Capabilities

Going Mobile: Learning’s New Holy Grail?

In a short time, our world has changed. We now have the ability to create interactive elearning content and publish it on mobile devices, including iPhones, using HTML5.  Within a few months I am absolutely confident that Blueline’s designers will be able to distribute our award-winning computer based elearning and esimulations via every mobile device imaginable.

But just because we can, does that mean we should? (That’s a great question that one of the characters posed in the movie Jurassic Park. You may remember what happened to them.)

Before I go any further, let’s define our terms. Learning delivered on your phone qualifies as mobile learning. Learning on your desktop computer is not mobile learning.

What about learning on your laptop or iPad? In terms of defining “mobile,” those are gray areas. Sure, I can take them all with me all the time, but I don’t.  I take my laptop on business trips.  I use my iPad when I am around the house. But not always.

However, I never – literally NEVER – am more than a few feet away from my iPhone. Any content that comes to me on my iPhone is, in the purest sense, mobile.

Mobile Data… or Mobile Learning

And here’s where I make my point: It’s easy to get caught up in the belief that all learning should now be developed for mobile.  That everything we create from now on should be developed in HTML5 or one of the myriad of publishing tools that promises to deliver everything that we create to our iPhones, iPads, BlackBerrys and Android devices.

But it’s just not true.  There, I said it.

But sift through the hype, and you’ll discover some important opportunities. Mobile Learning IS transformational.  It has already reshaped what and how we learn.  Gone are the days of memorizing vast amounts of information for instant recall.  I now have instant access to vast libraries of information, far more than I could have ever hoped to memorize in my lifetime.  The skills needed to effectively consume and apply that information are the real Holy Grail.

Mobile Learning makes it possible for us to access just about any knowledge we desire wherever we are, just when we need it.   In this way, it represents a tremendous breakthrough for reference and performance support. Which is where “true” mobile learning shines.

So what does that mean for designers and developers of training?  Your job just got harder on multiple levels. First, you have to tell the business leaders banging on your door that mobile learning doesn’t effectively eliminate ALL time away from the job dedicated to learning and development.  And second, you need to think through a multi-dimensional blended learning strategy that balances classroom, virtual classroom, online and mobile strategies to maximize impact on the business.

Well actually, that last part is really good news.  Because never before did you have so many awesome tools at your disposal to deliver value to your business partners.

And, if you have questions or want to brainstorm potential strategies for putting these exciting new platforms to work in your organization, Blueline is here to help!

How “Fly Swatter Phonics” Can Help Solve Your Next Training Challenge! Part Two.

Last week, we started exploring the connection between having fun and actually learning…something my 4-year old grandson does by “swatting flies” as he’s learning to read. A key takeaway from that discussion was to keep your training content relevant and manageable. Otherwise, there’s a good chance the “fun-o-meter” will register pretty low. This week, we’re picking up there.

We often hear clients say something like this: “We rolled out training, but we can’t keep people’s attention. They aren’t engaged. What can you suggest?” Remember the client from last week? The one with the bazillion PowerPoint slides? What we discovered was their training wasn’t connected to people’s everyday work in a real, practical and believable way.

Our suggestion was to rebuild the training to simulate the learner’s real world. We felt it was critical to give people a chance to immediately apply what they were learning in meaningful ways and get immediate feedback at the same time. I’m happy to report that the client loved the idea, we built it, and it was a huge success! People remained engaged the entire time as they practiced “fly swatting” the way they would be doing on the job. The takeaway? If you want to make training fun, engage the learner through realistic practice!

In “Fly Swatter Phonics” the game mechanics were pretty simple. There was a fly swatter, some 3” x 5” cards, a blackboard and a few rules. But it wasn’t the game itself that made the learning fun. It was the fact that my grandson was actively involved in the learning. He wasn’t just a bystander. He was doing something. He was participating. He was making decisions. He was competing, appropriately, with his peers. He was responsible for earning his rewards or watching others earn theirs. These are the things that made it fun. (A fly swatter without purpose is just another fly swatter!)

When our client handed over all of those PowerPoint slides, we knew immediately that we had to find a way to make participants active learners rather than passive ones. We did that through the simulation. We also did it through a self-directed learning visual where, with minimal facilitation, teams navigated themselves through a collection of activities, team discussions, applications and mini-challenges.

Here’s what ‘our client of many slides’ had to say about their new program: “CONGRATULATIONS! The new training was amazing! What an improvement over the old method. Thank you on behalf of all involved. I would be very surprised if there was one person in the room who did not gain from the two days.” The takeaway? If you want to make training fun, involve the learner in the learning!

We at Blueline Simulations believe there’s no good reason—and no good way—for effective learning to be boring or passive. Let us help you swat your biggest training challenges!

Recorded Gamification Webinar Now Available

If you missed this interesting and informative webinar hosted by my friend and business partner, Brian Knudson you can watch it now. Brian is the Founder of NogginLabs and knows a thing or two about achieving learning transfer through gamification – and has 7 Brandon Hall gaming awards to prove it.

