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Mobile Learning Basics + (Free)
   Mobile Learning Guide
      Thursday, 28 July 2011
     Judy Brown and Jason Haag
Let s Discuss...

•  Basics of Mobile Learning
  –  Why?
  –  What?
•  ADL mLearning Guide
  –  What?
  –  How?
•  Resources
•  Questions/Discussion

                               2
ADL Mobile Team




Vision	
                          Knowledge	
                     Deliverables	
                Research	
  
• To	
  be	
  the	
  source	
     • Track	
  ini3a3ves	
          • Develop	
  samples	
        • Collect	
  literature	
  
  of	
  informa3on	
                and	
  share	
                • Iden3fy	
  tools	
            and	
  review	
  
  and	
  support	
  for	
         • Remain	
  current	
           • Conduct	
                   • Share	
  best	
  
  DoD	
  mobile	
                   and	
  provide	
                workshops	
  and	
            prac3ces	
  
  learning	
                        weekly	
  newsle@er	
           webinars	
                  • Support	
  BAAs	
  
  ini3a3ves.	
                    • Deliver	
                     • Write	
  papers	
  
                                    presenta3ons	
                • Facilitate	
  working	
  
                                  • Collect	
  use	
  cases	
       group	
  




                                                                                                                              3
Where are you employed?

A.  Corporation
B.  Non-profit
C.  Higher education or K-12
D.  Government
E.  Self




                                 4
What are your responsibilities?

A.  Manager
B.  Instructional Designer
C.  Developer
D.  Subject Matter Expert
E.  All of the above
F.  Other (please add to Chat)




                                    5
How often do you use your mobile device(s)
         to access content online?

A.  Daily
B.  A few times per week
C.  A few times per month
D.  A few times per year
E.  Never




                                         6
Growth




         7
Mobile Data Usage




                    8
Mobile Has 8 Unique Benefits

1.  Mobile is first personal mass
    medium
2.  Permanently Connected
3.  Always Carried
4.  Built-in Payment Channel
5.  Available at Creative Impulse
6.  Has Most Accurate Audience
    Info
7.  Captures Social Context of
    Consumption                   Source: Tomi Ahonen book
8.  Enables Augmented Reality     Mobile as 7th of the Mass
                                            Media, 2008

                                                          9
Mobile Life

•    Available
•    Personal
•    Connected
•    Ubiquitous




                   10
Define Mobile

                 Netbook /                       Tablet /
 Laptop          Micro PC       Cell Phone      iPad, etc.
                UMPC / MID

                                Wearable or
                                                Game Device
                               Combination
   Player        Handheld /   (e-book reader/
(Audio/Video)      PDA          USB Drive)




                                                         11
Have you ever learned anything
    from your mobile device?
A.  Completed a course or used for performance
    support
B.  Used a search engine
C.  Geographical travel information
D.  Never learned anything
E.  Don’t have a connected device




                                                 12
Define Mobile Learning

 The exploitation of       Mobile learning, or m-
ubiquitous handheld       learning, can be any
technologies, together    educational interaction
with wireless and         delivered through mobile
mobile phone networks,    technology and accessed
to facilitate, support,   at a student’s
enhance and extend        convenience from any
the reach of teaching     location.
and learning.
              MoleNET             Educause ELI


                                                 13
ADL Mobile Learning Definition


ADL defines mobile
learning as the use of
handheld or wearable
computing devices to
provide access to
learning content and
information
resources.

                                   14
From Twitter




               15
Ambient Insight




       16
Five Moments of Learning Needs


•  When   learning for the first
   time
•  When   wanting to learn
   more
•  When   trying to remember
•  When   things change      Dr. Conrad Gottfredson
•  When something goes
   wrong


                                                  17
Where do you feel that mobile
 capabilities are the MOST appropriate?

A.  When learning for the first time
B.  When wanting to learn more
C.  When trying to remember
D.  When things change
E.  When something goes wrong




                                       18
Five Moments of Learning Needs


•  When learning for the first time
•  When wanting to learn more
                                       Learn

•  When trying to remember
•  When things change                 Perform
•  When something goes wrong




                                               19
Seymour Papert, MIT


"You can't teach people
everything they need to
know. The best you can do
is position them where they
can find what they need to
know when they need to
know it."



