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>>Jason Haag: Thank You everyone for joining the ADL Mobile Learning webinar.
It's our monthly webinar. This month we'll be talking about mobile learning resources
as well as the MoTIF Project. My name is Jason Haag.
I'm part of the ADL technical team and also the mobile learning lead
along with Marcus Birtwhistle and Peter Berking.
Our focus is on mobile learning, mobile learning research,
instructional design, performance support, mobile device platforms
and technology as well as interface design and
best practices for implementation for ADL.
I wanted to mention before I get started today
that to I gave this presentation actually last month as part
of the Interagency Mobile Learning Webinar series.
It was a three day event, our second annual one, the first one
was a physical event. This past year we did it completely virtual
due to government travel restrictions and so forth.
I imagine that some of you signed up for today's webinar
because you missed last month's.
In case you didn't know about our mobile learning webinar
series last month you can access it all online now.
You can access all the slides as well as the videos.
Go to http://ADLnet.gov/mlws
It's also available on YouTube at
http://is.gd/mlws2013
Some of the topics we covered over those three days where
existing projects on mobile learning provided
by your host organizations ADL,
Combating Terrorism and Technical Support Office - CTTSO,
Army CASCOM and DAU as well as some best practices, mobile gamification,
responsive designs, spaced learning, mobile moocs and so much more.
It was jam packed. We've had nothing but positive feedback.
If you missed it, here's your chance to go check it out.
I'd like to start off by saying that Mobile Learning fits nicely
with ADL's vision to utilize technology to
deliver information and and provide access to
education and training to enhance performance
has long been a goal of ADL.
The personal assistant for learning is a long-term focus
R&D activity at ADL. The goal of this research is to create a
capability that anticipates learners needs and provides
access to effective personalized learning content
and performance aids that can be accessed from any device or platform.
How is research on mobile learning design and implementation
related to the PAL? The PAL is a long term goal of ADL.
We feel that Mobile learning is a near-term enabler
of many of the capabilities envisioned of the PAL.
I really feel that mobile learning is coming through
on some of the promises that ELearning failed to deliver.
Just a quick screen to give you an idea
of how mobile we've all become as a society is
a comparison of Pope Benedict's inauguration
earlier this year.
I'm sorry Pope Frances' inauguration earlier this year
compared to Pope Benedict's inauguration back in 2005.
Just a glance at the audience and how connected and mobile
we are in, in just that short eight year time span.
Also earlier this year, five years now,
Surprise Story of 2008 was
Apple's entry into the mobile marketplace.
The birth of the App Store.
What's really has brought us to where we are now.
Apps are becoming more and more important than the device itself,
so Happy Birthday to The App Store.
It's truly been a game-changer.
Before I get into the resources and MoTIF project,
I'd like to talk a little bit about
ADL's description of mobile learning or
how we view mobile learning.
First I'll talk about some different methods of learning.
We know that learning is new existing knowledge, behaviors,
skills, values or preferences.
That's the definition from Wikipedia.
It's really just human learning that takes place as part of
education, personal development, schooling or training.
I'm not sure how many of you have heard about the
70:20:10 Learning Framework created by the
Center for Creative Leadership. Google actually adopted this as
part of their business model for how employees can spend their time
to dedicated tasks. It can be appealed to different disciplines.
Specifically for learning, it says that we actually
learn the most from on the job tasks and doing.
20% from working with mentors and learning from others.
Only 10% from formal training.
On the flip side of this
most organizational budgets
spend about 70 percent on formal training.
Formal learning as we know
is your typical classroom situation.
It involves pre-planned and pre-packaged
structured experiences.
The differencing factor between formal and informal learning
is that the goals and the means are determined in advance.
by an external authority.
When we talk about informal learning we hear about this
a lot as an umbrella term for a lot of different things.
I think we can differentiate it by saying the goals of learning
may or may not be determined by an external authority
but the means of learning are determined by the learner.
So, some different methods of learning for a frame of reference
because we will get into some of the terms later when we talk about
the results of the survey from the MoTif project is formal
learning, non-formal & informal learning and performance support.
