Bottom-Line Performance: Learning Quarters E-Newsletter

Archive for the ‘Mobile Learning’ Category

Mobile Learning Analyst RJ Jacquez to guest host #TalkTech chat on mLearning, HTML5, and more.

Tuesday, May 15th, 2012

We are pleased to announce that our friend and colleague RJ Jacquez (@rjacquez) will be guest hosting our weekly #TalkTech chat this Thursday, May 17th at 3 pm EST. RJ is a former Senior Evangelist for Adobe who now spends his time as a Mobile Learning Analyst and consultant. His blog, The m-Learning Revolution Blog, is a highly regarded resource for the latest in mLearning news, trends, and analysis. He also actively shares mLearning information via his Facebook Page.

Our staff has had many a great conversation with RJ on Twitter and the relationship is yet another example of how powerful social media can be for connecting like-minded professionals within their fields. Be sure to follow RJ on Twitter and tune in at 3 pm on Thursday as he will post three articles and topics on Mobile Web Apps, the move to HTML5-based apps over native, and the rise of enterprise BYOD (Bring Your Own Device) programs for us to discuss. Just use the #TalkTech hashtag to participate. More on this week’s topics:

1. The emergence of mobile web apps and what it means: The Age of Mobile Web Apps Dawns – .Net Magazine
2. New Trend? From Native Apps to HTML-5 based Apps: You’ll never believe how LinkedIn built its new iPad app (exclusive) - VentureBeat and Web journey complete, FT switching off iOS app — paidContent.

3. Enterprise Bring Your Own Device and what it means to mLearning: Learn more via the Youtube video Key Market Trends: Enterprise BYOD: IDC’s Steve Drake.

#TalkTech is a weekly chat on emerging trends in technology and how they relate to learning and design. We post the first topic at 3 pm and allow about ten minutes for open discussion, then do the same for the other two topics. Follow @BLPIndy on Twitter to stay up to date on #TalkTech and participate in the weekly chat.

As always, we will be posting a transcript of this week’s chat on Storify. We find it helpful to go back and reference the key points and ideas that participants have shared.

Brandon’s App of the Week – SayHi Translate

Thursday, May 10th, 2012

Each week Brandon Penticuff, Bottom-Line Performance’s Director of Technology and admitted app-obsessed iOS user will share an app that he is using that week. Whether it is an app to make you more productive, teach you something, or simply entertain you, we hope that you’ll enjoy learning about them!

This week’s app is “SayHi Translate”, an extremely impressive “Pocket Interpreter” that will enable you to quickly translate phrases that you speak out loud into many different languages. Your conversation can also be translated the other way, with your communication partner’s response also being translated back into your primary language.

It may sound complicated, but it really isn’t. The app’s design is incredible, it’s hard to imagine it being any more simple to use. The design mimics a text-messaging conversation between two people (one blue, one green). The blue represents the Primary language chosen, and the green side represents the Secondary language. The application defaults to English and Spanish respectively, but you can set either to one of over 30 available languages in the settings menu. When you tap one of the supported languages and speak it, it automatically translates the text of what you said into the message window, and then speaks your phrase out loud and provides the text of the translation as well. This let’s you not only confirm what it is attempting to translate, but visually see the translation once it is completed. An entire conversation can be maintained within the app, and then selectively shared via email, text message, Twitter, or Facebook.

In addition to providing a handy way for you to quickly communicate with someone that doesn’t speak your language, you can also use this app to practice your fluency and pronunciation with a foreign language you are trying to learn. By tapping on the Secondary button you can speak in that language and have it confirm with you what it heard, and then translate it back into your Primary chosen language. By using the tool this way, you can practice your speaking skills and work to perfect your intonation and clarity.

I absolutely love apps like this that provide multiple uses, are cleverly designed, and leverage the ability of my iOS devices in new and interesting ways. Throw in the fact that it’s a universal app that works on both the iPad and iPhone with a single purchase and this one is easy to recommend.

SayHi Translate – [.99] (Universal App)

Note: This app is currently on sale for .99 and will be $2.99 after a introductory period.

