Mobile phones for learning – The world in your pocket

The statistics are striking, there are 5.44 billion mobile phone users in the world, that means that 68% of the world’s population have one. 92.3 % use their phone to go online at least some of the time, and mobile phones now account for more than 56.9 % of our online time.

This is according to Datareportals Digital around the world report 2023. It means that pretty much everyone in the West will have a mobile, as will most people studying over the age of 10. I say 10 because a recent BBC report stated that in the UK smartphone ownership rises from 44% at age 9 to 91% by the age of 11.

This means we have access to the world in our pocket and as a consequence the worlds knowledge.

“Mobile phones are misnamed. They should be called gateways to human knowledge. Ray Kurzweil, computer scientist.

Mobile phones and learning
We might have access to the worlds knowledge but as readers of this blog will know, having knowledge is not the same as learning. To solve this conundrum we need to start thinking of the mobile phone as a domain, a place to go when you want to learn, and less as somewhere that simply stores knowledge. As an analogy, If a book is knowledge, the library is the domain. But as a learning domain the mobile phone has limitations in particular in terms of screen size, the implication being learning has to be designed to be effective on a small screen.

But aren’t mobile phones bad? – Before exploring how we might improve the way we use mobile phones for learning we should probably address some of the concerns many have about them. They can become additive which perhaps unsurprisingly has been proven to result in lower grades. In addition they are a distraction, this study concluded that there was “a significant negative relationship between total time spent using smartphones and academic performance”. However, the researchers went on to say that having a mobile in class was not in itself the problem, it’s how and when it was used. The learning loss is more a result of us not being wired to multi task, and whilst we may think we can check a message on our phone and pay attention, we can’t.

Smartphone is definitely smarter than us to be able to keep us addicted to it.” Munia Khan, author.

This brings us to one of those often-quoted statements, that technology is neither good or evil, its how people choose to use it. Also, I’m talking here not so much about a mobile devise used in and around the classroom but very much outside of it. Even to the extent where there is no classroom and studying is completely remote and online.

Mobile first learning
Luke Wroblewski who is now a Product Director at Google came up with the idea of mobile first in 2009. The concept is simple, you should design for the mobile platform first and then scale the experience for use elsewhere. It has led to a whole series of instructional design ideas:

  • Keep content short and focused (microlearning) – We have come across the concept of chunking before and it is implicit that if you want content that is short and focused it has to be chunked. The idea is that by keeping each segment short it allows the learner to complete some of the lessons in just a few minutes as well as reducing cognitive load.
  • Design for the small screen – Content layout, graphics, and text should all be imagined in terms of what they will look like on a mobile devise.
  • Build in social features – Mobile is dominant in the social space, very few people use anything other than a mobile to communicate with friends, think Snapchat, What’s App and Instagram. Any learning domain should certainly include a space where learners can share ideas and keep in touch.
  • Gamification/Game Mechanics – One of the problems with online learning in general is maintaining engagement, but games and gamification, the use of points, badges and leader boards are excellent in terms of holding attention and were made for mobile devises.
  • Virtual and Augmented Reality (VR & AR) – In the last three or four years, VR and AR have found their way onto mobile devices and into the wider online learning space. And although VR works best with a headset, AR is a good fit with mobile, allowing us to view the real world through a mobile screen whilst the technology augments what we see, bringing in new information and ideas. Examples would include Pokémon but more recently IKEA have developed IKEA place where you can overlay pictures of furniture into your own home and in education, look directly inside the human body to learn more about the anatomy.

 Learning in the flow of learning…….

“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.” Seymour Papert, mathematician, computer scientist, and educator.

Lessons for learners
A mobile phone is an amazing technology, its effectively a wearable devise that you take everywhere. It makes it possible to access huge amounts of knowledge that if structured properly using good instructional design can be a very effective way to learn. There are also so many different ways in which this knowledge can be consumed in addition to a full course for example podcasts, videos, specific apps such as Duolingo, short tests, and quizzes. However not everything works well on a mobile, reading large amounts of text on a small screen is difficult, takes more time, is not especially engaging and there is some evidence to prove it lowers reading comprehension.

