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Multichannel Learning Systems Working Group

Multichannel Learning Systems Working Group. 13 November 2013. Outline. CAF Mobile Strategy ARI Research Findings / Lessons Learned ISD Suggestions MLS Use Case Question. The problem space for the CAF.

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Multichannel Learning Systems Working Group

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  1. Multichannel Learning Systems Working Group 13 November 2013

  2. Outline • CAF Mobile Strategy • ARI Research • Findings / Lessons Learned • ISD Suggestions • MLS Use Case Question

  3. The problem space for the CAF • Increasing desire to explore the use of mobile devices to support individual training and education (IT&E) within the CAF. • The organization has been formally pursuing the modernization of the industrial style of training delivery of IT&E for the past 5 years. • Limited resources and expertise in this area. 3

  4. Progressive Mobile Strategy Map Objectives: Connect people to expertise and resources Extend the traditional classroom Provide access to information that will support job performance Goals: Increase peer to peer connections among CF members Reach 1000 registered users by Dec 2013 Allow users to use their own devices Establish a single point of secure entry Deliver 50 quality applications for the CF by Dec 2013 Strategies: Develop a CF expertise locator App Communicate strategy and plans widely to build user-base Initiate policy discussions to support a BYOD strategy Leverage knowledge and experience of “like” organizations Work with industry and CF SME’s to bring in high quality applications Partner with IM/IT security to develop supportable and scalable solutions Provide tools and processes to help build applications internally 4

  5. 5

  6. Connecting Soldiers with Digital Applications

  7. Research Objectives • Identify and evaluate lessons learned from selected Connecting Soldiers to Digital Applications (CSDA) pilot tests for the development, integration, and sustainment of digital training applications and handheld devices in Advanced Individual Training (AIT), and • Develop a practical decision guide for key decision makers determining the utility of digital applications and mobile technologies for AIT and developing metrics for accessing their impact on training.

  8. Participants

  9. Method • The purpose of the data collection was to identify the factors and considerations that are most important to designing and implementing mobile learning technologies in AIT. • The objective of the data collection was to allow the research team to further refine the initial list of key factors and considerations identified in the literature review.

  10. Findings • Results from the literature review and interviews and focus groups identified 10 factors and 35 associated subfactors that needed to be considered when integrating digital applications and handheld devices into training. • These factors and sub-factors represented key issues in the areas of training methods and delivery, human and contextual factors, and hardware and infrastructure capabilities and constraints.

  11. MLS locus of control

  12. CSDA Lessons Learned • The literature on lessons learned regarding mobile learning within this study can be sorted into two domains: usability and utility. • Usability topics include basic device functionality in the training context and learner training requirements. • Utility concerns the usefulness of mobile training • devices for training.

  13. Usability of the Device • When prompted with an inquiry related to the importance of capability relative to usability and utility, one student stated, “Capability [is the most important]. If it isn’t capable of doing what we want, there isn’t a point to it.” • In contrast, it should also be noted that the usability of the device was also referenced by numerous soldiers as the most important device characteristic.

  14. Ease of Use • The simplicity of applications in terms of navigating and the ease of use were discussed as important to user friendliness. • Participants suggested that user friendliness was most important or among one of the most important considerations concerning training using mobile devices. • One instructor described how applications that lack simplicity, intuitive controls, and timely application execution will lead to a lack of use: “It has to be simple. If it takes a minute to get into with a bunch of things to jump through, their attention span is gone. The current generation wants instant results and gratification.”

  15. Usability is impacted by user expectations • “Soldiers expected quality of content presentation to be at the level of commercial gaming or simulations – while quality and fidelity are important, the content must be current and accurate.” http://youtu.be/6vei2EAIbX0

  16. Considerations for Updates • “Sponsors who want an updated newsletter, but don’t know how to or have an ability to have a repository of the content. Development is easiest when an external website or data source is updated separately from the app, but the app just knows where to go get the most recent data.” • “Apps that allow you to open a PPT are not good because you could end up with an outdated version. Word files are the same way.”