Follow Brandon on Twitter for more tips and tracks on all things App related. Got an app you want featured? Send him a tweet to have it considered!

mLearning Thoughts: 3 Mobile Learning Examples You Might Have Missed

Tuesday, May 1st, 2012

If you are reading this, you already know mobile learning is a hot topic. You also know that incorporating social media into mobile learning is even more of a buzz term. With the price of an iPad 2 now dropped to just $400, the prospect of implementing a smart phone or tablet-based solution across your organization is probably looking more and more attractive. But how do you know what is actually practical, and what are some examples of how mobile learning is already being used?

While we all love using our fancy phones and tablets, let’s not forget to learn a lesson from the past. With the introduction of video in 1980s, evangelists proclaimed that “The future of learning is here!” and everyone would be learning exclusively from video. When eLearning appeared in the 1990s, it too was proclaimed the final solution to performance issues. We now know that video and eLearning are viable and useful, but not the be all, end all. We should look at mobile with the same set of eyes…it’s exciting, but we need to be pragmatic if we hope to implement successful solutions within an organization.

While tablets and phones are both often called “mobile,” we cannot lump them in the same category all the time. They offer vastly different experiences. It’s true that both devices are easy to carry with you, but the small screen of the phone should cause you to ask some tough questions before using it to deliver learning. “Will this content be easily consumed and retained in this format?” “How will my design that looks good on the iPad look on the iPhone?” There is no one right answer.

Perhaps the greatest danger of all is the temptation to simply recreate our beloved “click next to continue” courses on mobile devices. In his recent blog post Mobile Learning Should Be More Than Converting Desktop eLearning to HTML5, mLearning analyst RJ Jacquez (@rjacquez) stresses the importance of creating a unique mobile learning experience, and we could not agree with him more. Think about the sales reps going through your course in the evening on their smart phone or an overworked employee grabbing 5 minutes to “do mobile learning” on a tablet in a coffee shop. How will they need that information delivered to them?

Need some examples of how mobile learning is already being used? We gathered three from the educational, consumer, and enterprise world for you to consider.

1. iPhoneography and Twitter from a Mobile Device: Infinite Thinking Machine, a YouTube series on mobile learning, is full of examples of how mobile is already being used effectively for education.  Lisa Highfill, a 5th grade teacher in California, has her class thinking mobile and social in ways that would make most Learning and Development departments green with envy. She uses a “flipped classroom” approach with students watching video and interactive lectures at home, then coming to class to share and discuss. Most interesting of all, Highfill has created a class Twitter account (because 5th graders probably don’t need their own Twitter, do they?) and let’s students “tweet their learning using the art of iPhoneography and reflective thinking in 140 characters at a time.” What’s the value? Students can bring a field trip or classroom experience to life by taking a photograph, synthesizing their thoughts, and tweeting it out for their peers to see.

While Highfill’s approach is obviously fostering engagement among her 5th graders, will your corporate crowd embrace a mobile learning solution like this? What would it be used for? Imagine a new employee orientation procedure where participants use their smartphones to explore the environment and Tweet photos and comments of things they see or questions they have. It would be easy for the L&D department to respond to what they post and fill in the gaps. This formof exploratory, conversational learning via mobile phone could certainly take many other forms as well.

2. Using Snapguide to Create How-To Guides for the Workplace: Have you checked out Snapguide yet? If not, you should. Snapguide is an elegant app for individuals to find, create, and share how-to guides created using the iPhone. Guides can include text, photos and video and allow users to make comments, ask questions, and share.  Once again, the possibilities of an application like this delivering on-demand performance support are endless. While Snapguide is a consumer-focused solution and guides are public, a similar type of application would have a high degree of usefulness in an enterprise setting.

