using mlearning to reinforce content and policies

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Case Study: Using mLearning to Reinforce Content and Policies

Melissa Cline-Douthitt / @theclinesewordJason Polete / @jpoleteLearning Solutions 2013 / #LScon

About Us.(a li!le)

Metropolitan College.

- UPS (Louisville’s largest employer)

Business

- Jefferson Community & Tech. College

- University of LouisvilleEducation

- Commonwealth of Kentucky

- Louisville Metro GovernmentGovernment

- Work part-time at UPS (Next Day Air operation)

- Eligible for academic completion bonuses

- Receive wages and full benefits

- Eligible for full tuition* for coursework passed with a “C” or better. 

- Eligible for book reimbursement of up to $65 per class

Metropolitan College.

* full undergraduate Kentucky resident tuition

Some Context.

Mobile

&

Boredom

=(equals)

Opportunity

Learning Opportunity

Mobile

835 million smartphone users

5.6 billion feature phone users

➠55%

increase in smartphone subscriptions

98% among those making

less than $25,000

92%

among retirees

371K babies born every day

371K babies born every day

371K babies born every day

378K iPhones sold every day

Mobile is here to stay

Mobile is here to stay

Mobileis used for

Entertainment

Mobile

Entertainment

Mobile Entertainment

Games43%

Mobile Entertainment

43% Games

Games43%

Social Networking26%

Mobile Entertainment

43% Games

26% Social NetworkingGames

43%

Social Networking26%

Mobile Entertainment

43% Games

26% Social NetworkingGames

43%

Social Networking26%

Entertainment10%

Mobile Entertainment

43% Games

26% Social NetworkingGames

43%

Social Networking26%

Entertainment10%10% Entertainment (general)

Mobile Entertainment

43% Games

26% Social NetworkingGames

43%

Social Networking26%

Entertainment10%10% Entertainment (general)

Mobile Entertainment

43% Games

26% Social NetworkingGames

43%

Social Networking26%

Entertainment10%

79% Entertainment

10% Entertainment (general)

Boredom

Bridge a Knowledge Gap.

Learning

Avg. Attention Span

12 min.

5 min.

Last Decade

Avg. Attention Span

12 sec.

8 sec.

since 2000

for Internet Search

Abandon Slow Sites

Abandon Slow Sites

32% of consumers...Abandon slow sites within first 1-5 sec.

“Nuggetize” Information

Repetitio est mater studiorum(Repetition is the mother of learning)

Motivated by Reward

Motivated by Reward

In 2012 60% of employers offer wellness incentive programs to employees

Motivated by Reward

In 2012, customer loyalty/reward programs exceeded

2 billion dollars

Extrinsic Rewards

Extrinsic Rewards

+

Intrinsic RewardsSatisfaction

Short, Fun, RewardingLearning Experiences

How Does this All Fit Together?

Mobile(everywhere)

Mobile(everywhere)

Boredom(opportunity)

Learning(theory)

Mobile(everywhere)

Boredom(opportunity)

Learning(theory)

Mobile(everywhere)

Boredom(opportunity)

Learning(theory)

Mobile(everywhere)

Boredom(opportunity)

The Project.

The Project.Mobile Trivia Challenge

Trivia Challenge: Goals

Trivia Challenge: Goals

Use otherwise idle moments to teach.1

Trivia Challenge: Goals

Use otherwise idle moments to teach.1

Improve our students’ program knowledge (thus reducing missed deadlines and lost benefits)

2

Trivia Challenge: Goals

Use otherwise idle moments to teach.1

Improve our students’ program knowledge (thus reducing missed deadlines and lost benefits)

2

Gain insight into what our students know and don’t know.

3

Trivia Challenge: Req’ments

Trivia Challenge: Req’ments

As widely accessible as possible across mobile devices.1

Trivia Challenge: Req’ments

As widely accessible as possible across mobile devices.1

Quick to play.2

Trivia Challenge: Req’ments

As widely accessible as possible across mobile devices.1

Quick to play.2

Offer recognition and rewards as incentives (intrinsic & extrinsic rewards)

3

Trivia Challenge: Pilot

Trivia Challenge: Pilot

Web-based(Widely Accessible)

1

Trivia Challenge: Pilot

Web-based(Widely Accessible)

1

Survey Tool(Rapidly prototype & pilot)

2

Trivia Challenge: Pilot

Web-based(Widely Accessible)

1

Survey Tool(Rapidly prototype & pilot)

2

Limit 10 Questions(Quick play)

3

Trivia Challenge: Pilot

Web-based(Widely Accessible)

1

Survey Tool(Rapidly prototype & pilot)

2

Limit 10 Questions(Quick play)

3

Offered Prizes(Monthly & Once/Semester)

4

Trivia Challenge: Content

Trivia Challenge: Content

We covered basic program information, like deadlines & requirements.1

Trivia Challenge: Content

We covered basic program information, like deadlines & requirements.1

We covered information that students should already know.2

Trivia Challenge: Content

We covered basic program information, like deadlines & requirements.1

We covered information that students should already know.2

We displayed the correct answer after each question.3

What We Learned.

Participants did not know nearly as much as we expected.

Teaching Tool

Participants did not know nearly as much as we expected.

Teaching Tool

Evaluation Tool

Continuing Evaluation Plans.

Continuing Evaluation Plans.

Compare challenge participants vs. non-participants on a number of metrics.Agreement signing before deadline, FAFSA completion before deadline, etc.

1

Continuing Evaluation Plans.

Compare challenge participants vs. non-participants on a number of metrics.Agreement signing before deadline, FAFSA completion before deadline, etc.

1

Pre/post quiz comparison of various student behaviors.Deadlines, requirements, expectations, etc.

2

Tips.For Implementing Your Own Trivia Challenge

Right Tool for the Job.

Right Tool for the Job.

Best viewed as a supplement.Probably not going to replace any of your existing tools

1

Right Tool for the Job.

Best viewed as a supplement.Probably not going to replace any of your existing tools

1

Most appropriate for simple information. Deadlines, requirements, expectations, etc.

2

Right Tool for the Job.

Best viewed as a supplement.Probably not going to replace any of your existing tools

1

Most appropriate for simple information. Deadlines, requirements, expectations, etc.

2

Best fit with a target audience comfortable with technology.Frequent users of mobile devices

3

Maximize Participation.

Maximize Participation.

Research RewardsDon’t assume what will motivate your audience.

1

Maximize Participation.

Research RewardsDon’t assume what will motivate your audience.

1

Promote your Trivia Challenge(s)Posters, emails, regular organizational communications.

2

Maximize Participation.

Research RewardsDon’t assume what will motivate your audience.

1

Promote your Trivia Challenge(s)Posters, emails, regular organizational communications.

2

Promote Leader boardPublish high scores: websites, publications, other content streams

3

Tips for Challenge Design.

Multiple choice, one question per screen1

Tips for Challenge Design.

Multiple choice, one question per screen1

No more than 10 questions2

Tips for Challenge Design.

Multiple choice, one question per screen1

No more than 10 questions2

No more than 4 choices per question3

Tips for Challenge Design.

Multiple choice, one question per screen1

No more than 10 questions2

No more than 4 choices per question3

Short, simply worded questions (simple, not necessarily easy)

4

Tips for Challenge Design.

Quimle.Quick Mobile Learning & Evaluation

Quimle.com

Quimle.com

Q + A

quimle.com/c/8

Melissa Cline-Douthitt mcline0006@kctcs.edu

#LScon #LScon-710

Jason Polete@jpolete

Thank You.

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