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Showing posts with label mobile device. Show all posts
Showing posts with label mobile device. Show all posts

Wednesday, March 4, 2009

M-Learning: Challenges to E-Learning Pro’s

In the context of m-learning, the challenge to e-learning professionals is to be smart about how learning content is distributed via mobile devices.

Now read on...

I started this series of posts about using the iPhone - and by extension the multitude of Converged Media Devices (CMDs) - with the goal of understanding approaches to leveraging the rich potential of personal media players.

In the course of articles to date, I have looked at

  • The implications of poor media player client support on mobile devices
  • What is M-Learning?
  • Learning theories applied to M-Learning
  • Learning opportunities supported by CMDs
  • Practical applications of M-Learning

Based upon the research that I have undertaken, I would assert that the iPhone (as it currently exists) is not an appropriate learning channel for converged multi-media delivery of instructional content as I stated here:

[A CMD like] the iPhone is not a powerful computer: it is a Web-enabled Portable Digital Assistant (PDA). I would suggest that in many consumers’ minds that to be able to surf the internet in a full-featured Safari browser on the iPhone means that it’s a “real” computer. Apple surely want to manage users’ expectations.

Yet, the device obviously has huge potential to delivery information, knowledge, and learning. The challenge to e-learning professionals is to be smart about how learning content is distributed via this channel - in a sense, where it fits in the learning value chain.

learning_channels

Figure 1. Parameters for learning channel selection

Given that mobile devices like the iPhone cannot deliver integrated, immersive learning deliver, I would suggest that the most practical approach to using these devices in an e-learning context is to use these devices as a learning platform, and to supply content based upon the precepts of a modified cloud computing model.

Learning Platforms

According to the UK Dept. of Education and Skills (DfES), a Learning Platform (LP) is

a generic term to describe a system of information and communication technologies that is used to deliver and support leaning.

We can say that while learning platforms can vary considerably, each should provide the following range of ICT-based functions:

  • Content management - enabling teaching staff to create, store and repurpose resources and coursework which can be accessed online
  • Curriculum mapping and planning - providing tools and storage to support assessment for learning, personalization, lesson planning etc.
  • Learner engagement and administration - enabling access to pupil information, attendance, timetabling, e-portfolios and management information
  • Tools and services - providing communication tools such as e-mail, messaging, discussion forums and blogs.

A learning platform brings together hardware, software and supporting services to enable more effective ways of working within and outside the traditional learning contexts including classrooms. A learning platform is not a single 'off the shelf' product, rather it's a collection of tools that are designed to support teaching, learning, management and administration.

A high-performing learning platform should be embedded in the behaviors and culture of the learner, and should offer a wide range of benefits to educators, learners, managers and administration.

Practical benefits to trainers

An effective learning platform will enable trainers to:

  • Create and share training materials which can be accessed online (including via portable media devices), printed, or used with an interactive whiteboard
  • Put their resources online page by page, lesson plan by lesson plan, so colleagues can access them from multiple locations
  • Access a wide variety of learning materials that they can customize for the exact needs of their pupils
  • Access lesson plans from colleagues to support group learning
  • Assess, monitor and track learner progress progress
  • Receive submissions of work from learners in a single, easy-to-manage location
  • Increase learners' ICT competence and confidence.

Practical benefits to learners

An effective learning platform will enable learners to:

  • Access learning materials created by their trainers and mentors, outside training time and from multiple locations
  • Store work and notes online for use in just-in-time learning
  • Learn in a self-pace fashion and with a wide choice of learning material
  • Create an online portfolio, including digital photos and videos of performance as well as text
  • Improve their ICT skills and online management of materials
  • Submit coursework and assignments for assessment
  • Communicate via e-mail and participate in live discussions and forums with fellow learners

Practical benefits to managers

An effective learning platform will enable managers:

  • Play a part in employees' learning, via managers’ access to the learning platform
  • View reports and data about assessment activities
  • Communicate effectively with staff managing their staffs' learning and development
    Become active partners in organizational learning and development

Practical benefits for administration and management

An effective learning platform will:

  • Provide up-to-date management information on skills and knowledge acquisition
  • Track the progress of individuals and teams
  • Collate summative and formative assessments
  • Reduce the administrative burden on L&D and HR by using transferable data
  • Enable communication within the learning environment and beyond, on a one-to-one, one-to-many, or many-to-many basis

More...