3. On-demand support and retention of knowledge via quiz-style learning games on the iPad: Mobile learning is already being used by real companies to deliver real performance support. The trick is to make a game mechanic that feels fresh and new (yes, that means no Jeopardy). Our Knowledge Guru game, a Web App playable on desktop or iPad, is a quiz style learning game that uses the principles of repetition and spaced learning to help users master content quickly. We recently partnered with Dow Agroscience in their initiative to educate sales reps on their latest product. Dow provided sales reps with iPads preloaded with Knowledge Guru and the reps played the game at their leisure to reinforce their product knowledge. We’ve received terrific feedback thus far from Dow, citing a high level of engagement from the reps. There is no doubt that mobile learning delivered on the iPad is attractive and practical. Whether you choose to use Knowledge Guru or another quiz-style game to support learning, you can expect a high success rate.

Are you using mobile learning in your organization? If not, how do you plan to implement it in the future?

Brandon’s App of the Week – Pocket

Thursday, April 26th, 2012

Each week Brandon Penticuff, Bottom-Line Performance’s Director of Technology and admitted app-obsessed iOS user will share an app that he is using that week. Whether it is an app to make you more productive, teach you something, or simply entertain you, we hope that you’ll enjoy learning about them!

This week’s app is “Pocket”, an really cool way for you to store various content that you find on-line and want to read or watch later. Perhaps the best way to think of Pocket is to imagine it as a DVR for the internet. Let’s say you were reading Steve Boller’s great post “Trainers: Is Gladwell’s 10,000 Rule a Hoax? ” and didn’t have time to finish it. With Pocket, you would just save it for later and finish it when you had time, across any of your devices or computers.

Now your first thought might be “I can just bookmark a link in my browser”, and of course that’s true. However a browser bookmark typically stays tied to that browser and that computer, you likely aren’t setup to have it automatically populated out to each of your devices. Also, when your app syncs on a given device, it also stores the data locally so you don’t have to have a constant internet connection to read what’s in your Pocket. There are other apps out there like Instapaper that provide similar services, however with it’s recent redesign, Pocket (formerly “Read it Later”) has absolutely raised the bar in design and functionality. Extending the value of Pocket, many of the most popular Apps for content consumption like FlipBoard, Zite, Twitter, and more provide methods for saving your content directly into your Pocket account.

While some have expressed concern about the negative impact that technology and the internet in particular has had on long-form reading, there have been indications that the iPad is providing some relief to this trend. Apps like Pocket can help you save meaningful content for later and get the most out of your digital tools. When viewing your content you can sort it by image, video, or text and you can even apply tags to your content to help with later sorting and retrieval.

So what will you keep in your Pocket? Do you think apps like this can help sustain long-form content in a byte-size world?

Pocket – [FREE] (Universal App)

Follow Brandon on Twitter for more tips and tracks on all things App related. Got an app you want featured? Send him a tweet to have it considered!

Make it Social: How We Use Twitter as a Learning Tool

Monday, February 20th, 2012

Chances are, someone has told you how you should or should not be using Twitter recently.

Did you know that Twitter chats are a fantastic way to share informal knowledge and spark conversation within  your field or even inside your organization? Think about it: You spend all day every day sitting in your office, siloed off from the world of information ebbing and flowing all around you. What if there was a way to tap in to the collective expertise of industry experts and thought leaders, creating synergistic relationships both inside and outside your organization? This is all possible. Best of all, it’s cost-effective and easy to implement.

For the past month, Bottom-Line Performance has been hosting Thursday Tech Talk, a weekly chat on Twitter. Each week, we extend an open call for users to submit articles on emerging trends, gadgets, or tech and we curate three of our favorites to include in our discussion. You can follow along and even join in by following @BLPIndy on Twitter to see the upcoming articles and saving the #TalkTech hashtag as a search. Here’s a transcript from our chat on Thursday, 2/16:

A few tips to get you started:

-Pick a hashtag that is short yet memorable and unique: We started our Twitter chat using the hashtag #T3 and have since changed it to #TalkTech. Since Twitter limits the number of characters per tweet to 140, we thought using a short hashtag would enhance people’s experience by allowing them to fit more in to one tweet. However, we quickly realized that having a hashtag that is unique and specific to your talk is important. The stream for #T3 was always cluttered with spam and errant conversations we did not want to view. #TalkTech has been much more successful thus far.

