support Model<br />Learning<br /><ul><li>Attitudes
Concepts
Facts
Processes
Procedures</li></ul>Performance Support<br /><ul><li>Accessed on-the-job
Task specific
Support at time of need
Not memory resident</li></ul>Knowledge Base<br /><ul><li>Repository of knowledge objects
Sharing of best practices and lessons learned
Connection to experts and high value information</li></li></ul><li>Tyco Performance Support<br />
Vcom3D<br />American Sign Language <br />8<br />
9<br />
5 Ideas<br />Mobile Performance Support<br />Just-in-time learning, Action Learning<br />Authentic Learning and Mobile<br ...
Authentic Learning<br />“By its very nature, anytime, anyplace learning assumes that the learner starts with a need and a ...
Anytime, Anyplace, Anything …<br /><ul><li>Immersive Environment
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Mobile ISD Metcalf IEL2010

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5 ideas for Instructional Design for Mobile

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  • Transcript of "Mobile ISD Metcalf IEL2010"

    1. 1. Learning Design for Mobile<br />David Metcalf, Ph.D.<br />Researcher<br />Institute for Simulation and Training<br />University of Central Florida<br />dmetcalf@ist.ucf.edu<br />
    2. 2. 5 Ideas<br />Mobile Performance Support<br />Just-in-time learning, Action Learning<br />Authentic Learning and Mobile<br />Integrating Simulation<br />Empowering Constructivism<br />Mobile Social Media<br />Spacing Effect<br />Mobile enabling interval-based learning<br />Reinforcement and retention<br />Learning Theory Mashups<br />Mobile, Web 2.0 and ISD<br />Situated learning and context<br />Mobile Alternate Reality Games<br />
    3. 3. Mobile Performance Support<br />Just-in-time learning, Action Learning<br />
    4. 4. The First Building Block<br />Learning<br /><ul><li>Attitudes
    5. 5. Concepts
    6. 6. Facts
    7. 7. Processes
    8. 8. Procedures</li></ul>How People Learn<br /><ul><li>Live classroom instruction
    9. 9. Live, online eLearning
    10. 10. Just-in-time eLearning
    11. 11. Self learning experiences using conventional media
    12. 12. On-the-job training
    13. 13. Blended web-based and traditional models</li></ul>People have basic learning needs in any organization<br />
    14. 14. The Second Building Block<br />Learning<br />Performance Support<br /><ul><li>Accessed on-the-job
    15. 15. Task specific
    16. 16. Support at time of need
    17. 17. Not memory resident</li></ul>How Performance Support is Provided<br /><ul><li>Coaching and mentoring
    18. 18. Paper-based job aids
    19. 19. Electronic Performance Support Systems (EPSS)
    20. 20. Embedded performance support</li></ul>While not always recognized, work place support has the greatest impact on performance<br />
    21. 21. Comprehensive Learning and Performance Support Model<br />Learning<br /><ul><li>Attitudes
    22. 22. Concepts
    23. 23. Facts
    24. 24. Processes
    25. 25. Procedures</li></ul>Performance Support<br /><ul><li>Accessed on-the-job
    26. 26. Task specific
    27. 27. Support at time of need
    28. 28. Not memory resident</li></ul>Knowledge Base<br /><ul><li>Repository of knowledge objects
    29. 29. Sharing of best practices and lessons learned
    30. 30. Connection to experts and high value information</li></li></ul><li>Tyco Performance Support<br />
    31. 31. Vcom3D<br />American Sign Language <br />8<br />
    32. 32. 9<br />
    33. 33. 5 Ideas<br />Mobile Performance Support<br />Just-in-time learning, Action Learning<br />Authentic Learning and Mobile<br />Integrating Simulation<br />Empowering Constructivism<br />Mobile Social Media<br />Spacing Effect<br />Mobile enabling interval-based learning<br />Reinforcement and retention<br />Learning Theory Mashups<br />Mobile, Web 2.0 and ISD<br />Situated learning and context<br />Mobile Alternate Reality Games<br />