                              20
Think Outside the Course




                           21
“Shiny Rectangle Syndrome”

•  It’s not about
   devices, but
   capabilities
•  It’s about the
   experience—not
   the technology



                               22
What are your plans to incorporate mobile
   technology for performance support
 and/or training within your organization?
A.  We already use mobile technology
B.  We are researching the concepts, but haven’t
    started using mobile technology
C.  We plan to support mobile technology in the
    next 1-6 months
D.  We plan to support mobile technologies in the
    next 6-12 months
E.  No plans at this time


                                                    23
ADL mLearning Guide

•    Problem
•    Platforms
•    Lessons Learned
•    Next Steps




                       http://mlearn.adlnet.gov
                                            24
Content

•    Introduction
•    Basics
•    Planning
•    Learning Content
•    Development Options
•    Design Considerations
•    Glossary
•    Resources
                             25
http://filamentgroup.com/lab/building_with_jquery_mobile/
                                                 26
Mobile Device Categories


•  “There is no single solution to push richly
   interactive mobile content onto every possible
   phone. Rather, there is a spectrum of possible
   solutions:

•  On one side, going for the richest possible
   interactivity...and on the other side going
   for the widest possible phone coverage.”
    - Geoff Stead



                                                    27
Tools Used

•  HTML editor (Dreamweaver CS 5.5)
•  Graphics editor (Fireworks)
•  jQuery Mobile Framework
•  Books
  –    Programming the Mobile Web , Maximiliano Firtman
  –    Mobile Design and Development , Brian Fling
  –    HTML5: Up and Running , Mark Pilgrim




                                                          28
Seven Simple Rules for Mobile


Rule #1: Forget what you think you know
Rule #2: Believe what you see, not what you read.
Rule #3: Don’t start with constraints.
Rule #4: Focus on context, goals, and needs.
Rule #5: You can’t support everything.
Rule #6: Don’t convert, create!
Rule #7: Keep it simple.


from “Mobile Design and Development: Practical Concepts and
Techniques for Creating Mobile Sites and Web Apps” by Brian Fling

                                                                    29
30
Native App, Web App, or
Both?




               Source: Global Intelligence Alliance
                                                      31
32
Native Apps: When to Develop




                               33
Native Apps: When to Develop




                               34
Mobile Web Apps: When to
   Develop

•  When you seek cross-platform compatibility
•  When you can’t support the development of
   Native Apps using proprietary SDKs
•  When accessibility is a requirement
•  When using more advanced capabilities of the
   device isn’t required (e.g. offline, camera,
   gyroscope)




                                                  35
Mobile Web Apps: When to
Develop




                           36
Mobile Web: Balancing Act




                            37
Mobile Web: App Stores




                         38
The Web Is An App Platform!

W3C Standards for Web Apps on Mobile (Feb 2011)
  –  http://www.w3.org/2011/02/mobile-web-app-state.html
  –  Current Status: http://www.w3.org/standards/techs/
     mobileapp#w3c_all




                                                           39
Native App Store vs. Mobile Web
App Store




                                  40
Web App Stores: On the Rise


Mozilla’s Open Web App Store (2010)
      •  http://apps.mozillalabs.com
Open App Market (2010)
      •  http://www.openappmkt.com
Chrome Web Store (2010)
      •  http://chrome.google.com/webstore
GetJar HTML5 Mobile Web App Store
      •  http://www.getjar.com
Opera Mobile Web App Store (2011)
      •  http://apps.mozillalabs.com
Open Space (Under Development)
      •  https://www.developerscoop.org
                                             41
Mobile Web: Frameworks