-Brevity is the soul of wit…and good conversation: New Twitter users sometimes balk at the 140 character limit per tweet. “How will I get my point across?” Rather than being a deterrant, we’ve found that the 140 character clause actually helps participants be more concise and form their thoughts better.

-Embrace different consumption preferences: Some of our BLPers are digital natives who find it easy to rapid-fire Tweets on any topic (I fit in to this heap). However, others prefer to receive and process information at a more controlled rate. We recommend using a service like Storify to gather the conversation and preserve a record of it for easy viewing. Users who prefer to interact with Twitter at a slower pace will still benefit from the conversation by reading it later and may even become more comfortable with the medium in time. Making a transcript of your chat available after the fact will greatly enhance its value. 

-It takes time to build participation: We have been encouraging BLP employees who do not normally use Twitter to hop on and try participating in #TalkTech. It has taken some time for those not used to taking part in this medium of communication to get used to sharing thoughts in this format, but we have seen great improvement from the first week.

-Twitter isn’t perfect: The platform itself has some limitations that are worth noting: Tweets do not always load immediately when you are monitoring a keyword and the stream of commentary can become confusing for some. Remember that the added value of Twitter versus a closed off chat room is the openness of the platform itself: every Tweet being shared can be searched and viewed by anyone on Twitter, any time. There is always an opportunity for someone unexpected to chime in with a new insight. Sharing your thoughts and expertise in such a way is also a great way to improve the credibility of your organization on a chosen topic.

Our experiences with #TalkTech have been all-together encouraging and we plan to continue our weekly chats. We’ll keep posting the Storify summaries once a week on this blog.

I would encourage any organization still standing on the side of the pool dipping their toes in and grimacing a bit to take the plunge in to social media and try hosting a Twitter chat of your own. You can also try participating in one of many Twitter chats already going on. Just search for what you are looking for, and odds are you will find it!

Project Spotlight: The Art of a Custom Android App

Monday, February 13th, 2012

Mobile app developers know the mantra: make sure it works on every platform!

It can be difficult to make an app work on every version of iOS, let alone every Android tablet. When company’s decide to standardize their hardware, the developer’s job becomes considerably easier.

We were thrilled when Cummins approached us about their need for an easier way to rapidly author RFPs. We asked a simple question: “Want an App for that?” It was clear that their was opportunity for a unique approach to RFP creation.

The end result: a beautifully efficient application called Cummins EasyRFP developed exclusively for the Asus Eee Pad Transformer.

 

Dustin used the rapid authoring tool Screenr to produce a simple walk-through of the app. But don’t take our word for it:

YouTube Preview Image

What do you think? Are mobile applications a viable solution to improve workflow and productivity in your organization?

 

Learning Lab Part 1 Wrap-up: 5 Social Learning Lessons

Wednesday, February 8th, 2012

Well, that was fun.

The last of the celebrities and East Coast football fans have left Indianapolis, and what a party it was! It was hard not to get caught up in the “Big Game” buzz last week. Football was on everyone’s brain, and we are so happy to have been able to share Gridiron Guru with you. This was part 1 of our m+s+g=l? learning lab experiment.

Our sign-ups were modest, but we had players from all over the world take part. The top score achieved topic mastery of all four paths AND amassed a Grab Bag score of 126,000,000. Talk about self-directed learning!

Part of social learning is that the “teacher” learns too. Unlike the bearded character in our game, we are NOT Gurus who have achieved mastery. We know what we are good at and love using our expertise, but there is always more to learn. And boy, did we learn a ton from putting this game together! Here are 5 take-aways for you to consider as you begin looking at ways to “gamify” your training and create opportunities for informal, non-traditional learning on mobile platforms.

