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Melissa Cline-Douthitt / @theclineseword
                  Jason Polete / @jpolete
                  Learning Solutions 2013 / #LScon




Case Study: Using mLearning
to Reinforce Content and Policies
(a little)   About Us.
Metropolitan College.
Business




             - UPS (Louisville’s largest employer)

             - Jefferson Community & Tech. College
Education




             - University of Louisville

             - Commonwealth of Kentucky
Government




             - Louisville Metro Government
Metropolitan College.
- Work part-time at UPS (Next Day Air operation)

- Receive wages and full benefits

- Eligible for full tuition* for coursework passed
  with a “C” or better. 

- Eligible for book reimbursement of up to $65
  per class

- Eligible for academic completion bonuses
* full undergraduate Kentucky resident tuition
Some Context.
Mobile
&
Boredom
=
(equals)
Opportunity
Learning Opportunity
Mobile
835 million
 smartphone users
5.6 billion
feature phone users
55%
increase in smartphone
     subscriptions
98%
among those making
 less than $25,000
92%
among retirees
371K
babies born every day
371K
babies born every day
378K
iPhones sold every day


     371K
babies born every day
Mobile
is here to stay
Mobile
is here to stay
Mobile
  is used for
Entertainment
Mobile

Entertainment
Mobile Entertainment

                  Games
                   43%
Mobile Entertainment
43% Games
                                Games
                                 43%




            Social Networking
                   26%
Mobile Entertainment
43% Games
                                            Games
26% Social Networking                        43%




                        Social Networking
                               26%
Mobile Entertainment
43% Games
                                                 Games
26% Social Networking                             43%
                        Entertainment
                             10%



                             Social Networking
                                    26%
Mobile Entertainment
43% Games
                                                       Games
26% Social Networking                                   43%
                              Entertainment
10% Entertainment (general)        10%



                                   Social Networking
                                          26%
Mobile Entertainment
43% Games
                                                       Games
26% Social Networking                                   43%
                              Entertainment
10% Entertainment (general)        10%



                                   Social Networking
                                          26%
Mobile Entertainment
43% Games
                                                       Games
26% Social Networking                                   43%
                              Entertainment
10% Entertainment (general)        10%



79% Entertainment                  Social Networking
                                          26%
Boredom
Bridge a Knowledge Gap.
Learning
Avg. Attention Span
12 min.




                        5 min.

          Last Decade
Avg. Attention Span
          for Internet Search

12 sec.




                                8 sec.

              since 2000
Abandon Slow Sites
Abandon Slow Sites

        32% of consumers...
        Abandon slow sites
        within first 1-5 sec.
“Nuggetize” Information
Repetitio est mater studiorum
  (Repetition is the mother of learning)
Motivated by Reward
Motivated by Reward


In 2012 60% of employers
  offer wellness incentive
  programs to employees
Motivated by Reward


In 2012, customer loyalty/
reward programs exceeded
     2 billion dollars
Extrinsic Rewards
Extrinsic Rewards



      +
Intrinsic Rewards
   Satisfaction
Short, Fun, Rewarding
Learning Experiences
How Does this All Fit
    Together?
Mobile
(everywhere)
Mobile
 (everywhere)




Boredom
 (opportunity)
Mobile
             (everywhere)




          Learning
                 (theory)

Boredom
 (opportunity)
Mobile
             (everywhere)




Boredom               Learning
 (opportunity)              (theory)
Mobile
             (everywhere)




Boredom               Learning
 (opportunity)              (theory)
The Project.
The Project.
Mobile Trivia Challenge
Trivia Challenge: Goals
Trivia Challenge: Goals

1   Use otherwise idle moments to teach.
Trivia Challenge: Goals

1   Use otherwise idle moments to teach.

2   Improve our students’ program
    knowledge (thus reducing missed
    deadlines and lost benefits)
Trivia Challenge: Goals