•  Allows Mobile Web Apps to look and feel like
   native Apps
•  Developed using Web Standards (HTML, CSS,
   JavaScript)
    –  Each framework usually consists of these file
       types and some additional images, templates
•  Can be hosted on a web server
•  Some include API & compiler - packaged as
   Native App




                                                       42
Mobile Web App Frameworks

•  HTML, CSS, JavaScript Only
  –  iWebkit
  –  JQTouch (JQuery Touch)
  –  iUI (iPhone User Interface)


•  HTML, CSS, JavaScript + Native App
   Publishing
  –  Rhodes & RhoHub
  –  Sencha Touch
  –  Titanium Appcelerator


•  Native App Packaging using Existing Web
   Apps/Content
  –  PhoneGap



                                             43
History Repeats Itself




                  http://filamentgroup.com/lab/building_with_jquery_mobile/
                                                                     44
Future Looks Bright - JQuery
    Mobile
•  Web App Framework based on Progressive Enhancement
   Approach and Responsive Design techniques

•  Easy to setup, optimized for mobile browsers, requires
   knowledge of HTML (advanced techniques require
   knowledge of CSS & JavaScript)

•  Unified user interface system across all popular mobile
   device platforms

•  Light-weight mobile-friendly version of JQuery (JavaScript
   Library)




                                                                45
JQuery Mobile –
http://jquerymobile.com




                          46
Progressive Enhancement =
  Mobile First!


The Chocolaty Layers of Progressive Enhancement




                                             47
Mobile First!




                48
Mobile Web: Approach
             Comparison

                     Graceful	
  Degrada3on	
                                            Progressive	
  Enhancement	
  

Browser-­‐focused	
                                                     Content-­‐focused	
  



Test	
  high-­‐end	
  browsers	
  first;	
  low-­‐end	
  	
  browsers	
   Supports	
  low-­‐end	
  browsers;	
  if	
  high	
  end	
  available	
  
last	
                                                                   then	
  add	
  enhancements	
  

Looks	
  at	
  Accessibility	
  Last	
                                  Looks	
  at	
  Accessibility	
  First	
  



May	
  Require	
  Browser	
  and/or	
  Device	
  Detec3on	
   Possible	
  to	
  support	
  most	
  smartphone	
  browsers	
  
with	
  Server-­‐side	
  Scrip3ng	
                           and	
  some	
  older	
  devices	
  with	
  only	
  HTML,	
  
                                                              JavaScript,	
  CSS	
  



                                                                                                                                        49
mLearning Guide (Version 1)




      (Also created an ePub version)
                                       50
mLearning Guide (Version 2)




                              51
Design Decisions

•  Learning Curve (Knowledge of Dreamweaver,
   HTML, CSS, JavaScript)
•  Simplified Navigation (usability)
•  Small download
•  Accessible as both Native and Web App
•  Cross-platform compatibility
•  Ease of deployment




                                               52
Distribution

•  Mobile Web:
  –  http://mlearn.adlnet.gov
  –  http://mlearn.adlnet.mobi (mirror)
•  Apple iTunes App Store
•  Android Market
•  Open App Market




                                          53
Distribution




               54
Where’s the Gap? To the Cloud!




                                 55
Recent Announcements

Dreamweaver CS 5.5
 –  Added support for JQuery Mobile framework!
 –  Added support for PhoneGap!
 –  Build Web Apps or Native Apps using HTML5
    and web technologies




                                                 56
Lessons Learned

•  Progressive enhancement is a best practice
   necessary to support low-end mobile devices
•  Some device & browser default settings must be
   configured
•  Device detection is sometimes necessary for
   delivering video consistently
•  .png should be your preferred format
   (compressed for mobile)
•  Progressively Enhance Using CSS and JavaScript



                                                    57
Lessons Learned (Continued)

•  Adapt content appropriately for each device
   (using CSS media queries allow you to scale to
   iPad and larger screens)
•  Device detection might be necessary for
   supporting mid to low-end mobile browsers
•  An emulator is not always consistent with the
   actual device
•  Limited support for Flash player
•  Poor / inconsistent support for pop up windows
   and framesets
•  Limited video support
    –  Varying formats supported
                                                    58
Next Steps