1. Respond to results in real time. Social learning platforms enable facilitators to respond to the needs of learners in a more immediate, direct fashion. The admin side of the game engine we created for this (KnowledgeGuru)  has a robust set of reports that allow us to see what learning objectives and questions were the hardest. Here is a quick view at part of a learning objectives report:

While most of our objectives received a high response percentage, a few dipped below what we considered an acceptable baseline level. Social media allowed us to respond in real time. We created short, concise learning aids and shared them as PDFs via Scribd. The learning aids were sent out via Twitter so that game participants could view them. You can view one of ur learning aids HERE. We also tweeted hints and tips for the questions with a low correct response rate.

2. “Social” Integration Must  be Seamless. Even if you are designing a learning experience for a corporate environment, it is important to integrate social sharing functions seamlessly. While we encouraged participants to follow theKGuru on Twitter to receive game tips and updates, the beta version of our game did not have The Knowledge Guru Twitter feed embedded in the interface. Learning aids must be easy to find and accessible for learners to take advantage.

3. Merge Gamification With Social Platforms. One of our favorite features of Knowledge Guru is the ability for users to track their progress by region and globally on the leaderboards. A little competition never hurt anyone! But a learning solution that claims to integrate social must do so in more ways than one. We are adding a “Tweet my score” feature to various stages of the game for the next phase of our Learning Lab. We will also integrate the Twitter stream within the game so players can see tweets from within the game itself.

4. Social Learning demands individual engagement. With no one looking over your shoulder, who will motivate you to complete training that is designed to be “informal” and “social” in nature? Of course, the training itself must be fun and engaging enough to keep you hooked in, but we still think external objectives are important. Since no one was making our learners play Gridiron Guru and they did not need to know the material for their jobs or a project, we noticed participation faltered in the later rounds. Since the Knowledge Guru game is primarily an engine for “on-the-job training” and gamified delivery of required knowledge, it lacks the bells and whistles to compete with a game like Temple Run or Angry Birds on pure fun factor and dopamine release. If participation is not mandatory, your “gamified learning experience” must compete against every other potential distraction on the web! Even if participation is mandatory, make the experience as compelling as possible. We plan to focus on our most compelling question sets to make our next game even more enjoyable to play.

5. Manage learner expectations from the outset. As we said, this is no Temple Run or Angry Birds…but Knowledge Guru is trying to get you to REMEMBER information long after you play the game. The instructional design behind it deliberately uses repetition and the concept of spaced learning over time. Each topic contains three paths that you must complete to reach mastery. Each question contains three iterations – spaced across the three paths. You will see content multiple times. If you miss a question, you get immediate feedback. When you re-start after a miss, you get the question you missed as your first one. When you “unlock” the grab bag (which is where you can get REALLY high scores), you get a randomized selection of all the questions in the game…spaced learning over time since you can’t knock it until you’ve done all the topics. All this is really good instructionally…but really bad if the learner doesn’t understand what’s going on and buy into it.

Needless to say, we’ve learned a whole lot from this experience. We’re e making tweaks to the game and creating a whole new set of questions for phase two of our learning lab, College Hoops Guru, coming in (you guessed it) in mid-March. We have also gotten a lot of ideas for phase three of the game, which will be 100% twitter-based and not rely on a game engine at all.

As for our winner? He asked to donate his $25 prize to the Dayspring Center, a temporary homeless shelter in Indianapolis. While he has requested to remain anonymous, you can go check his score out on the Leaderboard.

 

 

 

 

Does Mobile + Social + Games = Learning? Help us find out

Monday, January 23rd, 2012

Yes, we’re all hearing the buzz. The holy grail of learning is shifting to games/gamification, mobile, and social. Within my team at BLP, we actually are already believers of the value that blending these three things together can have on a learning experience….but we want proof, not just gut feelings about this. So – we invite you to join our newly-created “learning laboratory” at Bottom-Line Performance and be part of a little three-part experiment we’re going to do.

Part 1 coincides with the Professional Football Championship Not to Be Named for Copyright Purposes. Since it’s in Indianapolis this year and so are we, we felt it was a perfect fit. We’re creating a game called Gridiron Guru that targets the casual football fan. If you can already explain how teams score, but you’re clueless or unsure when you hear things like intentional grounding, pass interference, 4-3 defensive formation, nickel defense, etc., then this game should help you learn…while you also have fun and engage with other people who are doing the same thing as you.