1   Use otherwise idle moments to teach.

2   Improve our students’ program
    knowledge (thus reducing missed
    deadlines and lost benefits)

3   Gain insight into what our students
    know and don’t know.
Trivia Challenge: Req’ments
Trivia Challenge: Req’ments

1
    As widely accessible as possible across
    mobile devices.
Trivia Challenge: Req’ments

1
    As widely accessible as possible across
    mobile devices.

2   Quick to play.
Trivia Challenge: Req’ments

1
    As widely accessible as possible across
    mobile devices.

2   Quick to play.

3   Offer recognition and rewards as
    incentives (intrinsic & extrinsic rewards)
Trivia Challenge: Pilot
Trivia Challenge: Pilot

            1   Web-based
                (Widely Accessible)
Trivia Challenge: Pilot

            1   Web-based
                (Widely Accessible)


            2   Survey Tool
                (Rapidly prototype & pilot)
Trivia Challenge: Pilot

            1   Web-based
                (Widely Accessible)


            2   Survey Tool
                (Rapidly prototype & pilot)


            3   Limit 10 Questions
                (Quick play)
Trivia Challenge: Pilot

            1   Web-based
                (Widely Accessible)


            2   Survey Tool
                (Rapidly prototype & pilot)


            3   Limit 10 Questions
                (Quick play)


            4   Offered Prizes
                (Monthly & Once/Semester)
Trivia Challenge: Content
Trivia Challenge: Content

1
     We covered basic program information,
     like deadlines & requirements.
Trivia Challenge: Content

1
     We covered basic program information,
     like deadlines & requirements.

2
    We covered information that students
    should already know.
Trivia Challenge: Content

1
     We covered basic program information,
     like deadlines & requirements.

2
    We covered information that students
    should already know.
     We displayed the correct answer after
3
     each question.
What We Learned.
Participants did not know
nearly as much as we expected.


           Teaching
             Tool
Participants did not know
nearly as much as we expected.


  Teaching          Evaluation
    Tool               Tool
Continuing Evaluation Plans.
Continuing Evaluation Plans.

1   Compare challenge participants vs. non-
    participants on a number of metrics.
    Agreement signing before deadline, FAFSA completion
    before deadline, etc.
Continuing Evaluation Plans.

1   Compare challenge participants vs. non-
    participants on a number of metrics.
    Agreement signing before deadline, FAFSA completion
    before deadline, etc.


2   Pre/post quiz comparison of various
    student behaviors.
    Deadlines, requirements, expectations, etc.
Tips.
For Implementing Your Own Trivia Challenge
Right Tool for the Job.
Right Tool for the Job.

1   Best viewed as a supplement.
    Probably not going to replace any of your existing tools
Right Tool for the Job.

1   Best viewed as a supplement.
    Probably not going to replace any of your existing tools


2   Most appropriate for simple information.
    Deadlines, requirements, expectations, etc.
Right Tool for the Job.

1   Best viewed as a supplement.
    Probably not going to replace any of your existing tools


2   Most appropriate for simple information.
    Deadlines, requirements, expectations, etc.


3   Best fit with a target audience comfortable
    with technology.
    Frequent users of mobile devices
Maximize Participation.
Maximize Participation.

1   Research Rewards
    Don’t assume what will motivate your audience.
Maximize Participation.

1   Research Rewards
    Don’t assume what will motivate your audience.


2   Promote your Trivia Challenge(s)
    Posters, emails, regular organizational communications.
Maximize Participation.

1   Research Rewards
    Don’t assume what will motivate your audience.


2   Promote your Trivia Challenge(s)
    Posters, emails, regular organizational communications.


3   Promote Leader board
    Publish high scores: websites, publications, other content
    streams
Tips for Challenge Design.
Tips for Challenge Design.
1   Multiple choice, one question per screen
Tips for Challenge Design.
1   Multiple choice, one question per screen

2   No more than 10 questions
Tips for Challenge Design.
1   Multiple choice, one question per screen

2   No more than 10 questions

3   No more than 4 choices per question
Tips for Challenge Design.
1   Multiple choice, one question per screen

2   No more than 10 questions

3   No more than 4 choices per question

4   Short, simply worded questions
    (simple, not necessarily easy)
Quimle.
Quick Mobile Learning & Evaluation
Quimle.com
Quimle.com
Q+A
quimle.com/c/8
Thank You.
 Melissa Cline-Douthitt
mcline0006@kctcs.edu




          Jason Polete
             @jpolete

                               #LScon
                           #LScon-710

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Using mLearning to Reinforce Content and Policies