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Thursday, February 12, 2009

No Flash on the iPhone? I’m cool with that.

Everyone wants Flash on the iPhone.

Today I had a moment of clarity. I realized there will never be the facility to view Flash-based content on my iPhone. Probably. And you know what? I’m cool with that.

I have been an Apple 3G iPhone owner and user since the model was released here in Ireland in mid-2008. Since I have had the device, I’ve come to rely on it to manage my e-mail accounts, utilize my time, play music, video, take notes (text and audio), and generally be more productive .

I’ve Twittered, Quittered, Facebooked, YouTubed and blogged.

But for me, the inability to deliver Flash-based interactive e-learning applications on the device has been a significant source of frustration for me for all the time I have used my iPhone.

Oh, the potential that’s there, I said. What a waste, I lamented. Learning “on-the-go” – real just-in-time information-transfer just-out-of-reach, I railed, much like Lear on the heath. All that content, ready to be refactored into a dinky miniaturized format for all my learners: not to be, alas and alack.

More than anything else, my frustration was based upon a positive reading of a very ambiguous statement by Adobe CEO Shantanu Narayen, who, when discussing the difficulties in bringing Adobe's most well distributed product to the iPhone said:

It's a hard technical challenge, and that's part of the reason Apple and Adobe are collaborating… The ball is in our court. The onus is on us to deliver.*

The implication of this - and other - public utterances by the Adobe Powers That Be is that Apple and Adobe are “collaborating” on developing a Flash player for the iPhone. Logical conclusion: it’s just a matter of time before Flash appears in the iTunes App Store, ready to go.

fake_iPhone_eL

Not on the jPhone as a Flash movie anytime soon

However, if you believe Apple CEO Steve Jobs' comments on the popular platform, it won’t be on the iPhone any time soon.

According to Wired, Steve Jobs considers that Flash is “too slow” for the iPhone, and Flash Lite is too limited. Don’t forget that the iPhone OS is a tightly-curated closed platform: Apple call the shots. As Nullriver found out in August 2008 for example, the proprietors have no qualms about pulling iPhone Apps that they deem to extend the functionality of their hardware and software beyond what they (Apple) can control.

Wired again:

Flash does have a reputation for slow performance compared to the other popular web-embeddable language, Java. Traditionally, the best flash presentations are those coded by experts with a keen awareness of its limits—Apple wisely fears iPhones being hammered by the Internet's inexhaustible supply of badly-constructed Flash garbage.

There is a convergence of historical, cultural and practical considerations to be accounted for:

  1. After many years closely working with Apple (when the Mac was the graphics & DTP creatives’ / digital media producers’ computer of choice), Adobe Systems grew initially on Apple’s support of Postscript, and later of programs like PhotoShop, Illustrator and Premiere. It can be said that Adobe is taking that relationship for granted. Adobe did not update its Mac software for more than a year after Apple switched to Intel processors in 2007. This must have hit Apple’s revenue pretty hard, as potential users stuck to their PowerPC Macs until they could acquire the compatible Adobe software
  2. Traditionally, Flash has performed badly on Macs. Add to that the aforementioned “badly-constructed Flash garbage.”
  3. The iPhone is not a powerful computer: it is a Web-enabled Portable Digital Assistant (PDA). I would suggest that in many consumers’ minds that to be able to surf the internet in a full-featured Safari browser on the iPhone means that it’s a “real” computer. Apple surely want to manage users’ expectations.
  4. Apple is very aware of these issues. The company went as far as to include a clause in their iPhone developers' Terms of Service agreement (.PDF) that prohibits Flash from appearing on the iPhone:

    No interpreted code may be downloaded and used in an Application except for code that is interpreted and run by Apple's Published APIs and built-in interpreter(s).

