Back in 2012 Google carried out some interesting research into cross platform user behaviour that revealed how seamlessly we move between smartphone, tablet and pc to achieve tasks online. Perhaps more interestingly, it also revealed how our behaviours change to reflect the devices being used at a given time.
I thought I’d revisit the research a few years down the line and focus on some of the statistics most relevant to mobile learning and pull together a few more top tips, this time for creating and delivering Adapt content that’s going to be accessed on the move.
Let's look at just a few of the stats.
“90% of users move sequentially between devices to accomplish a goal”
Potential relevance to learning:
- Sequential screening ‘may’ mean learners use multiple devices to complete learning activities
“PC’s for productive, task orientated activities, tablets for entertainment and smartphone’s for communication and quick access to content”
“Smartphones have the highest number of user interactions but the lowest average time spent per interaction”
Potential relevance to learning:
- Assume content will be viewed in quick bursts
- Content needs to be easy to access with no or low barriers to entry
- There’s a real opportunity to leverage the capabilities of the device for collaboration
- Don’t look to make everything available for the phone
“34% use the device closest to hand when looking for information”
“80% of smartphone usage was spontaneous, of which 44% was to accomplish a goal”
“Context drives the choice of device we choose to use at a given time”
Potential relevance to learning:
- Content accessed via a smartphone might be:
- due to convenience, in which case learners will accept compromises between ease of access, depth of content covered, quality of production (although this is becoming less of an issue)
- unplanned, implying content is needed urgently and at the point of need so it needs to be performance support aids rather than ‘deep dive’ tutorials
- be accessed in learners own time, in which case they’ll be more likely to be looking for games, articles and other less formal types of activities
This research shows that the smartphone has gone from being a fall back device that was only used when no better alternative was available to being at the very centre of our daily interactions with the digital medium. In addition, we as users have well-formed expectations of what we expect about our mobile experiences and bring to bear refined patterns of behaviours. We’re going to have to match this level of sophistication if we’re serious about learning on the smartphone.
So, with this in mind here are five tips for designing and delivering better Adapt content for the mobile learner:
- Produce single page modules that address a single subject or learning objective and with a focus on performance support
- Keep these pages very short and do away with everything unless it’s absolutely necessary
- …including all but the most critical exemplifiers, contexts, etc. These can still be provided in separate, associated modules if still required and accessed at a later date and on a more appropriate device
- Whilst we’re at it, remove the tracked quiz and place this in its own standalone assessment. Given the choice, I suspect most learners would most likely prefer to attempt these on a PC/tablet anyway.
- Place as few barriers as possible between the content and learner. Consider not placing the tutorial content on the LMS at all if:
- it’s likely to be needed by a mobile audience
- if the LMS doesn’t have a mobile friendly theme
- there’s a separate assessment which is being tracked
The above tips don’t factor in the Tin Can API, which is already having an impact on what’s possible with mobile learning - but that’s a whole separate post!
In the meantime I hope these are helpful. Does anyone have a different view or perhaps a few more of their own to add?
Thanks,
Paul