A number of tech writers have said that with its introduction of the iPhone, Apple didn’t create a smartphone but a pocket computer that can operate as a phone. Given everything that people do with their smartphones now I think they are right. The function I use the least on my iPhone is making phone calls.
So, if today’s smartphones are really computers, and are nearly as powerful as laptops of just a few years ago, it should be easy to just move your Computer Based Training over to them, right? Not really. Learning on a smartphone is very different from learning on a computer. Mobile learning is really a new medium. One that has advantages and limitations, just like any other medium.
The main advantage is pretty obvious; people have their phones with them almost all of the time. So they can access training at any time and nearly anywhere making it ever more convenient to access elearning when and where it is most needed.
The limitation that people mention first when discussing elearning development for a smartphone is the phone’s small screen. While I agree that your mobile learning design needs to take the smaller screen into consideration, I don’t think that is the most significant limit of smartphones. The real limitation in moving your existing elearning course to a mobile platform is how people use and interact with their phone. To be effective, your mobile learning program needs to build on the natural habits that people have developed for using their mobile device.
A number of studies show that people spend quite a bit of time throughout the day interacting with their smartphones. Most of that interaction though, is in short bursts, rather than over sustained periods. They read and respond to a text message, check their email, look up some information on Google, or post to a social service. All of these are tasks that they spend only a few minutes on at a time. For mobile learning designers that means we need to think in terms of much smaller modules.
Smartphones may be powerful, but they are not good platforms for completing a typical 45-minute elearning course. They work better for delivering small, focused amounts of training that the learner can easily access in short bursts, and preferably just when they are most interested in the material. Think about a sales representative practicing critical elements of a customer dialogue in a simulation on their phone the night before a meeting with a critical customer. Then reviewing the simulation again the next morning in the parking lot just prior to going in to meet with the customer. From a learning and retention standpoint this is a good thing. Smaller amounts of material that are accessed and reviewed over time increases retention.
What is an appropriate amount of material? How long is the ideal mobile learning module? We can gain some insights by looking at popular media that is accessed on smartphones – YouTube videos and blog posts. The top 25 YouTube videos run on average less than four minutes. The readers of one social media blog report “getting antsy” if a video runs more than five minutes, even if it is “an entertaining” video. Statistics from other popular blogs indicate that people will only spend 3-4 minutes reading a blog post before clicking away, even if they haven’t completely finished it. If we use these findings as a guide, our mobile learning modules should be less than five minutes long.
So, how do you deliver extensive training or complex information in five-minute chunks? I’d suggest that the real power of mobile learning in most cases is as part of a blended learning solution. Computer based training or classroom sessions should be used for delivering the overall framework, and then mobile is used to reinforce or provide practice for specific bite-size elements. For example, a good onboarding program delivered virtually or in a class will provide new employees with a strong grounding in an organization’s culture, structure, and key processes. Then a mobile solution can provide new employees with rapid access to information on a particular policy they need to reference or provide practice in handling challenging tasks or interactions. By using a well-designed blended solution you can take advantage of the strengths of each medium rather than being overly constrained by their limitations.
Smartphones do offer exciting possibilities for effective training delivery – even engaging simulations, but they are just another medium in the designer’s palette. Like any other medium, it should be matched to the need, the audience and the content to be used most effectively.