Maintenance & Updates
  –  Contextual updates
  –  Framework updates
  –  Search
  –  Other App Store submissions




                                   59
Key Ideas

What are the key ideas you’ll
apply from today’s session?
(Please enter in Chat)




                                60
Resources




            http://adlmobile.wikispaces.com
                                         61
mLearning Guide




             http://adlmobile.wikispaces.com/Guide
                                             62
Weekly Newsletter




      http://research.adlnet.gov/newsletter/mobile
                                                63
Questions / Discussion




        Judy Brown (@judyb)
        Contractor with Katmai Support Services
        judy.brown.ctr@adlnet.gov

        Jason Haag (@J_Haag)
        Contractor with The Tolliver Group
        jason.haag.ctr@adlnet.gov




                                                  64

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Mobile Learning Guide App: Webinar for Training MagazineLearned

  • 1. Mobile Learning Basics + (Free) Mobile Learning Guide Thursday, 28 July 2011 Judy Brown and Jason Haag
  • 2. Let s Discuss... •  Basics of Mobile Learning –  Why? –  What? •  ADL mLearning Guide –  What? –  How? •  Resources •  Questions/Discussion 2
  • 3. ADL Mobile Team Vision   Knowledge   Deliverables   Research   • To  be  the  source   • Track  ini3a3ves   • Develop  samples   • Collect  literature   of  informa3on   and  share   • Iden3fy  tools   and  review   and  support  for   • Remain  current   • Conduct   • Share  best   DoD  mobile   and  provide   workshops  and   prac3ces   learning   weekly  newsle@er   webinars   • Support  BAAs   ini3a3ves.   • Deliver   • Write  papers   presenta3ons   • Facilitate  working   • Collect  use  cases   group   3
  • 4. Where are you employed? A.  Corporation B.  Non-profit C.  Higher education or K-12 D.  Government E.  Self 4
  • 5. What are your responsibilities? A.  Manager B.  Instructional Designer C.  Developer D.  Subject Matter Expert E.  All of the above F.  Other (please add to Chat) 5
  • 6. How often do you use your mobile device(s) to access content online? A.  Daily B.  A few times per week C.  A few times per month D.  A few times per year E.  Never 6
  • 7. Growth 7
  • 9. Mobile Has 8 Unique Benefits 1.  Mobile is first personal mass medium 2.  Permanently Connected 3.  Always Carried 4.  Built-in Payment Channel 5.  Available at Creative Impulse 6.  Has Most Accurate Audience Info 7.  Captures Social Context of Consumption Source: Tomi Ahonen book 8.  Enables Augmented Reality Mobile as 7th of the Mass Media, 2008 9
  • 10. Mobile Life •  Available •  Personal •  Connected •  Ubiquitous 10
  • 11. Define Mobile Netbook / Tablet / Laptop Micro PC Cell Phone iPad, etc. UMPC / MID Wearable or Game Device Combination Player Handheld / (e-book reader/ (Audio/Video) PDA USB Drive) 11
  • 12. Have you ever learned anything from your mobile device? A.  Completed a course or used for performance support B.  Used a search engine C.  Geographical travel information D.  Never learned anything E.  Don’t have a connected device 12
  • 13. Define Mobile Learning The exploitation of Mobile learning, or m- ubiquitous handheld learning, can be any technologies, together educational interaction with wireless and delivered through mobile mobile phone networks, technology and accessed to facilitate, support, at a student’s enhance and extend convenience from any the reach of teaching location. and learning. MoleNET Educause ELI 13
  • 14. ADL Mobile Learning Definition ADL defines mobile learning as the use of handheld or wearable computing devices to provide access to learning content and information resources. 14
  • 17. Five Moments of Learning Needs •  When learning for the first time •  When wanting to learn more •  When trying to remember •  When things change Dr. Conrad Gottfredson •  When something goes wrong 17