    34. 34. Authentic Learning<br />“By its very nature, anytime, anyplace learning assumes that the learner starts with a need and a motivation for some information that will help him perform an immediate action. The essential modes of work when mobile change and become very self-directed and communicative.” (Metcalf, mLearning 2003)  <br /> Personal experiences<br />
    35. 35. Anytime, Anyplace, Anything …<br /><ul><li>Immersive Environment
    36. 36. Cell phones will increase their roles as companions/guides
    37. 37. Performance Support, On-the-Job Training, Information, Education and Reference, Notifications and Alerts, Procedures, Checklists and Forms, Quizzes, Tests and Certifications, Games and Simulations, Mentoring/Coaching, Collaboration</li></ul>12<br />Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved. <br />
    38. 38. Golf-themed Mobile Sales Game<br />Learning game for sales people with a 9 step process themed around golf<br />13<br />13<br />Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved. <br />
    39. 39. Symbol Demonstration<br />14<br />Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved. <br />
    40. 40. 5 Ideas<br />Mobile Performance Support<br />Just-in-time learning, Action Learning<br />Authentic Learning and Mobile<br />Integrating Simulation<br />Empowering Constructivism<br />Mobile Social Media<br />Spacing Effect<br />Mobile enabling interval-based learning<br />Reinforcement and retention<br />Learning Theory Mashups<br />Mobile, Web 2.0 and ISD<br />Situated learning and context<br />Mobile Alternate Reality Games<br />
    41. 41. Constructivism<br />Allowing learners who understand their context and know (to some degree) what they need to learn build their own paths through learning material is the fundamental tenant of constructivism. It is also sometimes called discovery learning. <br />
    42. 42. AMULETS<br />
    43. 43. Abilene Christian University<br />In 2008-09 gave iPhones to entire incoming freshman class<br />Encourage faculty experimentation<br />Numerous pilots in action:<br />Podcasts, videos, blogs, ebooks, news, course documents (syllabus, reading list, and PDFs), apps, clickers, polling, student accounts, etc.<br />Integration with iTunes U<br />Convergence of new media:<br />Collaboration and communication (Facebook and Twitter)<br />Research and reporting tools for note-taking, recording, and fact checking in the field<br />18<br />
    44. 44. 19<br />Allogy<br />Mobile Course Management System<br />Unique Mobile Learning Features<br />Location-Based<br />Cognitive Spacing<br />Cloud Computing<br />Social Networking<br />Developing World Applications<br />Open Courseware <br />Android <br />Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved. <br />
    45. 45. 5 Ideas<br />Mobile Performance Support<br />Just-in-time learning, Action Learning<br />Authentic Learning and Mobile<br />Integrating Simulation<br />Empowering Constructivism<br />Mobile Social Media<br />Spacing Effect<br />Mobile enabling interval-based learning<br />Reinforcement and retention<br />Learning Theory Mashups<br />Mobile, Web 2.0 and ISD<br />Situated learning and context<br />Mobile Alternate Reality Games<br />
    46. 46. Brain Challenge<br />
    47. 47. Mobile MySportsPulse<br />Science and Math education combined with sports through mobile learning<br />Can be done through SMS, IVR, email or web browser<br />Voice recording or video from sports celebrities<br />Answer sent back and scored by automated system<br />Timed intervals that have been proven to produce learning outcomes and reinforcement<br />
    48. 48. 5 Ideas<br />Mobile Performance Support<br />Just-in-time learning, Action Learning<br />Authentic Learning and Mobile<br />Integrating Simulation<br />Empowering Constructivism<br />Mobile Social Media<br />Spacing Effect<br />Mobile enabling interval-based learning<br />Reinforcement and retention<br />Learning Theory Mashups<br />Mobile, Web 2.0 and ISD<br />Situated learning and context<br />Mobile Alternate Reality Games<br />