Your mobile can be used to learn outside of the classroom ultimately because it makes learning both convenient and accessible, but one word of warning, don’t forget whose in control!

“It is okay to own a technology, what is not okay is to be owned by technology.” – Abhijit Naskar, Mucize Insan, Neuroscientist and author.

The 5 top EdTech trends – summer of 2017

Glastonbury a marginally more interesting gathering….but only just.

We are in the season when many learning and technology leaders gather to discuss what’s new and what’s trending in the world of education. And at two recent conferences, Learning Technologies and EdTechXEurope there was plenty to see. Generally, the role of technology in learning seems to have found its place with many acknowledging it should support learning not drive it. However it’s still very easy to look at the latest shiny new offerings and think, this is great how can I use it, rather than, what learning problem does it solve.

Here are a few of the most notable developments.

1. Video is getting even better – fuelled by the YouTube generation of learners, those who would rather watch a video than read a book as a means to consume knowledge, we have some new developments.

Firstly, using video to deliver micro learning.  Not just small chunks of video but untethered, JIT, 3 minute courses that offer the learner digestible easy to remember information. Think of micro learning as a series of very short courses that could be linked to each other or not, and can even include assessment.

Secondly, interactive video. TV is no longer the all commanding medium it once was, it like other technologies has had to evolve. In recent years the shift has been towards better engagement, offering spin off programmes where there is a live audience, web sites that showcase the backstory to the characters and programmes that require the audience to vote and so influence events. Now we have interactive video, where the individual can choose what they would do and so change the future. Check out this amazing example, used by Deloitte to attract new talent.

2. Gamification is becoming better understood. For the uninitiated gamification is the use of game based principles to improve motivation, concentration and more effective learning. Gamification uses Points (P) as a measure of reward, Badges (B) as a visual record of success, and leader boards (L) to create competition.

We now believe Dopamine, the pleasure induced neurotransmitter (chemical) is not created as a result of a reward e.g. by being given a badge, it is the challenge and subsequent achievement that releases the dopamine which in turn leads to pleasure. This might seem obvious, with hindsight, no one gets pleasure from being top of a leader board, if they did nothing to get there.  In addition, dopamine is released when you have a new experience, so think about changing pathways, setting different questions and tasks, it’s certainly not very motivational to go over the same content again.

3. Information overload is leading to a need for Knowledge Curation – we are living in an age where  information is abundant. You can learn anything from the internet. But there lies the problem, we have too much information, we suffer from information overload. Curation is the collecting and sorting of meaningful content around a theme, and it is now in some instances being thought of as more valuable than the content itself.

Arguably curation is not so much about what you curate and share but what you don’t share. In addition to the organisation of content the curators need to have an expertise in the subject and an understanding of their audience and what they want.

Steven Rosenbaum in his book Curation Nation, offers up a good summary. “Curation replaces noise with clarity. And it’s the clarity of your choosing; it’s the things that people you trust help you find.”

4. The market is becoming more accepting of user generated content (UGC) – organisations are beginning to see the benefits of UGC for a whole host of reasons. It’s a very fast way of generating content, there is a lot of expertise that can be uncovered by allowing individuals to share what they know, it’s often user friendly, and importantly its cheap. It is of course not perfect, and there are concerns about quality, but by allowing the users to rate the content, the quality might just look after itself.

5. Virtual reality (VR), Augmented Reality (AR) and Artificial intelligence (AI) – not that these are all related, but just a simple way of me summarising three areas to keep an eye on in the not too distant future. All of these technologies are becoming cheaper, largely because of the investment made and experience being gained in the gaming industry.

By way of a footnote Google have released an open source software called Tensorflow which can help with machine learning, something that they believe will help drive new initiatives in AI.