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Designing mLearning: Tapping into the Mobile Revolution for Organizational Performance

Book Description

Mobile is a powerful new tool for supporting organizational performance, including a wide-variety of learning opportunities including innovation, collaboration, research, and design. Mobile generates new products, services, and helps solve problems. Whether providing needed tools, augmenting learning, or connecting individuals, mobile devices are empowering individuals and organizations.

Designing mLearning is a hands-on resource that presents step-by-step guidance for designing, delivering, and deploying mobile solutions, covering both the background model and pragmatic considerations for successfully navigating mobile projects. The book takes an integrated approach to mobile learning regardless of the device used. Written by Dr. Clark Quinn, a noted leader in the mLearning revolution, Designing mLearning debunks commonly held myths about mLearning, defines the myriad opportunities for mobile, contains real-world, illustrative examples, includes implementation concerns, and places mobile learning in an overall strategic plan.

Designing mLearning is written for instructional designers, developers, media experts, managers, and anyone with responsibility for supporting performance in organizations. While the focus is on the design of solutions, the book addresses the critical organizational issues to assist the larger agenda of mobilizing the organization.

The information outlined in this groundbreaking guide can be applied across the mobile device spectrum and provides a systematic and integrated suite of conceptual frameworks to guide designers to pragmatic and effective solutions.

"Quinn takes you by the hand and leads you carefully and comprehensively through the m-learning maze of devices, models, examples, and designs, at the same time demonstrating that mobile learning is more than being about learning, but is also about performance."

--Jane Hart, founder & CEO, Centre for Learning and Performance Technologies

"Stop thinking mLearning is miniaturized eLearning. Just as digital video has enabled entirely new forms of entertainment and communication, mLearning enables powerful new (and old) performance solutions at very low costs. Clark omits the deafening hyperbole and delivers today's best source of clear, complete, and useful mLearning guidance for us all."

--Michael Allen, CEO, Allen Interactions

"The future is mobile. It will rock you more than the web did. And Clark Quinn has written the missing manual."

--Jay Cross, CEO, Internet Time, and author, Informal Learning

"Those of us in learning and development know we spend a disproportionate amount of time on formal training, missing opportunities to support workers where real learning occurs: in work, every day. With a wealth of examples, Clark Quinn provides a clear, useful guidebook for using 21st-century tools to support our performers as they enact their work and apply new learning."

--Jane Bozarth, Ed.D., author, Social Media for Trainers and Better Than Bullet Points

"Yes, this is a handy book about mobile learning and support. But it's also a thoughtful nudge towards rethinking what we mean when we say we are educators."

--Allison Rossett, San Diego State University

"Clark Quinn sets the pace for a swift race toward mobile everything. His thought-leadership and focus on solutions that work make him the one to watch, to read, and to learn from now!"

--Marcia Conner, advisor in business culture and collaboration, co-author of The New Social Learning: A Guide to Transforming Organization Through Social Media