We chose a fun theme and approach, but our goal is serious. How well does a social/mobile/gaming approach work in helping people learn…particularly when no one is pushing them to learn? You get to opt into our little experiment – and you only play as far as you want to play. Yeah, we are providing a small incentive (Top 3 scores entered into drawing for $25 App Store card), but there is only ONE winner and, hopefully, lots of learners/players. Let’s see how much learning happens with this format.

Our game begins Monday, January 30th. If you want to play (and we hope you do), start following @thekguru on Twitter. He’ll announce the game’s start and send out the game link on the 30th.  You will need to create an account to play – but you only provide a name and email…and we aren’t adding you to any contact list. This is just for the game. Ideally, you’ll play on your iPad. If you aren’t lucky enough to have an iPad yet, you can play on your desktop. Android is not an option for this little experiment of ours….yet.

Our game ends at kickoff time Sunday, February 5th. We’ll tweet out the winner (as well as posting on the Knowledge Guru game site). We’ll analyze our first round of data and send out the results.

For Part 2 of our experiment, you can expect a college basketball-themed game (in March, of course) that focuses on the game of basketball for the casual college b-ball lover. We’ll deliver Part 3 at the end of April or beginning of May, and focus on the far more serious topic of  effective learning design. We’ll use the Knowledge Guru game engine again for our March game – and then go 100% social at the end of April when we play our learning design game on Twitter.

Socome play with us and learn with us. We’ll share our results after each game – and then results overall. We’ll share what people seem to retain, like, dislike, etc. and how much people learn (our game engine has some wonderful reports we can share!!).

 

 

 

Adobe Ends Development of Mobile Flash Platform

Tuesday, November 15th, 2011

Earlier this week, Adobe confirmed that it is ceasing development on Flash for mobile devices and will instead increase its investment in HTML5 and related tools. Here’s the message from Adobe:

“…HTML5 is now universally supported on major mobile devices, in some cases exclusively.  This makes HTML5 the best solution for creating and deploying content in the browser across mobile platforms.” - Danny Winokur, Adobe VP and GM of Interactive Development

What does this mean to you, as developers and distributors of eLearning? In the short-term, Flash will continue to be an important part of the e-Learning developer’s tool belt; there are simply too many users out there who still rely on browsers that aren’t yet compatible with the latest HTML5 and CSS standards. So if you are using tools that output as Flash (e.g. Articulate Presenter) or you incorporate Flash into your courses, you can continue doing so as long as desktop delivery is how you plan to distribute eLearning.

The rising desire for mobile learning and the accompanying goal to efficiently “build once and deploy everywhere” aren’t feasible with a solution that anchors you and your audience to a desk. (Get up to speed with our great brief “Lessons on mLearning”). If you think your organization is going to go “mobile” in the next year, it’s time to talk to us about alternatives to Flash-based solutions.

If you are already anticipating making the switch from Flash, feel free to share with us in the comments section.

Diving into mLearning: How to get started

Thursday, September 15th, 2011

(We have created an 8-part comprehensive report containing a series of two-to-three page “briefs.” This is part 8: Diving into mLearning: How to get started. If you would like to see the collection in its entirety, click here.)

Think small and not huge when you do your first project. At mLearn, we heard stories from companies such as PwC, Abbott Pharmaceuticals, the Federal Bank of Chicago, and several others. Here are tips we gleaned from others’ first efforts:

  1. 1. Think through device choices carefully – lots of people did pilots with Blackberries because those were company-approved devices. By the time pilot ended, IT departments were opening things up to include iPhones and Androids with the assumption/realization that people would use personal devices for work tasks.
  2. 2. Create a policy. You cannot require people to access learning from a mobile device; you can only make it available. You’re going to find that lots of your employees welcome mLearning – but you cannot tell people they have to take learning “on their own time.” (Though companies clearly perceive they are going to leverage time that used to be “downtime.”)
  3. 3. Decide what a good return on investment is for you. Will you save money over traditional eLearning delivery? Will you save people time? (Note: It does not appear that mobile = money savings, though simple apps can end up saving $$ if you provide people an easy way to access information in the field.)
  4. 4. Name and involve stakeholders from the beginning. For senior-level executives figure out how to SHOW rather than how to DESCRIBE mobile learning and what you want to do.
  5. 5. Pilot mLearning on a small scale before launching on a large scale. Be clear on what you want to measure in a pilot. What are you evaluating? What do you hope to “prove?” Here’s a few different examples of what “small” might mean:

What does small mean???