These are commonly used terms in today's education and training
technology landscape. An example of formal learning could be a
traditional course. And example of non-formal learning could be
a massive open online course like the MOOC. An example of
An example of informal learning would be learning personal
or professional social interactions such as
LinkedIn, Twitter or Facebook.
Here at ADL, we recognize there's not a universally
accepted definition of informal learning.
We think that the above attributes may provide some
context more easily differentiated from formal and non-formal.
One important thing to point out is that
mobile learning can fit within any one of these
and be an augmentation or a solution or part of any of these
types of methods or environments. Performance support.
I'll talk a little bit about that. You'll hear that often brought up
as a learning method. A lot of people refer to it as a way to
improve human performance. It's not a difficult concept. 07:13.430,0:07:18.169 It's basically putting the right information and access
to information in the hands of your learners when they need it.
So think of it as giving learners quick reference to business
processes and procedures they use in everyday tasks,
jobs or checklists.
One example with the image on the screen is
an aeronautical pre-flight checklist as a means of
performance support. You have to learn by doing.
We just talked about the 70:20:10 model.
Learning by doing, users need support that's contextual
and ready when they're ready to use it.
So this is Performance Support.
It's also Learning at the Point of Need.
Dr. Conrad Gottfredson created The Five Moments of Learning Need.
It's really interested to look at.
If you want to look at designing mobile learning content and
thinking about learning differently and how you can break things down
in terms of it being a training need or a performance support need.
Within the Five Moments,
the First two are when you want
to learn something New or you want to learn something More.
Those are how you can distinguish between a training need.
If you need to apply, solve or change
will help you distinguish if you have more of a
performance support need.
Mobile Learning. What is mobile learning?
A Definition.
We tried to come up with a solid definition here.
We want to group what we do here in a R&D environment.
We think that mobile learning should really talk about the
mobility of the learner as well as the mobility at the device.
A lot of definitions that
have been out for over the past decade or so
really focused on one of these two.
They don't really look at both of them together
and the sweet spot in the middle.
There is a Delphi Forum that's being conducted by
the University of Southern Queensland.
I believe they quit collecting data last month.
If you want to see the results they should be posting that
sometime this year. There's the URL on the screen.
Developing the Mobile Learning Evaluation Framework (MLEF)
Part of this project is developing a new way of
defining mobile learning based on a collection of
characteristics that may change over time, rather
than just a single unchanging definition.
It's kind of like what we tried to do here at ADL
without using a researcher and a survey instrument.
They're conducting a panel survey using a Dephi technique
which researchers educators and theorists have published
in the field of mobile learning between 2008 and 2013.
So ADL Describes, Not Defines mobile learning as
Leveraging Ubiquitous mobile technology for the adoption or
augmentation of knowledge, behaviors, or skills through education, training
and performance support while the mobility of the learner
may be independent of time, location, and space.
It leads us into the future beyond just smartphones and tablets of today
It could include wearable mobile devices in the future as well.
I've seen many eLearning practitioners and vendors jump on the bandwagon
in the past few years since I came on with ADL under Judy Brown.
She started the ADL mobile learning team.
We've seen a lot of all people say that we are delivering
mobile learning. We don't think this is mobile learning.
This is mobile eLearning which is really just making
eLearning content accessible on a mobile device.
Mobile learning encompasses and requires so many other
variables in order to really leverage the capabilities
of the platform effectively. It's more than formal courses.
It supports informal, non-formal, and performance support.
eLearning has been known in the past decade as only
being limited to mostly formal and non-formal scenarios.
Judy has the quote "Think Outside the Course".
We still like to push this one out there
because we want people to start thinking about
all the different opportunities
and how we frame mobile learning. It's causing major paradigm shifts
in the training community to think outside the box.
Now you know a little bit about mobile learning.
I've talked a little bit about some of the resources
that we have and that we've put together for you.
I'll get into the MoTif Project.
The most popular resources and access that we have is
a mobile app that we create several years ago.
It's a ADL Mobile Learning Guide. It basically teaches you the
fundamentals of mobile learning.
We created this for iPhone and Android
but it's available also in any browser.
This is a screen capture from apps.usa.gov.
