Posts Tagged ‘development’
Looking for the ideal device for mobile learning
Tuesday, June 22nd, 2010
m-learning, mobile learning, learning on the move there are many ways of describing mobile learning and mobile computing. There are a number of machines available from iPhone to netbook but is there an ideal device?
The PC has become the standard for delivering learning with an office environment but the mobile platform is still emerging. Mobile computing has been along for long than many people can remember, most people of the laptop but forget about innovative devices like the PSION and also the Apple Newton. I used both of these devices in the mid 90’s and they were being used within industry. Now I see mobile devices being used by virtually everyone from the mobile phone to the XDA mobile devices used by delivery man to track your parcel.
Within mobile learning we have a range of technical platforms to choose from, allowing choice for the users but providing an issue for developers and organisations. Few fewer of these devices actually share common applications that you can both simply use. Applications for the iPhone and the Android handset are superb but they can’t be swapped and they are usually part of a longer contract for mobile phone services.
Instead of looking for the ideal device or the best application platform HTML 5 may provide much of the functionality that we need, supporting mobile browsers and allowing content to work across multiple devices. During several development projects I’ve reviewed several mobile devices and here are few things that I noted.
Apple iPhone/iPod
You’ll need a developer licence or someone who has one
Development uses the apple development kit that uses objective c
You need to get your app reviewed and approved from apple
Unless you have company license for distribution all your apps will be on the istore
PlayStation Portable
Has browser support and supports flash
Can support a web-cam/camera
Has a slot for a memory card so that you can use your own content
Can be tricky to directly type a url
No contracts
Robust device
Nintendo DSi
Has browser support
Double screen
Memory card slot
No contracts
Android device
Uses open source tools
Lots of developers available
Well supported
Good browser support
Windows Mobile
Support the windows platform
Links with Exchange
Used to create bespoke applications
Can come with a wand for typing
Browser support
Notebook
Larger than other devices
Smaller enough to be mobile
Some times slow to start
Supports windows and Linux operating systems
You can use many of your existing programs
You can develop your own apps and deploy across the notebook
Interesting after reviewing the devices I came to the conclusion that it will be good to develop applications using HTML/5 to allow as many of the devices as possible to use the content. Each device has its own graphic requirements such as screen size but this appeared to be a good way to develop content within a cost effective method.
What is one hour of e-learning?
Tuesday, September 29th, 2009
One hour or 60 minutes or 3600 seconds, the hour is the standard by which elearning development costs appear to be measured. I’ve read with interest several blog posts about development cost per hour but what exactly is an hour of elearning and how is it measured?
In an industry it is valuable to have a benchmark or standard against which price and quality comparisons can be made but with the advances in technology and the range of development tools available is the hour still relevant?
We read and are told that learners work at different speeds at different times and in different ways yet the one hour matrix is readily applied. I’m interested in what constitutes the hour? Is it the time the learner uses the course? Are we using an average? For the development company is it number of screens x number of minutes? I’m not sure of the answer but I’m conscious that as we deliver on different platforms in different modes to an ever wider learner group that an hour used as a standard could be misleading if it’s not applied consistently and everyone knows how it is measured.
Often I read a blog post about company x who are paying £ 000’s for an hour of elearning and want to know whether it represents value. I don’t think that you can make an accurate assessment without knowing more information including the full details of what the developer is being asked to do. Development time using Rapid tools is widely regarded as being less than custom work and its only when you factor in all of the development tasks only then can you start to make an assessment.
In a creative industry like e-learning benchmarking costs will always be a challenging task but perhaps it’s time to think about a basic formula that will provide a base for suppliers and developers to work from.
Testing, testing, testing - what is more important the test or the content?
Thursday, September 3rd, 2009
I’ve have just finished reading a book at the British Cycling team and their meteoric rise over the past 10 years. As a keen cyclist the book provides a number of insights into how the team operated. There is one section in particular that raised a number of questions.
Sir Chris Hoy started to compete in an event called the Keirin several years ago when the Kilo event was removed from the Olympics. For those of you who have caught a bit of track cycling on the TV it’s the one where they all ride behind a motorbike at increasingly high speeds. The cycling aficionados amongst you will know that Keirin originates from Japan and is remains hugely popular. Kieran riders earn vast sums and enjoy celebrity status due to the massive amounts that are bet on the outcome of races. Increasingly overseas riders saw the money on offer and wanted to compete in Japan, to date without a great deal of success. Before any overseas rider can compete in a Japanese event they have to undertake a rigorous 2 week training camp, where one of the tasks involves taking a bike to pieces without dropping a tool and re-assembling it in a set order.
At the end of the 2 week course there is a test. Pass the test and you can ride in events, fail and you can’t. Simple.
It was the test aspect of the course that interested me the most. One of the cyclists commented on the monotony of the course and the sheer basic nature of the course content…but…he remained ‘switched on’ at all times as if you didn’t pass the test you couldn’t ride. The rider attended all of the sessions, took everything on board, put up with the monotony to ensure that he was ready for the test. He took the test, passed and rode in events.
Reading this particular chapter really made me think of all the courses where the qualification is vital to future success and progress but the learning experience is often disappointing for those involved. I’ve spoken to my friends who have attended courses that have not been challenging and focused purely on getting the badge. I’ve also got my own experience to share. Over 5 years ago I took my PRINCE 2 exams; the first 2 days pretty much consisted of highlighting pages from the course book. I was somewhat disillusioned by this and in the revision periods at the end of the day I actually tried to gain a deeper understanding of what the course was about. It was only at the first multiple choice exam that I realised what I was being prepared for. Each of the sections I had highlighted had been linked to potential answers in the multiple choice exam. Once this was passed the whole teaching style changed as we approached an open book written exam. I’d not thought about this course until after I’d finished reading the Keirin chapter and it all came back to me!
creating an e-learning strategy - a few things to think about
Wednesday, July 8th, 2009
Over the past few weeks I’ve answered questions about e-learning strategies. I have been involved in the creation of e-learning strategy documents and projects for the public and private sector in the UK and thought that I would share a few of my thoughts.
This isnt’ an exhaustive list but it will provide you with a starting point. I would ensure that any strategy focuses on a number of key areas, these are going to be specific to your organisation but you may want to think about the following:
Participation
Who are the affected parties? What additional training provision will you need to put in place during the project lifecycle? Who are your stakeholders (internal and external)
Technical Issues
What is the current IT platform? How will your e-learning strategy integrate with future IT changes and developments? You need to think about how these are aligned
Content creation and acquisition
Where are you going to get content from? Are you going to develop it internally? What will your quality standards be? You need to think about the creation of e-learning guidelines so that you can control the output.
Feedback systems
How will you measure performance? How will cost of ownership and return on investment be measured? What are the projected costs? How will effectiveness of the learning be measured?
Costs
How will ROI be measured, how will you work with the cost centres within the business
Limitations
Think of the issues that you might have and get these highlighted early
Types of learner
Several things to think about: IT literacy levels, mobile learning, expectations of e-learning
Business Improvement
Where will this be? Cost, Improvement in access to training material, process efficiency?
There are obviously many other things to consider, some of which will be specific to your organisation but but hopefully this will give you a starting point.
good job ryan!
Wednesday, September 10th, 2008
News reached me this week that Ryan (Games Degree Graduate) has got his dream job! Ryan worked with the Real Projects on a e-learning project in August. his input and new ideas were a huge help and everyone at RP is really pleased for him.
Ryan produced a great model of the forum using the Unreal engine for his final year project. A stunning piece of work.
Everyone wishes Ryan good luck as he starts his career in the games industry.