The outcome of these (and other) factors is that Safari for iPhone is unable to display a significant portion of the content on the internet. Flash games aren't supported, videos can't be streamed from popular television and movie sites like Hulu and the BBC iPlayer, and websites that use Flash to render content or navigation won't work on the iPhone.

Next time: Implications for m-learning. Will mobile e-learning suffer as a result of this scenario?

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References:

*Source: Bloomberg Television at the World Economic Forum in Davos, Switzerland.

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Thursday, August 7, 2008

iPhone m-learning content authoring

If you're a regular reader, you'll know that I recently posted on The Mobile Segment of the Learning Marketspace - new report. In that post, I discussed the outcomes of the Elearning Guild Report on the topic.

Well, since then, I have becomes the happy owner of an Apple 3G iPhone (a screenshot of my wallpaper is displayed below) and so I've been searching for an authoring tool to create some content for delivery via iPhone.

iphone_wallpaper

My iPhone wallpaper - Ovation six-string acoustic guitar, and 1985 Fender Precision & 1995 Musicman Stingray basses

Now you may know that the Flash Player is not yet available for the iPhone, which leaves content developers like me in a quandary; how to deploy courseware on the device:

  • for immediate implementation
  • that can be refactored as SWF / FLV formatted files when Adobe and Apple agree to release a version of the Flash Player for iPhone

After quite a bit of research, I've found two authoring tools that that may enable learning professionals to create e-learning content for distribution on the iPhone, yet won't require content authors to develop the content as an extra product stream on top of their ongoing deliverables.

cs_logoThe two tools I am going to investigate are Techsmith Camtasia Studio, and SumTotal ToolBook Instructor 9.5 Beta. I will evaluate each product (and their associate production processes) over the next few toolbook_logodays. In the meantime, here (courtesy of SumTotal) are a few handy hints to consider when you're at the pre-production phase of developing learning content for mobile devices:

  1. Limit Graphical Content
    With the tight mobile device screen being roughly a twelfth (or smaller) of a desktop screen, large-screen graphics not only increase load times, but also take up valuable space that is needed to display text, hyperlinks, and other important information.
  2. Text Considerations
    Text should be limited – brevity is the soul of wit. Layout should be structured to avoid the need for scrolling. This involves breaking up text into smaller pieces/sections and linking to those smaller pieces, instead of putting a lot of text on one screen. Smaller fonts are also recommended. For example, Microsoft Windows Mobile standard is Tahoma with a point size of eight, which is an appropriate size for text viewed in the Apple iPhone’s Safari Web Browser.
  3. Limit the use of Data Entry
    Since the keyboard is a limited size, input fields should be kept to a minimum to reduce the amount of typing. Where possible, provide possible text or phrases to avoid needing the user having to type. These text items should have a hyper-link associated with them to serve as an easy way for users to select them, rather than their having to type them on the keyboard.
  4. Utilize Screen Space
    Avoid excessive horizontal and vertical spacing between screen elements. Unlike designing a print ad or brochure, you don’t need a lot of “white space” on the mobile device’s screen.
  5. Place Non-Essential Links at the Bottom of the Screen
    Hypertext links that are not relevant to the information being displayed should be placed at the bottom of the page to preserve space. This places critical information in the user's view upon entry to the screen or page. For example, a navigation menu that would normally be on the left or top of the screen of a desktop computer should be placed at the bottom of the screen for a mobile device.
  6. Media Consideration
    Another matter of importance is the types of media – audio and video – delivered. Generally, this is specific to the mobile device. For example, Windows Mobile devices typically support MPEG and MP3 files, whereas the iPhone currently supports QuickTime and MPEG MP4.

In general, developers should consider the goal of delivery of information via a mobile device. Not all types of information, media, and training materials lend themselves to this channel. With careful planning, content developers should be able to craft and deploy a wide variety of content to help those learners who are on the go.

More...

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References:

Wexler, S. Brown, J. Metcalf, D. Rogers, D. and Wagner, E. (2008) MOBILE LEARNING What it is, why it matters, and how to incorporate it into your learning strategy. [Internet] Available from: http://www.elearningguild.com (Subscription required) [Accessed 21 July 2008]

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