  • 18. Where do you feel that mobile capabilities are the MOST appropriate? A.  When learning for the first time B.  When wanting to learn more C.  When trying to remember D.  When things change E.  When something goes wrong 18
  • 19. Five Moments of Learning Needs •  When learning for the first time •  When wanting to learn more Learn •  When trying to remember •  When things change Perform •  When something goes wrong 19
  • 20. Seymour Papert, MIT "You can't teach people everything they need to know. The best you can do is position them where they can find what they need to know when they need to know it." 20
  • 21. Think Outside the Course 21
  • 22. “Shiny Rectangle Syndrome” •  It’s not about devices, but capabilities •  It’s about the experience—not the technology 22
  • 23. What are your plans to incorporate mobile technology for performance support and/or training within your organization? A.  We already use mobile technology B.  We are researching the concepts, but haven’t started using mobile technology C.  We plan to support mobile technology in the next 1-6 months D.  We plan to support mobile technologies in the next 6-12 months E.  No plans at this time 23
  • 24. ADL mLearning Guide •  Problem •  Platforms •  Lessons Learned •  Next Steps http://mlearn.adlnet.gov 24
  • 25. Content •  Introduction •  Basics •  Planning •  Learning Content •  Development Options •  Design Considerations •  Glossary •  Resources 25
  • 27. Mobile Device Categories •  “There is no single solution to push richly interactive mobile content onto every possible phone. Rather, there is a spectrum of possible solutions: •  On one side, going for the richest possible interactivity...and on the other side going for the widest possible phone coverage.” - Geoff Stead 27
  • 28. Tools Used •  HTML editor (Dreamweaver CS 5.5) •  Graphics editor (Fireworks) •  jQuery Mobile Framework •  Books –  Programming the Mobile Web , Maximiliano Firtman –  Mobile Design and Development , Brian Fling –  HTML5: Up and Running , Mark Pilgrim 28
  • 29. Seven Simple Rules for Mobile Rule #1: Forget what you think you know Rule #2: Believe what you see, not what you read. Rule #3: Don’t start with constraints. Rule #4: Focus on context, goals, and needs. Rule #5: You can’t support everything. Rule #6: Don’t convert, create! Rule #7: Keep it simple. from “Mobile Design and Development: Practical Concepts and Techniques for Creating Mobile Sites and Web Apps” by Brian Fling 29
  • 30. 30
  • 31. Native App, Web App, or Both? Source: Global Intelligence Alliance 31
  • 32. 32
  • 33. Native Apps: When to Develop 33
  • 34. Native Apps: When to Develop 34
  • 35. Mobile Web Apps: When to Develop •  When you seek cross-platform compatibility •  When you can’t support the development of Native Apps using proprietary SDKs •  When accessibility is a requirement •  When using more advanced capabilities of the device isn’t required (e.g. offline, camera, gyroscope) 35
  • 36. Mobile Web Apps: When to Develop 36
  • 38. Mobile Web: App Stores 38
  • 39. The Web Is An App Platform! W3C Standards for Web Apps on Mobile (Feb 2011) –  http://www.w3.org/2011/02/mobile-web-app-state.html –  Current Status: http://www.w3.org/standards/techs/ mobileapp#w3c_all 39
  • 40. Native App Store vs. Mobile Web App Store 40
  • 41. Web App Stores: On the Rise Mozilla’s Open Web App Store (2010) •  http://apps.mozillalabs.com Open App Market (2010) •  http://www.openappmkt.com Chrome Web Store (2010) •  http://chrome.google.com/webstore GetJar HTML5 Mobile Web App Store •  http://www.getjar.com Opera Mobile Web App Store (2011) •  http://apps.mozillalabs.com Open Space (Under Development) •  https://www.developerscoop.org 41
