I tend to look at mobile learning in two distinct contexts – first as a tool to meet a learning need, second as a learning content delivery platform. While these two contexts are implicitly linked, it helps to look at them separately to understand how mobile technology can actually benefit learning. This post looks first at the context of learning need.
Mobiles are fast becoming the platforms of choice for all we do in life – browsing, chatting, other social interactions, & even starting to be used for learning delivery as well. At Upside Learning we’ve been creating various learning applications for mobile devices including apps for iPhone, Blackberry, & Android; browser based courses; short movies/animations etc. While working on these we have identified creating graphics for mobile devices is quite a challenge – especially if you are new to it.
There really is very little different about designing mobile learning from other forms of learning. The guidelines that apply for effective learning are really not much different but for the change in context. These are five tips I give customers who are setting about implementing some form of mobile learning, even if it is the smallest component in a blended solution. These tips may seem self-evident, yet I felt it good to reiterate.
1. Games Change Brains – There have been many important findings on the benefits of video games in the last few months. This was a great post that put those in perspective.
• Video gaming improves visual perception, processing and attention.
• Internet use engages more neural circuitry than book reading in the digital generation.
• Sizes of three structures in the brain can predict a video gamer’s success.
• Learning environments of video games can educate children effectively.
• Building computer games promotes critical thinking and creative thinking skills.
Learning Technologies 2010 was a great learning experience. Listening to some good speakers and sharing thoughts & ideas with some equally brilliant attendees was delightful. Earlier I posted my recap of the event (day 1, day 2) mentioning the strong and definite trend towards social, informal, and collaborative learning. While the event is over, the discussions and learning continues in the blogosphere.
With our focus on mobile learning, we’re constantly attempting to address the multifarious platforms in the mobile technology space.
These days, phones are sophisticated, and some come with operating systems that allow for installation and removal of applications on the device. While this is a common and accepted paradigm on computers, its still relatively novel for mobile devices. Mobile devices in the past came with fixed features that couldn’t be altered, and a user had to make do with the functionality that shipped with the device.
Recently we’ve made the UpsideLMS compatible to mobile devices and also launched a new version – UpsideLMS Version 4.0. While ensuring compliance, we encountered some interesting issues in the implementation of SCORM and found very little help online about implementing SCORM for mobile devices. So we thought sharing that experience might help.
Mobile devices have limitations:
- Screen size
- Availability of required technology/software like J2ME, a compatible browser
- Availability of consistent internet connection
1. Do Serious Games Work? Results from Three Studies
Some studies help
answer some of the questions now surrounding serious games-or games whose primary purpose is something other than entertainment, such as military training, education, physical therapy-and determine the relationship between the use of video games and learning as measured on standardized tests. More research is needed, but these findings provide some answers to both skeptics and supporters.
On Feb 15, 2010, at Mobile World Congress 2010, Adobe announced Adobe AIR for mobile devices, a consistent runtime for standalone applications which is an outcome of Adobe initiated Open-Screen project. As quoted by Adobe, the Open-Screen project has grown to around 70 ecosystem partners world-wide, which means many devices would be made capable of supporting the outcomes of this Adobe initiative. To begin with it will be available on Android in 2010. Adobe also unveiled Flash player 10.1 beta to developers and content providers at the same event.
1. CopperLicht – fast WebGL JavaScript 3D Engine
CopperLicht is a JavaScript 3D engine for creating games and 3d applications in the webbrowser. It uses the WebGL canvas supported by modern browsers and is able to render hardware accelerated 3d graphics without any plugins. 
2. Google Buzz
Google has announced Buzz a new social media service that would be integrated within Gmail. Using Buzz you can connect to the other social media services like Twitter, Picasa, Flickr and Google reader. More information on how we might use it in elearning can be found in this post on our blog.