Contrary to popular belief, you don’t need a huge budget or complex programming to design eLearning that’s as addictive as Angry Birds. If motivating your learners is a challenge, this webinar is for you. Learn the basic principles of gamification, and how best to apply them to your eLearning initiatives.

Watch the recorded webinar and see how gamification can take your organization’s eLearning to the next level.

Gamification – It’s More Than Keeping Score.

As our previous posts have alluded to, gamification is the current hot topic in training.  And there is real power in well-designed, effective gamification in other aspects of life, as David Hutchens mentioned last week. Many people are now discovering the power of gamification combined with social networking to make positive changes to their weight and health through apps like LoseIt, and Fitocracy. Even insurance companies are developing apps to take advantage of the power, such as UnitedHealth Group’s OptumizeMe, an app that allows people to participate in fitness-related contests with their friends.

Building an effective game or engaging training experience that uses game elements is more than just adding score keeping, and challenges. Jesse Schell in his book, The Art of Game Design. A Book of Lenses, suggests that effective game design is all about creating an engaging experience – one that draws players in and that they would want to repeat. As training designers we need to consider not “what game elements can I add,” but what will make this experience memorable, unique and engaging. After all, retention of the experience (and thus the learning) is the real goal.

As David mentioned in his post, at Blueline Simulations, we combine the elements of play, competition, and feedback to enrich our designs. We enhance the power of these elements by placing them within unique visual and story contexts to make them both more engaging and memorable. Whether it is a one-of-a-kind Blueline Blueprint ™ (learning visual), rich with visual metaphor and client specific detail, or one of our custom eSimulations, the story and content always come first. They provide the context, rationale and “stickiness” that bring the training to life and make it effective at generating results.

Give us a call, and we’ll explore not just how to gamify your learning programs, but how to build engaging experiences that change behavior and get business results.

Data You Can Touch

How Blueline is using new “digital textbook” technology to engage learners and increase retention.

Whenever we build custom learning solutions for our client partners, most of them request some kind of pre-work or pre-read document. This usually leads to a conversation during the design process that goes like this:

“We need to create an exercise that establishes the foundational ideas and definitions.”

“But we already put that information in the prework document!”

“Yes, but we have to assume that some percentage of people won’t read the prework, so we need to get them caught up.”

Then why even give them prework?!” Hand wringing commences.

Okay, so maybe this kind of behind-the-scenes confessions of a harried learning designer isn’t so relevant to you and your world.

But what is relevant, I bet, is the need to create and deliver your key messages in a way that your people will consume, engage… and even integrate into their paradigms and behaviors.

At Blueline Simulations, we are constantly experimenting with new approaches, new technologies, and new ways of creating enrollment within organizations like yours. Sometimes we come across a new media that gets us excited. That happened just recently, and I wanted to tell you about it because I think there are some opportunities here for you.

This Is Not Your Father’s Data Dump

A big part of organizational learning is assimilating data. You know: those reams of charts and data that you need to somehow transfer to your audience’s brains. As much as we love experience at Blueline Simulations, sometimes there is a need for a “tell” approach. (Often we use the term – somewhat derisively – of “data dump.” This is where the dreaded pre-work document often makes an appearance.)

In a recent program, we dramatically increased engagement and retention of this data dump by using new technology provided by Apple’s iPad.

As you may have heard, Apple has made a significant entry into the world of textbooks. With their iBooks platform, Apple intends to revolutionize how students consume information. Apple has also released the free iBooks Author content creation tool to allow designers like us at Blueline to repurpose and design content in a highly engaging, multi-media, iPad-ready platform.

For our recent program, we created a pre-work document that rivaled the actual learning program in terms of generating participant enrollment. We delivered the client’s key content in an iBook format that included:

  • Embedded videos – from YouTube, and also TED Talks – that deliver a more penetrating look at related content.
  • Embedded graphics and charts that could be scrutinized with the iPad’s now-familiar “pinch and zoom” gesture.
  • Links that take learners to related websites, the company’s intranet, or other content located elsewhere in the document.
  • Short quizzes that allow learners to demonstrate that they have indeed internalized the material.

The game-changer here was the kinesthetic nature of the document, thanks to the iPad interface. The ability to touch, swipe, click, watch, and listen to content proved to be highly immersive. Learners, and the client, were unanimous: More of this, please.

Whenever we have an opportunity to add to our toolbox of approaches, we get excited. But the bigger opportunity here is for you. What is the key content that you need to transfer to your team in a change context? Rather than distribute another 60-page PDF document over email, what if you could deliver it in a novel medium that allows your audience to touch, move, and manipulate the content – thereby practically guaranteeing that they engage?

We’d love to show you a demo.

And if that’s not what you’re looking for, that’s okay. We have a few other tricks in our toolbox as well.

Give us a call. And let’s make some change happen in your organization.