Table of Contents

  1. Copyright
  2. FOREWORD
  3. PREFACE
  4. ACKNOWLEDGMENTS
  5. I. WHY MLEARNING
    1. 1. OVERVIEW
    2. 2. THE DETAILS
      1. 2.1. MISCONCEPTIONS
        1. 2.1.1. "We can't provide mobile learning devices"
        2. 2.1.2. "Courses on a phone don't seem like a good idea"
        3. 2.1.3. "Those small screens are too limiting"
        4. 2.1.4. "It's too hard/costly to program these things"
        5. 2.1.5. "Mobile learning is all about content"
        6. 2.1.6. "mLearning only works when the device is always connected"
        7. 2.1.7. "mLearning always has to be interactive"
        8. 2.1.8. "mLearning is limited to (smart) phones"
      2. 2.2. THE BUSINESS CASE
      3. 2.3. QUESTIONS TO ASK
  6. II. FOUNDATIONS
    1. 3. A BRIEF HISTORY OF LEARNING AND COGNITION
      1. 3.1. FORMAL LEARNING
      2. 3.2. MEDIA PSYCHOLOGY
      3. 3.3. BEYOND COGNITION
      4. 3.4. INFORMAL LEARNING
      5. 3.5. SOCIAL LEARNING
      6. 3.6. QUESTIONS TO ASK
    2. 4. THE TECHNOLOGY IT'S NOT ABOUT
      1. 4.1. FROM THE CALCULATOR TO THE SMARTPHONE
        1. 4.1.1. The Palm Pilot
        2. 4.1.2. Mobile Phones
        3. 4.1.3. Media Players
        4. 4.1.4. Smartphone
        5. 4.1.5. Handheld Gaming
        6. 4.1.6. Laptop?
        7. 4.1.7. Tablets, Netbooks, and eReaders
        8. 4.1.8. Recorders
        9. 4.1.9. Trends
      2. 4.2. THE CONVERGENT MODEL
        1. 4.2.1. The Portable Platform
        2. 4.2.2. Output
        3. 4.2.3. Input
        4. 4.2.4. Sensors
        5. 4.2.5. Apps
        6. 4.2.6. Networking
      3. 4.3. COME TOGETHER
      4. 4.4. QUESTIONS TO ASK
    3. 5. GETTING CONTEXTUAL
      1. 5.1. K12
        1. 5.1.1. From Left Field
        2. 5.1.2. A Plot Device
        3. 5.1.3. Convenience
        4. 5.1.4. Directions
      2. 5.2. HIGHER ED
      3. 5.3. ORGANIZATIONAL
      4. 5.4. NONFORMAL
        1. 5.4.1. Museums and Tours
        2. 5.4.2. Conferences
      5. 5.5. THE GLOBAL PERSPECTIVE
      6. 5.6. QUESTIONS TO ASK
      7. 5.7. AN INTERVIEW WITH MOBILE LEARNING LEADER JUDY BROWN
        1. 5.6.1. What got you into mobile learning?
        2. 5.6.2. What have been the interesting developments you've seen since you first became involved in mobile?
        3. 5.6.3. What do you think is the most interesting trend going?
        4. 5.6.4. What do you think people should keep in mind going forward?
    4. 6. GETTING CONCRETE
      1. 6.1. LEARNING AUGMENT
        1. 6.1.1. Organization Background
        2. 6.1.2. The Challenge
        3. 6.1.3. Why Mobile?
        4. 6.1.4. Making the Case
        5. 6.1.5. The Solution
        6. 6.1.6. The Benefits
        7. 6.1.7. The Results
      2. 6.2. PHARMACEUTICAL SALES
        1. 6.2.1. Organization Background
        2. 6.2.2. The Challenge
        3. 6.2.3. Why Mobile?
        4. 6.2.4. Making the Case
        5. 6.2.5. The Solution
        6. 6.2.6. The Benefits
        7. 6.2.7. The Results
        8. 6.2.8. Lessons Learned
      3. 6.3. FLEXIBLE DELIVERY
        1. 6.3.1. Organizational Background
        2. 6.3.2. The Challenge
        3. 6.3.3. Why Mobile?
        4. 6.3.4. Making the Case
        5. 6.3.5. The Solution
        6. 6.3.6. Benefits
        7. 6.3.7. The Results
        8. 6.3.8. Lessons Learned
      4. 6.4. MULTIPLATFORM MOBILE SIMULATION/GAME TEMPLATES
        1. 6.4.1. Organization Background
        2. 6.4.2. Why Mobile?
        3. 6.4.3. Making the Case
        4. 6.4.4. Common Learning Objectives
        5. 6.4.5. The Challenge
        6. 6.4.6. The Solution
        7. 6.4.7. Lessons Learned
      5. 6.5. ADDRESSING STEM VIA MOBILE
        1. 6.5.1. Organization Background
        2. 6.5.2. The Challenge
        3. 6.5.3. Why Mobile?
        4. 6.5.4. Making the Case
        5. 6.5.5. The Solution
        6. 6.5.6. Deployment
        7. 6.5.7. The Benefits
        8. 6.5.8. The Results
        9. 6.5.9. Lessons Learned
        10. 6.5.10. References
      6. 6.6. MAKING MOBILE AT ST. MARYS
        1. 6.6.1. Organization Background
        2. 6.6.2. The Challenge
        3. 6.6.3. Why Mobile?
        4. 6.6.4. Making the Case
        5. 6.6.5. The Solution
        6. 6.6.6. The Benefits
        7. 6.6.7. The Results
        8. 6.6.8. Lessons Learned
      7. 6.7. LEARNING WWW (WHEREVER WHENEVER AND WHATEVER)
        1. 6.7.1. Organization
