Using mLearning to Reinforce Content and Policies

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Learning Solutions 2013 Talk …

Learning Solutions 2013 Talk

Case Study: Using mLearning
to Reinforce Content and Policies

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  • 1. Melissa Cline-Douthitt / @theclineseword Jason Polete / @jpolete Learning Solutions 2013 / #LSconCase Study: Using mLearningto Reinforce Content and Policies
  • 2. (a little) About Us.
  • 3. Metropolitan College.Business - UPS (Louisville’s largest employer) - Jefferson Community & Tech. CollegeEducation - University of Louisville - Commonwealth of KentuckyGovernment - Louisville Metro Government
  • 4. Metropolitan College.- Work part-time at UPS (Next Day Air operation)- Receive wages and full benefits- Eligible for full tuition* for coursework passed with a “C” or better. - Eligible for book reimbursement of up to $65 per class- Eligible for academic completion bonuses* full undergraduate Kentucky resident tuition
  • 5. Some Context.
  • 6. Mobile
  • 7. &
  • 8. Boredom
  • 9. =(equals)
  • 10. Opportunity
  • 11. Learning Opportunity
  • 12. Mobile
  • 13. 835 million smartphone users
  • 14. 5.6 billionfeature phone users
  • 15. 55%increase in smartphone subscriptions
  • 16. 98%among those making less than $25,000
  • 17. 92%among retirees
  • 18. 371Kbabies born every day
  • 19. 371Kbabies born every day
  • 20. 378KiPhones sold every day 371Kbabies born every day
  • 21. Mobileis here to stay
  • 22. Mobileis here to stay
  • 23. Mobile is used forEntertainment
  • 24. MobileEntertainment
  • 25. Mobile Entertainment Games 43%
  • 26. Mobile Entertainment43% Games Games 43% Social Networking 26%
  • 27. Mobile Entertainment43% Games Games26% Social Networking 43% Social Networking 26%
  • 28. Mobile Entertainment43% Games Games26% Social Networking 43% Entertainment 10% Social Networking 26%
  • 29. Mobile Entertainment43% Games Games26% Social Networking 43% Entertainment10% Entertainment (general) 10% Social Networking 26%
  • 30. Mobile Entertainment43% Games Games26% Social Networking 43% Entertainment10% Entertainment (general) 10% Social Networking 26%
  • 31. Mobile Entertainment43% Games Games26% Social Networking 43% Entertainment10% Entertainment (general) 10%79% Entertainment Social Networking 26%
  • 32. Boredom
  • 33. Bridge a Knowledge Gap.
  • 34. Learning
  • 35. Avg. Attention Span12 min. 5 min. Last Decade
  • 36. Avg. Attention Span for Internet Search12 sec. 8 sec. since 2000
  • 37. Abandon Slow Sites
  • 38. Abandon Slow Sites 32% of consumers... Abandon slow sites within first 1-5 sec.
  • 39. “Nuggetize” Information
  • 40. Repetitio est mater studiorum (Repetition is the mother of learning)
  • 41. Motivated by Reward
  • 42. Motivated by RewardIn 2012 60% of employers offer wellness incentive programs to employees
  • 43. Motivated by RewardIn 2012, customer loyalty/reward programs exceeded 2 billion dollars
  • 44. Extrinsic Rewards
  • 45. Extrinsic Rewards +
  • 46. Intrinsic Rewards Satisfaction
  • 47. Short, Fun, RewardingLearning Experiences
  • 48. How Does this All Fit Together?
  • 49. Mobile(everywhere)
  • 50. Mobile (everywhere)Boredom (opportunity)
  • 51. Mobile (everywhere) Learning (theory)Boredom (opportunity)
  • 52. Mobile (everywhere)Boredom Learning (opportunity) (theory)
  • 53. Mobile (everywhere)Boredom Learning (opportunity) (theory)
  • 54. The Project.
  • 55. The Project.Mobile Trivia Challenge
  • 56. Trivia Challenge: Goals
  • 57. Trivia Challenge: Goals1 Use otherwise idle moments to teach.
  • 58. Trivia Challenge: Goals1 Use otherwise idle moments to teach.2 Improve our students’ program knowledge (thus reducing missed deadlines and lost benefits)
  • 59. Trivia Challenge: Goals1 Use otherwise idle moments to teach.2 Improve our students’ program knowledge (thus reducing missed deadlines and lost benefits)3 Gain insight into what our students know and don’t know.
  • 60. Trivia Challenge: Req’ments
  • 61. Trivia Challenge: Req’ments1 As widely accessible as possible across mobile devices.
