John Cook, Claire Bradley, Richard Haynes and Carl Smith


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Multimedia Learning Materials for Mobiles.

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  • John Cook, Claire Bradley, Richard Haynes and Carl Smith

    1. 1. Hands on Mobile Claire Bradley, John Cook, Richard Haynes and Carl Smith RLO-CETL, London Metropolitan University
    2. 2. Welcome <ul><li>Designing multimedia learning resources and learning objects (RLO-CETL) </li></ul><ul><li>For web and mobile phones </li></ul><ul><li>Structure on-site and off-site learning </li></ul><ul><li>See </li></ul>
    3. 3. <ul><li>During this hands-on session </li></ul><ul><li>we will be : 1 . Looking at the rationale behind developing learning objects for mobile phones. </li></ul><ul><li>2. Getting you to try four prototypes under development. </li></ul>
    4. 4. Developing Learning Objects for the Mobile Phone <ul><li>Why develop for mobiles: </li></ul><ul><li>a. User centred: Time and place to suit the user </li></ul><ul><li>b. Ubiquitous. 98% students own/use a mobile </li></ul><ul><li>c. Students used to the phone, dexterity </li></ul><ul><li>d. Preferred learning device: Students keen to use. Always on – make use of down time. </li></ul><ul><li>e. Allows communication, group work </li></ul>
    5. 5. Developing Learning Objects for the Mobile Phone <ul><li>Designing for the mobile: </li></ul><ul><li>Audio can replace/support text content and instruction </li></ul><ul><li>Bite size chunks </li></ul><ul><li>Most media playable in Flash Lite 2 </li></ul><ul><li>Less is more keep screens simple, uncluttered </li></ul>
    6. 6. Mobile issues and solutions <ul><li>Designing Learning Objects for the mobile: What are the issues? </li></ul><ul><li>‘ Matchbox’ screen size </li></ul><ul><li>Text, legibility and audio </li></ul><ul><li>Navigation and user control </li></ul><ul><li>Interactivity what is possible? </li></ul>
    7. 7. N91 Spec <ul><li>Up to 4.0 GB of internal memory for content – mp3, photos, videos etc </li></ul><ul><li>Flashlite 2. </li></ul>
    8. 8. Multimedia Mobile Learning <ul><li>Question: how can we design m-learning so that it helps people to manage their projects and learning activities? </li></ul>
    9. 9. M-Learning Design <ul><li>It was necessary to choose suitable subject areas on the basis that those contexts would benefit from the advantages that mobile devices can bring to a users experience. </li></ul><ul><li>We introduced mobile technologies by building their use into core assignments . </li></ul>
    10. 10. Mobile Learning Contexts <ul><li>Sustainability and Reuse: </li></ul><ul><ul><li>If MLOs are used with appropriate activity and learner generated content then it is possible to achieve a rich blended learning context. </li></ul></ul><ul><ul><li>Combines top down pedagogical patterns with bottom-up learner generated context and learner control. </li></ul></ul>
    11. 11. Modules Involved: <ul><li>Studying Marketing and Operations </li></ul><ul><li>Event & Live Media Industries </li></ul><ul><li>Sports Science </li></ul><ul><li>Study Skills </li></ul>
    12. 12. Different Types of Learning Models Self Tests Basic Guides Reminders
    13. 13. Muscle Mechanics: Effort Arm Muscle Mechanics: Load Arm Cycle Ergometer: Cadence Cycle Ergometer: Revolutions Cycle Ergometer: Gear Ratios
    14. 15. Richard Haynes (Developer) Carl Smith (Developer) Reusable Learning Objects (RLO CETL) Centre for Excellence in Teaching and Learning Learning Technology Research Institute (LTRI) London Metropolitan University [email_address] [email_address]