  • • Small might mean a very simple solution to a narrow problem (e.g., nurses are having difficulty remembering access steps to an LMS.) Nurse managers have a variety of nurses who work virtually – and frequently call at odd times requesting the access steps to the company LMS. By providing nurse managers with a simple web app that outlines the four steps to walk someone through, it means nurse managers don’t have to log into their computers to walk someone through the steps. Total cost of this solution: $2000.
  • • Small might mean “small-ish” when compared to the larger opportunity. Abbott Pharmaceuticals, which sees huge potential in mLearning for its sales force, created three different kinds of mLearning (a course, a game, and a job aid) and tested them on a single district’s sales reps. They used the feedback from these sales reps to decide which prototypes to continue developing. A note: Abbott purchased iPads for pilot testers.
  • • Small is relative to the size of the organization. PwC, which has 140K employees, did a pilot involving about 400 of them in two countries– some in the U.S. and some in the UK. They created a different solution for each pilot group and extrapolated enough information to expand their efforts to affect many more countries and many more employees. However, the mobile courses they are developing still comprise a small subset of all courses that would be available to employees. A note: As the project team encountered IT roadblock after IT roadblock, they determined their quickest path to a demo was to purchase 21 Blackberries and load a prototype onto it so they could SHOW rather than TELL executives their concept for mobile learning.
  • • Small might mean rolling out a single robust solution to a small group of people. Federal Bank of Chicago repurposed an existing bank examiner course and had six bank examiners take the mobile version of the course. The project took a couple hundred hours to do (so not small in terms of effort) but they sought feedback from a very small group of tester – and limited their exposure to failure.

Planning and Implementing Questions

Business objectives and instructional goals

  • • Why mobile as opposed to some other distribution alternative?
  • • What results do you want to achieve?
  • • Do you have a way of measuring success? How?
  • • Is this intended to support performance or is it intended as an actual formal training tool?

Stakeholders

  • • Who cares about this project?
  • • Who benefits from this project?
  • • Are Legal and IT on board?
  • • How will this project benefit each group of stakeholders? How will it make life more difficult for them?
  • • How mobile is the target audience?
  • • How are people leveraging devices now?

Instructional strategies and implementation

  • • Who will produce the content?
  • • Does the content currently exist or does it have to be developed?
  • • What tools will be leveraged for content creation?
  • • What interactions/interactivity need to be used?
  • • What time parameters for usage are realistic with the intended audience?
  • • Can information be “chunked” into stand-alone components or does it need to be viewed/completed in a specific order?

Devices and technical specs

  • • What devices are you supporting now?
  • • What devices are the optimal choice for what you want to do? Is there a device you currently have…or one you want to gravitate toward?
  • • What other initiatives for mobile learning are going on now, or are in the planning stages?
  • • What delivery platform makes the most sense– web application or native application?
  • • Is Internet connectivity going to be a factor?
  • • Is there a need to translate material into multiple languages? (Native apps may not be a great choice if you need them available in multiple languages.)
  • • Where will content reside?
  • • What content distribution methods do you plan to use (e.g. web application or native application? QR codes? text messaging? etc.)?
  • • Who will provide the distribution service?
  • • What network will you use for distribution?
  • • What security issues must be considered?
  • • Do you need to provide training on securing mobile devices?
  • • What, if any, user support needs to be provided?

Our Bottom-Line advice?

Just do it – but make sure you’re doing it with a problem for which mobile is an obvious and appropriate solution. Also do it with proper planning. The question list here will get you started – and help you recognize that planning IS required!