    49. 49. Learning Theory Mashup (LTM)<br />We produce technology mashups to match the right technology to the right audience, context, need, content. <br />Smaller, discreet elements of technology are combined in new and unique ways, smarter, faster and cheaper than large systems/software<br />Mobile technology and mashup strategy enables us to have mental scaffolding and a launchpad for many learning theories to be logically linked in a cohesive curriculum<br />
    50. 50. Needs Analysis<br />Desired learning outcomes<br />Organizational requirements<br />Device selection and availability<br />User context<br />Location<br />Time<br />Accessibility<br />Usability<br />Learning styles<br />Motivation<br />25<br />Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved. <br />
    51. 51. Dynamics of Mobile Learning<br />1. Variety of Mobile Content Needs:<br />On the Job Support Material<br />Information, Education and Reference<br />Notifications and Alerts<br />Procedures, Checklists and Forms<br />Quizzes, Tests and Certifications<br />Games and Simulations<br />Mentoring/Coaching<br />Collaboration<br />Similar to e-Learning.<br />Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved. <br />
    52. 52. Dynamics of Mobile Learning<br />2. Variety of Mobile Delivery Formats:<br />E-mail<br />Messaging<br />SMS/Text Messaging<br />MMS (Multimedia Messaging Service)<br />Audio<br />Podcasting<br />IVR (Interactive Voice Response)<br />Graphics/Mobile Camera<br />Video/Animation<br />GPS<br />Mobile Web<br />Applications<br />J2ME, iPhone, Palm, BlackBerry, Android<br />Executable<br />Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved. <br />
    53. 53. Dynamics of Mobile Learning<br />6. Variety of Learning Styles/Needs:<br />Visual (spatial)—learner prefers using pictures, images, and spatial understanding.<br />Aural (auditory-musical)—learner prefers using sound and music.<br />Verbal (linguistic)—learner prefers using words, both in speech and writing.<br />Physical (kinesthetic)—learner prefers using your body, hands and sense of touch. <br />Logical (mathematical)—learner prefers using logic, reasoning and systems.<br />Social (interpersonal)—learner prefer to learn in groups or with other people.<br />Solitary (intrapersonal)—learner prefers to work alone and use self-study. <br />Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved. <br />
    54. 54. 29<br />Learning Theories<br />Many learning theories blended together -based on each learning objective<br />Discovery Learning<br />Jigsaw<br />ITI<br />GELS<br />Outcomes<br />
    55. 55. C-Shock<br />
    56. 56. 31<br />Contingency Contracting Simulation<br />Training simulation for DAU <br />Uses elements of role playing and pervasive or Alternate Reality Gaming<br />Uses common technologies: email, phone calls, SMS<br />Students interact with in-simulation characters<br />To accommodate small, asynchronous groups most elements are pre-produced and delivered through automated system<br />31<br />
    57. 57. JOYity<br />Android and Java phone game platform<br />Mixed reality and location-based gaming<br />Play existing games or create<br />Roads of San Francisco – scavenger hunt with story<br />YouCatch – massively multiplayer Manhunt game played citywide<br />
    58. 58. Google Leadership Game<br />Interactive experience using Moving Knowledge for leadership, new product launch, and presentation skills<br />Represents a “gLearning” mashup with 7-8 Google tools- YouTube, Gmail, GoogleDocs, Moderator, GoogleTalk, etc.<br />1 Month curriculum created and produced in 3 weeks. 1 year program in 6 weeks. Time and Cost Efficient<br />33<br />Confidential. © 2008 University of Central Florida Institute for Simulation and Training. © 2008 Moving Knowledge. All rights reserved. <br />
    59. 59. Questions?<br />
    60. 60. 35<br />Contact Info<br />David Metcalf , Ph.D.ResearcherInstitute for Simulation and TrainingUniversity of Central Floridadmetcalf@ist.ucf.eduV: +1-407-882-1496<br />URL: http://www.ist.ucf.edu<br />
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