They have a catalog of different government apps.
You can access and download any one of these from apps.usa.gov.
We did this as an exercise to learn how to develop
a mobile app using HTML5 and how to package it
for native app stores.
When we created this we used
jQuery Mobile and Phonegap.
jQuery mobile is a HTML5 responsive design framework
that allows us to target as many device platforms and screen sizes
as possible. We used Phonegap in combination with that so we can
actually improve our chances of distributing it and putting it out
in the native app store so that people can access it as well.
That's one thing to consider in your strategy is how do I to
deliver and distribute my content. Do I want the most possible users
to get it or do I just want it on the Android and iPhone platform.
We are looking at putting it in some of the other app stores
as a follow on activity.
Another excellent resource that we have available is the ADL Newsletter.
It has a number a different articles, blog posts
and research publications
that's all curated by Judy Brown.
She only uses the best resources so this is a
great time saver if you want to keep up with what's going
on in the mobile learning world.
Maybe you are or maybe you aren't a Twitter person and
don't keep up with it on there. Judy has a number of sources
that she pulls all together and puts in this one Newsletter.
It goes out every Monday.
We also have a archive going back the past two years
with all the previous editions.
If you'd like to subscribe it's completely free.
We originally had it closed off to government subscribers
but it open to the public now.
If you go to ml.adlnet.gov
you can access this newsletter and get it weekly or you can
access it through the website if you don't want it emailed.
Another resource that we worked on at ADL
is the Mobile Learning handbook. It's an excellent collection
of best practices that we've encountered in the past few years
in design and development. There's also a lot of examples
that we are working on to add more in the near future.
There's some great research articles and publications under the
Resources section. We've had a lot of people ask where can I get
peer reviewed research on mobile learning.
We've got a number of resources and we collect, repost them and
provide external links to them under the Resources section.
Be sure to check that out.
It's also a great resource for anyone who's looking to get
started off in mobile learning.
The next resource is MASLO, which is a project that we
which is a project that we
had a BAA funded project
with the University of Wisconsin and Madison.
It's a mobile learning publishing platform.
It comes with an authoring tool
that's available both on Windows and the Mac.
So, you can create your content on your computer.
The other component in this is that it has a mobile app player.
The mobile app player is available on iOS and Android.
The way it works is right now it's a pain
to push content to mobile apps
without going through the approval process
especially on Apple.
This allows you to easily, using the concept of content packs,
to push content from the authoring tool to show up live on the app
without having to go to the App process again.
It comes with some basic functionality
for text and images
and a little assessment builder in it.
We have future plans to hopefully enhance this tool.
The big thing of this project is that it's Open Source and free.
If you're looking for something to start off with and
get your feet wet with mobile learning it's a great
resource that we put out there.
The website to download the authoring tool is
http://academiccolab.org/maslo
You can get the other resources on our site http://ml.adlnet.gov.
Another resource that we have is
the Mobile Learning Decision Path.
This was published this past June and is funded by the
Combating Terrorism and Technical Support Office
Technical Support working group with Aaron Givens.
It's a decision guide or job aid for instructional designers
looking to get into mobile learning.
As I mentioned earlier there's a number of different opportunities
for mobile learning.
We decided to keep this narrow and focus on
two specific use cases.
One, we see a big need for those looking to convert there
existing e-learning courses and put that on mobile.
Although that may not be the best use of mobile learning
it is a low hanging fruit. A lot of people have invested
a lot of money into online training courses, eLearning courses, SCORM
and so forth. So there's a need
to provide some convenience and put these on mobile
and provide access on mobile.
We recognize that and have made that one of the use cases
for the decision guide. The other use case was
considerations for developing performance support.
Now, it takes you down a number decision paths that's why it's
called Mobile Learning Decision Path. One example of things you
might consider is what are the micro level decision points for
creating a native application versus a Web.
Why would I do one over the other. What are some of the other
management related and content management related
things that may get in the way.
Also in 2012 we had a mobile learning Literature Review
that we conducted with TSWG as well.
As well as market research with existing vendors out there
that creates mobile learning authoring tools.
These are both available on the website at http://ml.adlnet.gov.