  17. Training Needs • CSDA pilot tests found that after users were trained on the devices, they said that they were more capable of using the phones. These findings suggest that users can benefit from training on how to use their mobile devices. • Users technological capacity and previous experience with mobile devices can be misleading. Each user experience will vary. This combined with the unpredictability of how individuals will use the devices suggests users should be trained in the functions of the device as well as how to use the specific applications that will be used in training.

  18. Power of Context • Students and instructors displayed negative attitudes toward applications if the applications were not effectively demonstrated: “There were some apps, but no one went over them. They were just there as junk apps. If we had an explanation or they put something useful on it that might help. The junk is just more to sift through.”

  19. Learning and Performance • This research study suggested that learners’ performance can improve using mobile devices and that other indirect performance factors such as motivation and communication were also improved. • Soldiers identified several impacts directly related to learning, such as understanding the course, retention of what they learned, and awareness of lesson content.

  20. Learning and Performance • Additionally, Soldiers said that mobile devices increased time spent studying, increased motivation to learn, and improved interactions with classmates and instructors (e.g., easier communications via text). • Mobile devices were perceived to be more beneficial to Soldiers as the pace of their training mission decreased.

  21. Instructional Design Considerations

  22. Instructional practices can be leveraged using mobile devices. • Self Directed Learning (SDL) and Self Regulated Learning (SRL) – SDL and SRL can be leveraged using mobile learning devices by allowing learners to take initiative in their learning, with control over their training and learning on individually controlled mobile devices. Further to this mobile devices can be used to monitor learning progress and prompt the user to review content. • Goal Setting – Mobile devices can be used to support goal setting and serve as a tool for managing and tracking goals. Also, mobile devices can be used to identify resources and information to achieve goals. • Problem Based and Studio Based Learning – Instructors facilitate the learning process using mobile devices through open-ended questioning that encourages learners to identify solutions using mobile device references and peer collaboration. Game-based apps can also utilize problem-based learning approach for training. • Instructional Scaffolding – Mobile devices allow instructors and peers to provide support and structure for learning.

  23. Instructional practices can be leveraged using mobile devices. • Experiential Learning – Training using mobile devices should incorporate practice, feedback, and input from others to improve performance. • Collaborative and Cooperative Learning – Mobile devices facilitate communication and social networking allowing students to interact in a number of different ways with a large community of individuals and groups. • Situated and Authentic Learning – Mobile devices should be used in authentic environments (e.g. the use of ranges, actual equipment, and conditions). Real world examples should be used for the development of mobile training.

  24. MLS Use Case • The MLS Project will look at the importance of contemporary pedagogical issues related to using various technologies (i.e., web-based learning, mobile applications, video, e-publications, etc.); and conduct an in-depth analysis of the International Military Student Pre-Departure Briefing (IMDSPDB) Indoctrination Training Program to obtain a understanding of where the content aligns with the ‘learner journey’(e.g., pre-departure, in-transit and post-arrival indoctrination requirements).

  25. Is there room for blended Self Directed option ? https://www.youtube.com/watch?v=2AztmJ4brp0#t=106

  26. Questions ?

  27. Purpose of the Practical Decision Guide • This guide was designed to aid those who have decided that they want to employ handheld mobile devices and learning applications in their training programs. • While the issues and suggestions reviewed in this guide could be of some use in initially considering these technologies as a potential training option, the decision to implement handheld mobile devices and programs is best left to individual commanders and other key decision makers with full knowledge of their available resources, funding, and unique training requirements and environments. • Therefore, this guide assumes that the decision to explore employing mobile learning technologies has largely been made. Thus, its focus is on how to design, implement, and execute mobile learning options.

  28. Purpose of the Practical Decision Guide • The purpose of this guide is to assist in identifying important information regarding how student, course, instruction, and learning environment issues affect decisions of where, when, and how to integrate digital applications and mobile technologies within AIT courses. • This information has been organized into a series of Metafactors, Factors, and Subfactors levels related to key training, device, and application constructs. • Metafactors reflect overarching constructs related to Training Value and Cost, Training Methods and Delivery Options, and Human and Contextual Factors.

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