10 dos of mobile learning
With m-learning continuing to gain a foothold, Nigel Paine outlines ten key tips in embracing learning on the move.
1. People are willing to use their mobiles in circumstances when they won’t get a book out or a laptop.
2. Mobile learning is at the cusp: it still has novelty value, but it is practical and doable now. Most of your staff will love you for providing it.
3. You are competing with an activity (games) so offering hundreds of mobile screen size pages of text will not cut it for most people.
4. This is valuable ‘dead time’ which can be exploited.
5. The level of concentration available far exceeds the level of concentration in the office.
6. Unless you have strict ownership policies, you will have to build your mobile apps for at least iPhone, Blackberry and Google Android. Maybe for Windows Mobile 7 if that takes off.
7. This has to be bite-size and when you switch off and back on, the app has to remember where you are.
8. If it is available on line as well, you will need to have wireless synching between phone and laptop/desk top so that when you go to one after having worked on the other, your precise location will be noted. One of the reasons why the Kindle iPhone app and the windows desktop app work so well with the Kindle eReader is that each updates the other about where you are up to, so there is no manual electronic page-turning on the part of the user trying to remember where she is.
9. You don’t have to learn all the different SDKs (software development kit). There are plenty of specialists out there who can take the material in what ever format and turn it into and iPhone or a Google Android app for you.
10. You need to make this as exciting looking as possible. It is important to use some of the tips and tricks from the games makers. They are your main competition. If they can get monopoly working on that small screen...