        2. 6.7.2. The Challenge
        3. 6.7.3. Why Mobile?
        4. 6.7.4. Making the Case
        5. 6.7.5. The Solution
        6. 6.7.6. The Benefits and Results
        7. 6.7.7. Lessons Learned
      8. 6.8. UBIQUITOUS GAMES
        1. 6.8.1. Organization Background
        2. 6.8.2. The Challenge
        3. 6.8.3. Key Learning
        4. 6.8.4. Why Mobile?
        5. 6.8.5. Making the Case
        6. 6.8.6. The Solution
        7. 6.8.7. The Benefits
        8. 6.8.8. The Results
        9. 6.8.9. Lessons Learned
      9. 6.9. SUMMARY
      10. 6.10. AN INTERVIEW WITH MOBILE LEARNING LEADER DAVID METCALF
        1. 6.10.1. How did you get started in mobile learning?
        2. 6.10.2. What areas are you working on that hold promise currently?
        3. 6.10.3. What do you foresee in the future?
    5. 7. MOBILE MODELS
      1. 7.1. THE FOUR C'S OF MOBILE CAPABILITY
        1. 7.1.1. Content
        2. 7.1.2. Capture
        3. 7.1.3. Compute
        4. 7.1.4. Communicate
        5. 7.1.5. Combinations
        6. 7.1.6. Applying the Four C's to Different Roles and Levels of Learning
      2. 7.2. BEING OPPORTUNISTIC
        1. 7.2.1. Reactive
        2. 7.2.2. Proactive
        3. 7.2.3. Custom
      3. 7.3. SPACED PRACTICE
      4. 7.4. FRAMEWORKS
        1. 7.4.1. Performing
        2. 7.4.2. To Course, or Not to Course
        3. 7.4.3. Learnlets
      5. 7.5. SUPPORTING PERFORMERS
      6. 7.6. DATA DELIVERY
        1. 7.6.1. SMS
        2. 7.6.2. Voice
        3. 7.6.3. Media
        4. 7.6.4. Interactives
        5. 7.6.5. Putting Data into Play
      7. 7.7. LET ME ELABORATE
        1. 7.7.1. Personalization
        2. 7.7.2. Elaboration
        3. 7.7.3. Application
      8. 7.8. DISTRIBUTED COGNITION
      9. 7.9. AUGMENTED REALITY
      10. 7.10. LET'S GET INFORMAL
      11. 7.11. PUSH VERSUS PULL
      12. 7.12. LEAST ASSISTANCE PRINCIPLE
      13. 7.13. ZEN OF PALM
      14. 7.14. QUESTIONS TO ASK
  7. III. BRASS TACKS
    1. 8. A PLATFORM TO STAND ON
      1. 8.1. PRINCIPLES
      2. 8.2. PRAGMATICS
      3. 8.3. QUESTIONS TO ASK
    2. 9. MOBILE DESIGN
      1. 9.1. ANALYSIS
      2. 9.2. DESIGN GENERALITIES
        1. 9.2.1. Less Is More
        2. 9.2.2. Media for Mobile
        3. 9.2.3. Information Design
        4. 9.2.4. Interface Design and Information Architecture
        5. 9.2.5. The Design Process
      3. 9.3. DESIGN SPECIFICS
        1. 9.3.1. There Are No Right Answers, Only Tradeoffs
        2. 9.3.2. The Learnlet
        3. 9.3.3. A Formal Learning Augment
        4. 9.3.4. A Performance Support Augment
        5. 9.3.5. What's the Least I Can Do for You?
        6. 9.3.6. Use the Right Medium for the Message
        7. 9.3.7. Context Is King
      4. 9.4. GET YOUR HANDS DIRTY
      5. 9.5. QUESTIONS TO ASK
    3. 10. THE DEVELOPMENT IT'S NOT ABOUT
      1. 10.1. THE GOOD, THE BAD, AND THE UGLY
        1. 10.1.1. The Good
        2. 10.1.2. The Bad
        3. 10.1.3. The Ugly
      2. 10.2. DELIVERING CAPABILITY
        1. 10.2.1. Standard Formats
        2. 10.2.2. Mobile Web
        3. 10.2.3. Content Tools
        4. 10.2.4. Custom Programming
      3. 10.3. QUESTIONS TO ASK
    4. 11. IMPLEMENTATION AND EVALUATION
      1. 11.1. IMPLEMENTATION PLANNING
      2. 11.2. ORGANIZATIONAL CHANGE
      3. 11.3. MANAGEMENT AND GOVERNANCE
      4. 11.4. EVALUATION
      5. 11.5. WE HAVE ISSUES HERE!
        1. 11.5.1. Social Policies
        2. 11.5.2. Accessibility
        3. 11.5.3. Security
        4. 11.5.4. To Provide, or Not to Provide
        5. 11.5.5. Support
      6. 11.6. QUESTIONS TO ASK
  8. IV. LOOKING FORWARD
    1. 12. BEING STRATEGIC
      1. 12.1. THE PERFORMANCE ECOSYSTEM
      2. 12.2. eLEARNING, STRATEGICALLY
        1. 12.2.1. The Learner Perspective
      3. 12.3. BEING OPPORTUNISTIC
      4. 12.4. QUESTIONS TO ASK
    2. 13. TRENDS AND DIRECTIONS
      1. 13.1. MOBILE EXTENSIONS
      2. 13.2. THE "CLOUD"
      3. 13.3. IMPACT
      4. 13.4. SENSOR NETS
      5. 13.5. GAMING TO GO
      6. 13.6. BLURRING BOUNDARIES
      7. 13.7. SMART "PUSH"
      8. 13.8. SLOW LEARNING
      9. 13.9. META-COGNITIVE MOBILE
      10. 13.10. QUESTIONS TO ASK
    3. 14. GET GOING (MOBILE)
      1. 14.1. MOBILIZE!
  9. V. APPENDICES
    1. A. BIBLIOGRAPHY
    2. B. GLOSSARY
    3. C. TOOLS
    4. D. CHECKLISTS
  10. ABOUT THE AUTHOR