Wednesday, June 06, 2012

#iel12 Mobile Learning 10 Minutes Ago

Presenter: Richard Mench

How do we move from making people smarter to making people better?
- Business value performance over "smart"

How many took a "class" on a mobile device? 
- Most learn something
- But only 3 in the room took a class

We learn from mobile devices - don't need a book because we have chosen

The Great Train Robbery - Edison Film (1903)
- 1st film where they moved the camera and edited it

Like most technologies - movies treated like last technology (stage play)
- Set up camera - film plays
- Now we take for granted that we can edit a movie

For mobile - there is a different way to tell a story

Tablets are filling another niche

What else is changing?
- Average tenure of person in a job 25-34:    3.1 years
- Over time - that average tenure goes down with every study
- Also changes with age-range. 

What does this mean for training
- High demand
- Perpetual onboarding
  + before: onboard once - work here for the next 40 years
- Also perpetual loss of organizational knowledge

What percentage of knowledge you need to do your job is stored in your own mind?
- How much do you have to look up?
- These days - only 8-10% of information need to do your job in own mind (over 20+ year period - 1986 - 2008)

"I don't remember anything I can look up" - are we going to acknowledge that

Information changes so rapidly - people learning to not internalize information

How do we get people productive as soon as possible?
- We have been training them.  eLearning.  Reality is - it is a specific tool with specific needs
- Problem compounded by fact that a lot of elearning sucks (no comment)
  + for most - goal to get it over with (continued no comment)

Best thing we can do is make it smaller - right?

There is not a lot of value in putting eLearning courses on smartphones.
- Tablets ... maybe

70:20:10 rule

5 moments of learning need
- 1st time
- want to learn more
- try to remember
- things change
- something goes wrong

Tendency to design learning as if everyone is in the 1st bucket
But most people in  3-5. Need tips / reminders / coaching.  The just in time.

Summary
- Can't teach everyone everything anymore
- People won't keep info in their head
- Most don't have patience to sit through eLearning course

Performance Support
- Every-day performance support - Google, yelp, GPS, label on water heater
- Google most commonly used performance support tool (now a verb, like Kleenex is a noun)

We have taught people how easy it is to get information

Why Luke became a pro so quickly?  he had a mentor/expert
- Taught in context to DO

What mobile devices can be - experts in a bottle
- In context
- Capture expert knowledge or give access to experts

If we look at mobile devices as a methodology - always with you and always on

People don't carry laptops everywhere and don't have them on all the time.

We can use mobile in the in-betweens.
- We have to pass laws to tell people NOT to use mobile while driving

Just in Time
- How long will it take you to forget what you have learned?  60% after only 9 hours (or in my case - much faster).  So what does this mean for conventional classroom training?
  + need reminder and reinforcement opportunities
  + generally people don't need info right away - so they have forgotten

Cramming - sometimes do extremely well because the info is fresh.
- But once exam over - info gone and no value.
- Can get away with that in school - problematic in workplace since have to keep doing that job

Mobile devices provide scaffolding
- Zone of Proximal Development - where can do on own vs. where need support / mentor / reminder
- Scaffolding is the support
- Mobile can be used to be the scaffold

(all of this is based on the design.  This is not inherent in the tool)

Mobile devices can aid with distributed cognition
- Knowledge distributed among multiple people
- Social media about distributed cognition
- Result: lots of info we don't carry - around anymore (example: phone numbers, how many do you know?)

Augmented Reality
- overlay of peformance support on reality

- One example BMW Augmented Reality Glasses (not mobile - but demonstrates what Augmented reality is)



In context
- How do we learn most often? 
  + We learn in context with others, as we live and work - Jay Cross

- Mobile devices allow you to learn in the same environment in which you are going to behave - situated cognition

How do we teach people this way?
- Biggest challenge we have - much of what we learn about how we learn is based on linear model
- Performance support is NOT LINEAR

We don't know what they need to know or the situation they are going to be in

Non-Linear Instructional Design
- Context-independent content
- Create very small module
- Content needs to make sense regardless of role
- Neutralize the language (what does this mean?)
- Minimize interactivity - in a mobile environment, they are looking to apply immediately (so the interactivity is in the environment)
- Replace learning objectives with What's In It For Me (which we need to consider ANYWAY)

(comment about moving it into our traditional models - but is that really necessary?)

Next challenge - not just about the content
- Matching tool for mentoring - Abbott labs
  + Used eHarmony as model

- O2 Mobile coaching
  + Video-conferencing on tablets
  + Some recorded coaching

- Mayo Clinic - microsharing for physicians
  + Tool used internally to open dialogs and ask questions
  + Just-in-time knowledge support for unusual diagnosis
  + Twitter style social messaging interface.  Using Socialtext.

Allergy Radar - mobile app
- reads barcodes and gets information on ingredients
- has journalling function - how do you feel?  photos of what ate or rashes etc
- No real "learning": component.  But performance support
  + (but may be learning about how you react to things)

When do you need "mobile" performance support
- When training isn't enough
- Performance immediate
- Content more problem-solving
- Occasional use
- People rather jump right in
- Content hard to retain or doesn't have to be retained.

As a designer - what is the audience going to like?


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