Some other resources I'd like to mention is
that we do have a mobile learning working group.
We usually meet monthly, but we have been really
busy this summer.
We've had a few months off. We co-host with DAU and TSWG.
We co-host with DAU and TSWG.
If you would like to get involved with that
please contact me and I'll pass your information on to
Rebecca Clark and we'll get you guys added to the group.
Again you can contact us via email at adlmobile@adlnet.gov.
Some other ADL resources that we have is Experience API
and the opportunities for tracking mobile content.
Especially if you want to track mobile courses
those were not previously supported using SCORM
according to the SCORM specification.
We have a new initiative called Experience API
which allows you to track more than just
courses of course.
If you would like to get more information about that
and the designer working group that Andy Johnson and
Aaron Silvers are heading up they just started a Cohort
to look at instructional design and learning design
consideration for the Experience API.
We'll be starting a second cohort in October if you would like
to get involved with that effort.
Also, just like this month, I want to remind everyone
else for those of you who are new today that
we have monthly webinars at adlnet.gov.
Usually they are announced the second or third week on the month.
You can go and register then. I'd like to give an applaud
to Doctor Shane Gallagher. He'll be the guest presenter
next month, he's the Next Generation Learner Team Co-Lead.
He'll be presenting on Game Design to Enhance Cognitive Adaptability.
Now, let's get started on the MoTif Project.
That's a real quick run through of the resources on mobile learning.
A lot of them are on the website so please check that out.
One project that we've been working on that I'd like to
give you some information about, and I'll share the results of the
survey that we conducted this past April,
is the MoTIF Project.
It came from its acronym,
Mobile Training Implementation Framework - MoTIF.
It was something that you can remember and it has some meaning.
It's an recurring subject, theme, idea and a dominant idea or feature.
The acronym may seem to imply a focus on training framework,
but the actual intent and focus is much more.
It's for educators and instructional designers to also consider alternative
learning approaches in their design strategy. It's about instructional
design and learning design for mobile not just training.
I wanted to preface that before the slide coming up
so you don't think it's
all about training courses.
What is the problem that we are looking at?
Many learning content developers are creating new mobile content.
They are often repurposes and resizing the content.
to fit a smaller screen and interface differences.
They're not really thinking about the different
aspects of learning, pedagogy, performance support
or user experience design.
Best practices from what we've seen have not been
identified within the context of following
an ID model or learning theory.
Content developers aren't really sure how to design
for the different motivational, contextual or social communication
aspects of the mobile platform. We think that they are not really
thinking about what are some alternative learning methods
that we can support,
other than self based training.
What are the things we could do to leverage the unique capabilities
of the device to enhance the learning experience
whether it's a camera, sensors or a GPS.
We started this project based on a existing framework
called the ILDF - Integrated Learning Design Framework.
It was developed by Dr. Bannan at George Mason University.
It incorporates four efficiencies from four main disciplines.
Several from instructional design such as how to conduct
a needs assessment task analysis and evaluation.
It conducts principles from object oriented software development
as well as product development and diffusion of innovation.
Diffusion of innovation is how are you going to get people
to apply this in a broader context rather than just local.
This framework helps you to capture the
research based knowledge that you collect along the way
in your project.
It has different learning research cycles
to examine learning cognition.
It's based on four main phases, the first is Informed exploration
which is really conducting a needs assessment and
justifying what you're going to do.
Second is Enactment or the development of solutions or
interventions to meet the problems identified in the needs assessment.
Third is Local Evaluation, which is the road testing of
whatever your intervention or solution is
and interactive feedback to refine it.
Fourth is Broad Evaluation which we mentioned earlier.
How do you get people to apply in a broader context
not just at the local level.
ILDF is based on something called design based research.
The goals are much different
when you compare design research to predicted research.
Mobile learning is a new technology.
It's has exciting capabilities that are new to us.
It has a lot of complex things such as designing for different
interface screen sizes. All of this is new.
Educational and instructional design guidelines generally
have not been meeting the pace and innovation of mobile.
We feel like design based research needed to help enable
a systematic exploration and requirements and best practices
for mobile learning design. Design based research has
been around for a while but the purpose has been to
produce theories and practical intervention as it's outcomes
to address complex problems and educational practice.
