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Slide to Unlock: learning design for the mobile learner

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We are all mobile learners. It's in our DNA. If you have access to a mobile device, to confine your learning to a classroom, online course or exhibition hall is to go against the very nature of how you learn.

Knowing has never been a static process, but only now are we starting to connect the potential of mobile technology with our natural propensity for dynamic, responsive and viral learning.

As ownership and usage of technology rise sky high and expectations for the content it delivers rise with it - faster, smarter, effortless, social - has e-learning kept up? Or is it simply cramming itself into the 4" format when it should be reinventing itself accordingly?

• What lessons from the past can we take into future of learning design?

• What are the gaps in the current approach to designing learning for mobile?

• What will be the radical designs that tap into the best of mobile technology and help us fulfill our potential as mobile learners?

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Slide to Unlock: learning design for the mobile learner

  1. 1. Slide to unlock – learning design for the mobile learner Caroline Freeman – Senior Learning Designer Rich Calcutt – Learning Designer January 2014 www.brightwave.co.uk
  2. 2. Where we're coming from A learning design perspective: • Impact of mobile • Future designs (the old and the new)
  3. 3. Mobile = on all devices
  4. 4. "Gaining momentum" Mobile learning very or extremely effective: Push notifications to mobile devices Mobile video Mobile performance support 69% 64% 62% Brandon Hall survey Mobile Learning 2013
  5. 5. Can do better Organisations still deploying content too big to be highly effective on mobile devices. Average length of a mobile video Performance support materials Games 9.5 12.3 18.1 minutes minutes minutes Brandon Hall survey Mobile Learning 2013
  6. 6. Responsive web design One design to rule them all?
  7. 7. Horses for courses Design for the device: • Football scores – mobile (reference) • Video highlights – tablet (browsing) • Match report, analysis, tables, stats – PC/laptop (reflection)
  8. 8. Radically responsive design The end of the e-learning module as we know it
  9. 9. E-learning deconstructed Read Watch Interact Listen Push & pull
  10. 10. Interactive video From laser disc to smart phone…
  11. 11. The moral of the story… so far • Radically responsive design - using the devices the way people want to use them • Remember reading, watching, listening • ‘Interactive’ is more than a screen type
  12. 12. Three concepts that define the best mobile experiences: 1. Push and pull 2. Recording and sharing 3. Keeping it real
  13. 13. 1. Push and pull Content value is defined by supply and demand. Mobile technology means there's no excuse for being irrelevant.
  14. 14. Ban.jo Content pushed in real time to meet an interest now. The service defines what's meaningful using mobile data. "By alerting you to friends nearby and other interesting people, [the app] reveals moments you'd have otherwise missed." Curation happens in real time within communities of interest.
  15. 15. The App Store Apps are downloaded at a point of need: • • • • • Shazam – "What's this song?" Google Maps – "I'm lost" Apple Maps – "I want to get lost" TripAdvisor – "Where's safe to eat?" Angry Birds – "This seminar is boring" Users curate the most relevant content. Content is disposable.
  16. 16. Think of your mobile content like an app – can users pull it easily?
  17. 17. If you're going to push something, make it relevant and meaningful. Let me find what I need when I need it.
  18. 18. 2. Recording and sharing On a PC, we're often detached from our 'real' lives. Mobiles come with us into the arena of practice – they are by our side when we're learning and doing.
  19. 19. • Tracking is no longer about pass or fail, complete or incomplete • We must broaden our definition and allow learners to track what they want, how they want • Feedback is validating and helps create meaning – mobile apps should facilitate tracking real activity
  20. 20. Tracking can be more than a quiz score – record what learners find meaningful.
  21. 21. Users record activity and track progress in real time without interrupting normal practices. "Log your activities to trick your brain into turning actions into habits."
  22. 22. Learning designs for mobile should include tangible milestones that can be tracked with mobile technology. • GPS • Photo • Video • Voice recording • "Checking in" Today I went mountain biking. or…
  23. 23. "I share, therefore I am" – Sherry Turkle • Share anything • Friends & family • Increasingly boring – parent zone • Share 140 characters • Celebrities and strangers • Still relevant • Share photos • Strangers • Mostly food pictures • Time limits • Reclaiming content ownership • In the moment …What we share is getting more spontaneous, more meaningful. What we share must feel authentic and genuine in a specific moment. We can do this with mobile.
  24. 24. 3. Keeping it real Mobile technology is a great thing, but it has its challenges. Are we disconnected from each other and our world? Are we dependant on them for security, validation, entertainment? Have our everyday practices changed for the better or worse?
  25. 25. Connected – but not to the moment
  26. 26. We must avoid 'second life syndrome' – mobile cannot be a retreat from real life activity.
  27. 27. We need to push the boundaries of what we think of as 'mobile'. What is the mobile learning philosophy? • Access to learning at the right time, in the right place • Mobile learning doesn't divorce us from our real physical practices • Relevant, meaningful recording and sharing
  28. 28. To me, this epitomises the mobile philosophy • Removes physical barriers to practice – frees our eyes and hands to see and do • Information on demand overlaid onto the world on front of us • Built for sharing experiences • Reduced time and space between learning, doing, recording and tracking
  29. 29. We must avoid any temptation to think about 'normal' e-learning on such devices – this is a new paradigm.
  30. 30. Intel: 2014 – the year of wearable mobile technology Intel: 'Edison', 'Jarvis', Smartwatch. An enveloping world of mobile devices for mobile learners.
  31. 31. Don't allow mobile to detract from real practices and real experiences. Content must be meaningful - right place, right time, on demand. Sharing is caring – we share things for a reason, and nobody shares things they don't find meaningful.
  32. 32. "The future is on its way, and it is going to be on your face. We need to think about it and be ready for it in a way we weren't with smartphones. While you and I may make fun of 'Glassholes' today, come tomorrow we're all going to be right there with them, or at least very close by. Wearables are where we're going. Let's be ready." – Matt Honan, Wired
  33. 33. Any questions? @drdigitalis; @elearner_rich Come and see us on Stand 116 January 2014 www.brightwave.co.uk

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