Mobile learning (or m-learning) combines the information technology and communication for the education (EDU), the training and the technology of the smartphones. It concerns in the learning or the training on the user smartphones or tablet, it doesn’t matter when or where you are. These courses can take the form of the simple texts, messages, images, videos, or games.
1- Why you should train your contributors on the mobile?
Making a consultation on the websites, managing emails while you are moving around, scheduling the appointments, the ability of working is the origin of the multiplication recommendation of the smartphones in the companies; this is especially for the sales strengths, the managers or the nomadic workers in a wide sense. And this phenomenon is further simplified by the professional use of the private smartphones (Body, Bring Your Own Device).
The use of smartphones has exceeded than the laptop. According to the study of “ Global Mobile consumer survey 2016” has published by Deloitte, 77% of the French people have smartphone vs. 74% have PC, 57% have a desktop computer and 53% own tablet. This study shows that the French people are addicted to their mobile phone, with an average of 26.6 smartphone consultation per day, and especially 50 for the youth between the ages of (18-24 years).
The world of training is impacted by this trend: 96% of HR decision-makers think that digital learning will be an essential development in the upcoming years. If e-learning has experienced significant growth in companies, m-learning is about to replace or end it. Actually, the usage of smartphones corresponds more on the behaviors of the new generations, less inclined to spend several hours behind their computers on an e-learning platform. With a few minutes a day, with the form of a game or a cross-company tournament, mobile learning applications appeal to learners.
2. More than a trend, a real revolution in the training course
Mobile learning is not just an evolution of e-learning and the new inclination of training managers. More than a replacement, this new format complements face-to-face and e-learning courses, more or less adapted to the topics. For example, a face-to-face format will be used as part of management training or be learning to speak in public, requiring scenarios. An e-learning platform will be more appropriate for a long subject, allowing the learner to progress at his own rhythm and review concepts that he would not have assimilated at the first time.
The m-learning focuses on “bite-size learning”, also called micro-learning or “rapid learning”, which promotes the assimilation of the course in small bits repeated over a period of time. Learning can be done in environments that are normally unfavorable to teaching: in transport, in a workplace without access to a computer, a small dose a day without being forced to block a whole niche. And by repeating the content over time, the retention of knowledge is strengthened.
Mobile learning also uses gamification techniques, either within the course content or through a system of competition between colleagues. These techniques, from the video game world, encourage employee engagement with the training in question – much more than e-learning.
3- The fundamental difference between mobile learning and e-learning on smartphones
Some training organizations try to simplify the movement of mobile training by making their platforms responsive and accessible on smartphones. But mobile learning is much more than that: its fundamental component lies in the gamification of the training course. Thus, m-learning uses the codes of the world of video games for training content: points to win, rewards, challenges, levels, rankings.
Mobile learning is based on a growing phenomenon and a pre-existing taste for games. There is only to compare the Assimil methods and other “old-school” foreign language learning systems with the resounding success of Duolingo (more than 10 million registered users to date). Today, more than one in three French states play on his smartphone. And this trend applies to all generations: with 132 million users and $ 850,000 in revenue per day, Candy crush is the perfect example.
The gamification of learning paths is particularly effective in promoting learning because it requires active participation by learners. This entails a faster and more important involvement and ownership of the disclosed content.
More than a miracle recipe to replace old models, the SPARTED mobile learning solution offers complementary formula face-to-face and e-learning courses to launch a “Blended Learning” strategy. The main advantages that companies will have in using mobile learning are the concept of pleasure linked to learning through play, and the format in “small doses”. These features will be particularly appreciated by millennial.