We feel it's a nice fit for mobile learning
because it's apparent today.
When you compare these two, I'd like to mention the goals
are very different. Predicted research is intended to test the
hypothesis through experimentation to develop a theory.
We're following this design based research approach for
the purpose of using research methods and instruments
to make informed decisions about what we're trying to do
in solving our complex problems in mobile learning.
We're not doing it just to conduct research for
the purpose of conducting research.
We're doing it to make these informed decisions.
I mentioned interventions earlier.
These can be such things as strategies, best practices,
materials, products systems as solutions to the problems
that we identified earlier. We also think that there could
be some development of theory around this as well as framework,
and the methodology of how to implement that framework.
What extra, if anything, is required.
So by following this model
we are currently is phase one.
We completed the survey. We have a survey report
that's ready to be published here any week now.
It's pending a few edits internally. The next steps
are to follow up on a few interviews and focus groups
based on the data we found and the survey report.
Finally to put out a needs assessment and begin with
the following phases which is intervention.
So again, what is the problem.
People are creating content. Education and training professionals
are creating content without thinking about the unique
capability of the mobile platform. Without thinking about using
complementary and alternative learning approaches such as
performance support or spaced repetition.
So, our approach is
these three primary objectives.
These are the three primary objectives.
We aligned all of the research questions to in the survey.
First, is there a need for a mobilized process or framework?
Second, is there a need to identify a document and the
unique capabilities of the mobile platform and
the use cases for mobile learning? Third, is there a need to identify
alternative learning approaches that are appropriate for the platform?
We started off with a 32 question survey that spanned from
March 28 to April 26.
We have 831 respondents. We were really happy with the response rate.
We do have to admit that we did have a lot of help from
many professional organizations out there as well as the ADL community.
All of you that are on the call that did participate, we Thank You.
We will be following up with everyone really soon.
We had a wide spectrum of countries and professionals in roles
across the educational and training community represented.
So, we think we have a really nice sample.
I mentioned that a survey report should be available in the next weeks.
We do expect to publish it motif.adlnet.gov.
Our project site that we are
starting up is motifproject.org
It will be by invitation only.
We'll be engaging the community to
follow on with the next phase of the project,
especially in phase two
when we start designing and so forth.
So to get a little deeper into the survey results.
The target audience that we were looking were educators,
instructional designers, instructors or trainers,
learning content creators, managers, researchers and
students that had an interest in mobile learning.
Here are the descriptions we had for each of those when filling out
the survey so they could classify themselves into a category.
We recognize that people wear different hats and may
have some of these roles. When we asked the question in the
survey we asked which role do they most primary identify with.
We did not give them the option to select multiple roles, so
we could get a separation of distinct roles that were represented.
The largest number of respondents were managers at 38 percent.
The second largest were instructional designers at 29%.
However of the respondents who answered managers, 17 percent
actually had a degree in instructional design or
instructional technology or a related field.
Therefore, around 48% of respondents were knowledegable
about instructional design which is what we are targeting,
Education.
Next question,
which of the following best describes your organization?
Although our mission is to support the DoD at ADL
we want the global education and training community
across all industry and orientation types to be
involved because they all have the potential to influence
and benefits from a mobile learning framework.
So we distributed the survey to all the audience types.
You see that Commercial is largest represented at
28 percent, followed by Higher Ed at 28 percent.
I'm sorry Commercial is 30 percent.
The federal government at about 14 percent.
Government contractors at 10 percent.
In order to evaluate the credibility of the responses
of the target audience, we asked how many years experience they had
as a practitioner in the field of learning, education and training.
75 percent of respondents had at least 10 years of experience
in learning, education and training.
That's very valuable to our responses here.
243 or 29 percent had 16 to 25 years experience.
237 or 28 percent had 10 to 15 years experience.
17 percent actually had 26 or more years.
A lot of experienced folks participating.
In addition to evaluating
the years of experience they had we also wanted to know how much
actual hands-on experience they had working on mobile projects.
Around 1/3 or 33.9 percent of the respondents
had no previous experience working on a mobile project.
