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Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
Designing for Mobile Learning
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Designing for Mobile Learning

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Held at the PfPC ADL WG meeting on 7 Nov. 2012 in Vienna. The presentation shows the design principles that we have applied during the development of the Mobler Cards app.

Held at the PfPC ADL WG meeting on 7 Nov. 2012 in Vienna. The presentation shows the design principles that we have applied during the development of the Mobler Cards app.

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  • Transcript

    • 1. Designing for Mobile LearningThe Mobler Cards Experience Dr. Christian Glahn
    • 2. Our Research Challenge
    • 3. Mobler CardsFlash Card Learning for Smart Phones
    • 4. This presentation is about theDesign Challenges we faced
    • 5. 2 Types ofDesign Challenges
    • 6. Common ChallengesAre for the App Design
    • 7. Specific ChallengesAre for the Instructors
    • 8. The Common Challenges
    • 9. Technology
    • 10. If you go for mobile you always ask yourself iOS or Android?
    • 11. HTMLor maybe Web-based?
    • 12. We wanted all <3
    • 13. Interoperability
    • 14. Interaction Designis not all about small screens
    • 15. Designing Interaction for Multiple Platforms • Interface consistency • Intuitive processes
    • 16. Same interaction on all platformsAvoid “iOS apps” on Android and vice versa
    • 17. Task Centered Design
    • 18. We did not wantjust another App
    • 19. we wantedLMS Integration
    • 20. • Lightweight protocol• Optimized for mobile data processing• Non-continuous interaction• Platform independence
    • 21. • Live data from the LMS use of question pools in courses• All management is left to the LMS
    • 22. SCORM IMS QTI• SCORM compliant concepts
    • 23. Mobility
    • 24. The benefits of mobile technologiesCC http://www.flickr.com/photos/floridanationalguardonflickr/7096123921/
    • 25. Always within reach Always ready for useCC http://www.flickr.com/photos/1bct82/7729962132
    • 26. How to leverage thebenefits of mobiletechnology for learning?
    • 27. Magic
    • 28. What You Cannot See &What You Don’t Want to See
    • 29. •Logging in •Synchronizing •Being online •LanguageCC http://www.flickr.com/photos/look_ma_im_flying_pictures/3714888958
    • 30. • Authenticate only once • No manual updating• Data and functions on • Use user preferences the mobile
    • 31. The Specific Challenge
    • 32. Content
    • 33. Mobler Cardscan immediately use existing question pools
    • 34. But ...
    • 35. Content for practicing on mobilesworks differently thantesting on desktops
    • 36. Example PfPC CourseBuilding Defence Institutions 2008
    • 37. Try to rememberthis for longerthan 5”
    • 38. Focus on the AnswerNot on the Question
    • 39. True-or-false itemsare not fun afteranswering themfor the first time
    • 40. Support thinking Not guessing
    • 41. Some items mightbe too easyor too complex
    • 42. Avoid answer patternsThe leaners will learn thepattern not the subject
    • 43. Trick questionsare just liketrue or false
    • 44. Allow progressNot quick wins
    • 45. Christian Glahn@phish108slidesha.re/phish108IAMLearn.org

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