The Length
First and foremost, the key thing that defines
eLearning-of-old and mobile learning content is the length of time it takes the
learner to complete a part of it.
Generally speaking, the purpose of traditional
eLearning units is to package a concept up in a single file, comprised of a
number of screens or slides. These might contain text, video, or interactive
elements like multiple choice questions. Overall, an eLearning unit might take
the learner anything between 15 minutes and an hour to complete.
If the learner is out and about and manages to
find a spare 5 minutes, taking a full-length eLearning unit on a mobile device
isn’t very practical. Because of the way mobile devices are used, mobile
learning has to deliver the content in a more bite-sized way.
Mobile Is More
Interactive
Since the learners will access mobile learning
on a more frequent basis, learning managers can run regular reports and
fine-tune their approach. This regular feedback means that while the learners
are learning about how to do their jobs, the entire L&D team is learning
about what works and what doesn’t.
The innate interactivity of mobile also
presents a challenge. Mobile users have grown to expect a certain standard when
it comes to user experience, and it’s essential that mobile learning content
can compete with other mobile apps and hold the learners’ attention. If you consider
how most people use their mobile devices – they’ll seldom use the same app for
any length of time before a notification pops up prompting them to switch to
something else.
Also, if we look at the statistics for the
most popular categories on Apple’s app store, games surge ahead of the
competition with 23.35% of the total. With mobile gaming seeing such
popularity, we can conclude that people prefer the interactivity that games
provide.
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