We were actually expecting a lot less experience
on mobile, since it's so new.
Especially in the education and training community.
Previous experience on mobile projects was not a requirement
to participate on this survey. I want to mention that.
In fact around 2/3 or 60 percent of the remaining respondents had
at least some experience
adding more value and credibility to responses.
While our view of mobile learning is widely inclusive from our
description earlier on in the presentation,
we do recognize that the focus on this project and survey must
identify specific device types to truly be useful in the ADL community.
The device types that we're targeting for this project and
survey are touchscreen tablets and touchscreen smartphones
that allow human finger or stylist to be used
for interacting with the device. Today's mobile devices have
touchscreen and advance hardware capabilities. We feel they have
the most potential for mobile learning opportunities.
These are the focus of our project.
They're also the most ubiquitous because they are the most portable
in terms of being able to carry in one's purse or pocket.
In the survey we wanted to know what types of mobile devices
people use most often for learning.
This question further validated our focus on smartphones and tablets.
Those were the two highest response rates.
61 percent for tablets and 29 percent for smartphones.
We also wanted to know is there a general lack of
best practices or guidelines
for designing mobile learning.
Getting back to our Research Object #1, is there a need to
better understand mobile device capabilities used for learning?
Before we make that assumption we wanted to find out
what do people know about capabilities?
We put some descriptions in there. The ones that we are aware of.
Camera, Document Viewer, Geolocation, Internal Sensors,
Media Viewer/playback, Messaging, Microphone,
Notification, Search and Short-range Communication.
We asked three specific questions around these capabilities.
We asked if they had seen these capabilities used your learning,
meaning they had seen it but hadn't done anything to create it.
We also asked to see if they had any experience implementing
or incorporating them into the projects.
We asked which capabilities they would like a better understanding of
in terms of their capability for mobile learning as well.
Touch screen had the highest response rate for a need for
better understanding.
We think this could lead to further exploration, possibly
into cognitive and psychological implications for the sense of
touch using the sense of touch for learning engagement.
Within the education and training community we often hear designers
looking at other examples of mobile apps
before creating their own to get ideas.
Based on this feedback we have hypothesized that
maybe a resource, such as a catalog
of existing examples, may be useful for learners
during the front end analysis phase.
We suspect this could lead to a possible intervention for the
MoTIF project during phase two once the
needs assessment is complete.
Maybe a catalog of some sort.
When asking a specific question maybe a means to agree.
Second objective, is there a need to better understand how to implement
alternative learning approaches as a part of a mobile learning strategy.
There's a lot of different strategies
that you can do on a mobile platform.
Mobile doesn't have to be something that stands alone.
It can be incorporated into
a blended learning strategy.
It could be part of a classroom augmentation, contextual learning,
game-based learning. Some others may include Just-In-Time learning,
Media push, Personal learning networks, Search-based learning,
Self-paced courses, Simulation-based, Social media and Spaced Learning.
There's a lot of different things you can do. We did include courses
in there, although we realize that it's a low hanging fruit,
that's why we put in other examples as well.
We are talking about how mobile supports formal,
non-formal and informal learning modes
as well as performance support.
Here are a few examples.
These are not necessarily unique to mobile, but may be
optimized or made more accessible and relevant with mobile.
One of those that mentioned at the end there is spaced learning.
We feel it has a lot of potential.
I'm not sure if you have heard of Spaced Learning or
Spaced Repetition. Hermann Ebbinghaus Forgetting Curve
is credited with bringing us the Spacing effect.
The effects suggest that intense last-minute studying
the night before is not likely to be
as effective as studying
at intervals in a longer time frame.
Spaced repetition or spaced learning is a learning technique
that incorporates increasing intervals of time between
subsequent review of previous learned material or exploit
the psychological spacing effect.
It was principally implemented via the flash card system.
With mobile devices we have more opportunities to have the
repetitions tailored or customized to our needs.
With maybe push notification or spread out using different
intervals of time using touchscreen interface.
All of those I just captured
are really just intended to measure the respondents
perspectives about the potential for using
specific micro strategies for mobile learning.
