using mlearning to reinforce content and policies
TRANSCRIPT
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Case Study: Using mLearning to Reinforce Content and Policies
Melissa Cline-Douthitt / @theclinesewordJason Polete / @jpoleteLearning Solutions 2013 / #LScon
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About Us.(a li!le)
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Metropolitan College.
- UPS (Louisville’s largest employer)
Business
- Jefferson Community & Tech. College
- University of LouisvilleEducation
- Commonwealth of Kentucky
- Louisville Metro GovernmentGovernment
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- 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
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Some Context.
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Mobile
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&
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Boredom
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=(equals)
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Opportunity
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Learning Opportunity
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Mobile
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835 million smartphone users
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5.6 billion feature phone users
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➠55%
increase in smartphone subscriptions
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98% among those making
less than $25,000
➠
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92%
among retirees
➠
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371K babies born every day
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371K babies born every day
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371K babies born every day
378K iPhones sold every day
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Mobile is here to stay
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Mobile is here to stay
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Mobileis used for
Entertainment
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Mobile
Entertainment
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Mobile Entertainment
Games43%
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Mobile Entertainment
43% Games
Games43%
Social Networking26%
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Mobile Entertainment
43% Games
26% Social NetworkingGames
43%
Social Networking26%
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Mobile Entertainment
43% Games
26% Social NetworkingGames
43%
Social Networking26%
Entertainment10%
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Mobile Entertainment
43% Games
26% Social NetworkingGames
43%
Social Networking26%
Entertainment10%10% Entertainment (general)
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Mobile Entertainment
43% Games
26% Social NetworkingGames
43%
Social Networking26%
Entertainment10%10% Entertainment (general)
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Mobile Entertainment
43% Games
26% Social NetworkingGames
43%
Social Networking26%
Entertainment10%
79% Entertainment
10% Entertainment (general)
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Boredom
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Bridge a Knowledge Gap.
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Learning
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Avg. Attention Span
12 min.
5 min.
Last Decade
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Avg. Attention Span
12 sec.
8 sec.
since 2000
for Internet Search
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Abandon Slow Sites
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Abandon Slow Sites
32% of consumers...Abandon slow sites within first 1-5 sec.
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“Nuggetize” Information
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Repetitio est mater studiorum(Repetition is the mother of learning)
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Motivated by Reward
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Motivated by Reward
In 2012 60% of employers offer wellness incentive programs to employees
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Motivated by Reward
In 2012, customer loyalty/reward programs exceeded
2 billion dollars
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Extrinsic Rewards
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Extrinsic Rewards
+
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Intrinsic RewardsSatisfaction
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Short, Fun, RewardingLearning Experiences
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How Does this All Fit Together?
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Mobile(everywhere)
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Mobile(everywhere)
Boredom(opportunity)
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Learning(theory)
Mobile(everywhere)
Boredom(opportunity)
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Learning(theory)
Mobile(everywhere)
Boredom(opportunity)
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Learning(theory)
Mobile(everywhere)
Boredom(opportunity)
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The Project.
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The Project.Mobile Trivia Challenge
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Trivia Challenge: Goals
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Trivia Challenge: Goals
Use otherwise idle moments to teach.1
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Trivia Challenge: Goals
Use otherwise idle moments to teach.1
Improve our students’ program knowledge (thus reducing missed deadlines and lost benefits)
2
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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
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Trivia Challenge: Req’ments
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Trivia Challenge: Req’ments
As widely accessible as possible across mobile devices.1
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Trivia Challenge: Req’ments
As widely accessible as possible across mobile devices.1
Quick to play.2
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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
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Trivia Challenge: Pilot
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Trivia Challenge: Pilot
Web-based(Widely Accessible)
1
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Trivia Challenge: Pilot
Web-based(Widely Accessible)
1
Survey Tool(Rapidly prototype & pilot)
2
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Trivia Challenge: Pilot
Web-based(Widely Accessible)
1
Survey Tool(Rapidly prototype & pilot)
2
Limit 10 Questions(Quick play)
3
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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
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Trivia Challenge: Content
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Trivia Challenge: Content
We covered basic program information, like deadlines & requirements.1
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Trivia Challenge: Content
We covered basic program information, like deadlines & requirements.1
We covered information that students should already know.2
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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
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What We Learned.
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Participants did not know nearly as much as we expected.
Teaching Tool
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Participants did not know nearly as much as we expected.
Teaching Tool
Evaluation Tool
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Continuing Evaluation Plans.
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Continuing Evaluation Plans.
Compare challenge participants vs. non-participants on a number of metrics.Agreement signing before deadline, FAFSA completion before deadline, etc.
1
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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
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Tips.For Implementing Your Own Trivia Challenge
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Right Tool for the Job.
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Right Tool for the Job.
Best viewed as a supplement.Probably not going to replace any of your existing tools
1
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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
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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
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Maximize Participation.
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Maximize Participation.
Research RewardsDon’t assume what will motivate your audience.
1
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Maximize Participation.
Research RewardsDon’t assume what will motivate your audience.
1
Promote your Trivia Challenge(s)Posters, emails, regular organizational communications.
2
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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
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Tips for Challenge Design.
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Multiple choice, one question per screen1
Tips for Challenge Design.
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Multiple choice, one question per screen1
No more than 10 questions2
Tips for Challenge Design.
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Multiple choice, one question per screen1
No more than 10 questions2
No more than 4 choices per question3
Tips for Challenge Design.
![Page 93: Using mLearning to Reinforce Content and Policies](https://reader031.vdocument.in/reader031/viewer/2022030214/5899d1671a28ab4a0b8b485b/html5/thumbnails/93.jpg)
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.
![Page 94: Using mLearning to Reinforce Content and Policies](https://reader031.vdocument.in/reader031/viewer/2022030214/5899d1671a28ab4a0b8b485b/html5/thumbnails/94.jpg)
Quimle.Quick Mobile Learning & Evaluation
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Quimle.com
![Page 96: Using mLearning to Reinforce Content and Policies](https://reader031.vdocument.in/reader031/viewer/2022030214/5899d1671a28ab4a0b8b485b/html5/thumbnails/96.jpg)
Quimle.com
![Page 97: Using mLearning to Reinforce Content and Policies](https://reader031.vdocument.in/reader031/viewer/2022030214/5899d1671a28ab4a0b8b485b/html5/thumbnails/97.jpg)
Q + A
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quimle.com/c/8