  • 42. Mobile Web: Frameworks •  Allows Mobile Web Apps to look and feel like native Apps •  Developed using Web Standards (HTML, CSS, JavaScript) –  Each framework usually consists of these file types and some additional images, templates •  Can be hosted on a web server •  Some include API & compiler - packaged as Native App 42
  • 43. Mobile Web App Frameworks •  HTML, CSS, JavaScript Only –  iWebkit –  JQTouch (JQuery Touch) –  iUI (iPhone User Interface) •  HTML, CSS, JavaScript + Native App Publishing –  Rhodes & RhoHub –  Sencha Touch –  Titanium Appcelerator •  Native App Packaging using Existing Web Apps/Content –  PhoneGap 43
  • 44. History Repeats Itself http://filamentgroup.com/lab/building_with_jquery_mobile/ 44
  • 45. Future Looks Bright - JQuery Mobile •  Web App Framework based on Progressive Enhancement Approach and Responsive Design techniques •  Easy to setup, optimized for mobile browsers, requires knowledge of HTML (advanced techniques require knowledge of CSS & JavaScript) •  Unified user interface system across all popular mobile device platforms •  Light-weight mobile-friendly version of JQuery (JavaScript Library) 45
  • 47. Progressive Enhancement = Mobile First! The Chocolaty Layers of Progressive Enhancement 47
  • 49. Mobile Web: Approach Comparison Graceful  Degrada3on   Progressive  Enhancement   Browser-­‐focused   Content-­‐focused   Test  high-­‐end  browsers  first;  low-­‐end    browsers   Supports  low-­‐end  browsers;  if  high  end  available   last   then  add  enhancements   Looks  at  Accessibility  Last   Looks  at  Accessibility  First   May  Require  Browser  and/or  Device  Detec3on   Possible  to  support  most  smartphone  browsers   with  Server-­‐side  Scrip3ng   and  some  older  devices  with  only  HTML,   JavaScript,  CSS   49
  • 50. mLearning Guide (Version 1) (Also created an ePub version) 50
  • 52. Design Decisions •  Learning Curve (Knowledge of Dreamweaver, HTML, CSS, JavaScript) •  Simplified Navigation (usability) •  Small download •  Accessible as both Native and Web App •  Cross-platform compatibility •  Ease of deployment 52
  • 53. Distribution •  Mobile Web: –  http://mlearn.adlnet.gov –  http://mlearn.adlnet.mobi (mirror) •  Apple iTunes App Store •  Android Market •  Open App Market 53
  • 55. Where’s the Gap? To the Cloud! 55
  • 56. Recent Announcements Dreamweaver CS 5.5 –  Added support for JQuery Mobile framework! –  Added support for PhoneGap! –  Build Web Apps or Native Apps using HTML5 and web technologies 56
  • 57. Lessons Learned •  Progressive enhancement is a best practice necessary to support low-end mobile devices •  Some device & browser default settings must be configured •  Device detection is sometimes necessary for delivering video consistently •  .png should be your preferred format (compressed for mobile) •  Progressively Enhance Using CSS and JavaScript 57
  • 58. Lessons Learned (Continued) •  Adapt content appropriately for each device (using CSS media queries allow you to scale to iPad and larger screens) •  Device detection might be necessary for supporting mid to low-end mobile browsers •  An emulator is not always consistent with the actual device •  Limited support for Flash player •  Poor / inconsistent support for pop up windows and framesets •  Limited video support –  Varying formats supported 58
  • 59. Next Steps Maintenance & Updates –  Contextual updates –  Framework updates –  Search –  Other App Store submissions 59
  • 60. Key Ideas What are the key ideas you’ll apply from today’s session? (Please enter in Chat) 60
  • 61. Resources http://adlmobile.wikispaces.com 61
  • 62. mLearning Guide http://adlmobile.wikispaces.com/Guide 62
  • 63. Weekly Newsletter http://research.adlnet.gov/newsletter/mobile 63
  • 64. Questions / Discussion Judy Brown (@judyb) Contractor with Katmai Support Services judy.brown.ctr@adlnet.gov Jason Haag (@J_Haag) Contractor with The Tolliver Group jason.haag.ctr@adlnet.gov 64