In this question they were asked to select up to three
strategies that holds the most promise for widespread,
long-term use for mobile learning.
I feel that only two selections were worthy of recognition
because of the discrete difference. The third highest
was classroom augmentation but it wasn't much higher
than contextual learning or game based learning.
The one with the most was Just-in-Time Learning.
Blended Learning also had the highest amount of
agreement based upon the respondents.
Our third objective, is there a need for an optimized
design process workflow or frame for mobile learning?
There's a lot of hype about models.
A lot of them do the same thing. A lot of them are based on the higher
level ADDIE model or ADDIE process. A lot of them are more agile now
such as SAM. What we don't want to do is create another model.
We have proposed more of an agnostic framework
where you can inject these mobile specific considerations
into whatever your current model might be.
We asked a few questions pertaining
that specific objective.
I want to figure out if the education and training community
feels that learning strategy or instructional design should be
reevaluated when converting courses. In this question were specifically
talking about courses, not other aspects of mobile learning.
Instructional design process in general is still applicable
to other types of mobile learning as well.
Over all they favored some form of evaluation
or analysis of existing learning materials before
converting them to a mobile format.
It fell between strongly agree and agree overall.
Enduring past, informal conversations at conferences,
industry events or meetings. The ADL mobile team has also
observed that many education and training professionals have
mixed opinions as to whether a new process or model is needed.
We hope to explore this in more detail by asking this question.
We added this topic of a new process model as an
objective area of the survey. We try to ascertain whether
respondents would identify this as a potential need.
The results were not overly convincing as you can see
it's between agree and slightly agree.
We think this will be valuable for this project needs assessment.
Some education and training communities will feel that a new
process could improve their abilities. There will most likely be equally large
numbers of people that will always refuse to follow a strict process.
Some of the next steps.
I just covered a few of the survey responses today.
The survey report that's going to be available in the next
few weeks, could be next week, could be the following week
but no later than September will have a complete listing
analysis of all the 32 responses.
I was only able today to go over a few of them.
Reach out to us and be able to check back on the ADL 0:42:41.220,0:42:42.099 website and mobile learning section http://ml.adlnet.gov.
We'll have an announcement when the survey report is ready.
Next.
We are going to be conducting a few interviews and
focus groups to follow up as I mentioned earlier.
Also, we've been putting together a project site
where we're going to post
existing papers and research based on mobile learning
and things that were focusing on to meet these objectives.
As well as our own findings we plan on posting
the survey data and the survey report up on the project site.
Also to provide a vehicle for the community to collaborate
going forward. As I mentioned it is by invitation only
to keep out any kind of spammers and so forth.
We'll be announcing that soon as well.
We'll follow on to the next phases after that
which is road testing.
Some of the intervention we come up with and
see how they work out in the mobile world.
Again, I want to point out
this project is focused on instructional design but also
on learning design in general.
We are looking at what types of alternative learning approaches
may be used in your strategy. What are some of the device
capabilities, affordances that you could leverage for learning.
Is there a need for a workflow process framework?
To get involved again it's http://motif.adlnet.gov.
For those of you that may have joined the webinar
a little late today,
the interagency mobile webinar series that we hosted
back in June with all of the resources are now
available online.
There's a number of videos and slides on there.
It's an excellent three day event.
It covered a number of topics on gamification,
mobile design development and space learning moocs.
We had 500+ registered guests.
We'll have another one in 2014. Those dates will announced soon.
We're trying to figure out the best time to host it.
Again if you want to go and check out the resources adlnet.gov/mlws.
YouTube channel http://is.gd/mlws2013.
Also, I want to mention that coming up next month
Dr. Shane Gallagher will be presenting on
game design to enhance cognitive adaptability.
That's all I have here
I'll save some time for questions
if any have come through.
>>Andy Johnson: We don't have any questions that came over.
Basically, that's it.
Please join us next month for Dr. Gallagher's talk on
adaptability of games.
He'll talk about Portal 2 and maybe other games and other
cognitive areas that he's been focusing on the last couple years.
It's very interesting. I highly recommend it.
>>Jason Haag: Thanks Andy. Thanks everyone.