  • 62. Trivia Challenge: Req’ments1 As widely accessible as possible across mobile devices.2 Quick to play.
  • 63. Trivia Challenge: Req’ments1 As widely accessible as possible across mobile devices.2 Quick to play.3 Offer recognition and rewards as incentives (intrinsic & extrinsic rewards)
  • 64. Trivia Challenge: Pilot
  • 65. Trivia Challenge: Pilot 1 Web-based (Widely Accessible)
  • 66. Trivia Challenge: Pilot 1 Web-based (Widely Accessible) 2 Survey Tool (Rapidly prototype & pilot)
  • 67. Trivia Challenge: Pilot 1 Web-based (Widely Accessible) 2 Survey Tool (Rapidly prototype & pilot) 3 Limit 10 Questions (Quick play)
  • 68. Trivia Challenge: Pilot 1 Web-based (Widely Accessible) 2 Survey Tool (Rapidly prototype & pilot) 3 Limit 10 Questions (Quick play) 4 Offered Prizes (Monthly & Once/Semester)
  • 69. Trivia Challenge: Content
  • 70. Trivia Challenge: Content1 We covered basic program information, like deadlines & requirements.
  • 71. Trivia Challenge: Content1 We covered basic program information, like deadlines & requirements.2 We covered information that students should already know.
  • 72. Trivia Challenge: Content1 We covered basic program information, like deadlines & requirements.2 We covered information that students should already know. We displayed the correct answer after3 each question.
  • 73. What We Learned.
  • 74. Participants did not knownearly as much as we expected. Teaching Tool
  • 75. Participants did not knownearly as much as we expected. Teaching Evaluation Tool Tool
  • 76. Continuing Evaluation Plans.
  • 77. Continuing Evaluation Plans.1 Compare challenge participants vs. non- participants on a number of metrics. Agreement signing before deadline, FAFSA completion before deadline, etc.
  • 78. Continuing Evaluation Plans.1 Compare challenge participants vs. non- participants on a number of metrics. Agreement signing before deadline, FAFSA completion before deadline, etc.2 Pre/post quiz comparison of various student behaviors. Deadlines, requirements, expectations, etc.
  • 79. Tips.For Implementing Your Own Trivia Challenge
  • 80. Right Tool for the Job.
  • 81. Right Tool for the Job.1 Best viewed as a supplement. Probably not going to replace any of your existing tools
  • 82. Right Tool for the Job.1 Best viewed as a supplement. Probably not going to replace any of your existing tools2 Most appropriate for simple information. Deadlines, requirements, expectations, etc.
  • 83. Right Tool for the Job.1 Best viewed as a supplement. Probably not going to replace any of your existing tools2 Most appropriate for simple information. Deadlines, requirements, expectations, etc.3 Best fit with a target audience comfortable with technology. Frequent users of mobile devices
  • 84. Maximize Participation.
  • 85. Maximize Participation.1 Research Rewards Don’t assume what will motivate your audience.
  • 86. Maximize Participation.1 Research Rewards Don’t assume what will motivate your audience.2 Promote your Trivia Challenge(s) Posters, emails, regular organizational communications.
  • 87. Maximize Participation.1 Research Rewards Don’t assume what will motivate your audience.2 Promote your Trivia Challenge(s) Posters, emails, regular organizational communications.3 Promote Leader board Publish high scores: websites, publications, other content streams
  • 88. Tips for Challenge Design.
  • 89. Tips for Challenge Design.1 Multiple choice, one question per screen
  • 90. Tips for Challenge Design.1 Multiple choice, one question per screen2 No more than 10 questions
  • 91. Tips for Challenge Design.1 Multiple choice, one question per screen2 No more than 10 questions3 No more than 4 choices per question
  • 92. Tips for Challenge Design.1 Multiple choice, one question per screen2 No more than 10 questions3 No more than 4 choices per question4 Short, simply worded questions (simple, not necessarily easy)
  • 93. Quimle.Quick Mobile Learning & Evaluation
  • 94. Quimle.com
  • 95. Quimle.com
  • 96. Q+A
  • 97. quimle.com/c/8
  • 98. Thank You. Melissa Cline-Douthittmcline0006@kctcs.edu Jason Polete @jpolete #LScon #LScon-710