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Mobile Learning Case Studies
a conversation




                 December 14, 2011
A little about us

                      Gary Woodill
                      Senior Analyst
                      Float Mobile Learning
                      @gwoodill




                         Jeff Tillett
     mLearning Strategist and Evangelist
                   Float Mobile Learning
                            @mojotillett
Float guides industry-leading companies to understand and leverage the
power of mobile learning. We help companies meet their business
strategies by making useful information accessible, anytime, anywhere. We
are mobile learning strategy specialists.




     @floatlearning
     www.floatlearning.com
The way to get started is to quit talking and begin doing.
                     ~Walt Disney
Drivers of Mobile Learning
•   Cultural dreams – 100 year old dream of mobile communications

•   Growth of mobile phones

•   Movement of people – the new nomadism, now with connectivity

•   Need for connection – fragility of intimacy and approval

•   Mobile workers – service and sales

•   Non-traditional work spaces – virtual teams, home workers

•   New generation brought up with computer technologies and mobile phones

•   Rapidly developing mobile technologies – smartphones and tablets

•   Move to ubiquitous computing (“Ubicomp”)
Mobile Phone Adoption - Worldwide
Mobile Learning Adoption - US
Mobile Workers: Sales
What does mobile do for me…what business problems
does it address?

• Sales Training
   • Product demos
   • Key closes
   • Value propositions
   • Product/service specific
• Cell phone is the key device for many sales
  organizations.
• Proven value in closing deals / increasing revenue
Mobile Workers: Field Services
• Field Services
   • Operational accuracy
   • Checklists
   • OJT
   • Ask questions in context

• Ruggedized handhelds have been used by Oil & Gas,
  Utilities, Environmental, and Logistics organizations for a
  decade.

• Now, ease of deploy and reliable content reporting make
  for bottom line ROI
Case Study
Company: T-Mobile
Developer: T-Mobile Learning and Development
Technology: Graphic image and SMS

A link was put at the end of an elearning and when the learner entered
their mobile number and clicked the submit button a mobile commission
card was sent to their phone via SMS.

Even though the idea came late in the planning the Instructional Design
team was able to quickly develop and deploy this mobile performance
support tool. The front line employees praised the fact that is was
always available to them on their mobile device. Additional mobile
resources where created based on front line requests.
Case Study
Company: Merrill Lynch
Developer: Intuition
Technology: Blackberry phones

Compliance training - pilot three compliance training courses over a two-
month period among a cohort of 2,100 investment bankers and key
stakeholders.

1. 99 percent felt that the format and presentation supported the
learning objectives.
2. 100 percent would complete more training in this format.
3. Over 75 percent praised the “convenience,” “time management,” and
“training with no distractions” benefits.
4. 32 percent completed their learning while traveling for business, 24
percent commuting for work, 26 percent at home, and 18 percent in the
office or elsewhere.
Case Study
Company: Wiley Publishing
Developer: Float Mobile Learning
Technology: Native iOS Application with Social Tools

Companion App for leadership skills development book.

Adding a companion app provided interactivity to book allowing skills
practice, group participation and peer feedback. It also allowed
extended engagement to assure learner transferred information and
acquired new skills.
Case Study
Company: Cognizant
Developer: Cognizant
Technology: Apple iPods

Conversational language training: 1. Reading material. 2. A five-day
classroom session that would provide an overview of the mobile learning
platform. 3. Download and complete iPod-based learning nuggets. 4.
Attend a virtual classroom for reinforcement (LiveMeeting). 5. Take an
online audio-based assessment, consisting of listening and
comprehension tests.

1.   A rise in learner satisfaction with training.
2.   Training completion rates rose from 50% to 80%.
3.   Learning duration rose from 11 hours per month to 27 hours.
4.   The number passing the final assessment rose from 70% to 83%. 5.
     ROI – an approximate cost saving of $26,000 per month.
Case Study
Company: Big Pharma
Developer: Float Mobile Learning
Technology: Native iOS APP

Competitive game with a leaderboard Scenario - based exercises with
videos - Interactive product bulletin

20-25% of visits will last between 10 and 30 minutes (the longest level
is 60 seconds).
Users returned to the app in less than a day 75.9% of the time--the
highest concentration of returns occurring at the start of the contest
(between November 6 and the 12).
On the app's most popular day (a Thursday), about 12% of users
launched the app just to look at the leaderboard.
When asked, 67% of the time the user will choose to post their score to
the leaderboard.
The question most incorrectly answered was only incorrectly answered
2% of the time.
Case Study
Company: Turkcell Academy
Developer: Turkcell Technology
Technology: Mobile Learning Game

“Kim Tutar Cell’i”, a mobile learning game: This mobile “treasure hunt”
game is for new employees, and is played on the last day of their
orientation program.

The game helps new hires to become comfortable with the physical
environment of the company and to learn specific processes that they
will use in the course of their corporate life. The new employees’
participation rate for e-learning is now higher than it was previously.
The number of questions asked by newcomers about the “critical
processes” learned in this game is now lower than it was before.
Case Study
Company: Healthcare workers (HCWs) in Peru
Developer: Institutes of Tropical Medicine, Belgium and Peru
Technology: iPhones

A set of learning scenarios was developed for mobile devices to
simulate interactive clinical cases for physicians working on HIV/AIDS
care.

The mobile project enabled HCWs who previously did not have access
to HIV/AIDS training to benefit from continuing medical education while
they were traveling in remote areas. This had a big effect, as the
selected HCWs covered clinics that treated 70 percent of the HIV/AIDS
patients in Peru.
Case Study
Company: T-Mobile
Developer: T-Mobile front line employees
Technology: Mobile device and video

Capture front line retail sales elevator pitch’s. Share them out through
internal social media platform.

Higher level of participation than expected and better quality of videos
was received. Some of the videos went viral within the organization.
We also learned a valuable lesson in how skilled our front line
employees where and that we needed a stronger partnership with them
Case Study
Company: Nike
Developer: Nike
Technology: iPod Touch

The mobile devices were placed in a nice rubber case that was
attached to a lanyard, or they could detach the device from the lanyard
to share with a customer. A retail sales associate can access
information on any of Nike’s product categories (footwear, apparel,
and equipment) with a touch of a finger or a finger stroke.

Weekly feedback about SKU Mobile was overwhelmingly positive from
all participants. They saw it as a very effective training tool and as a
quick and handy reference tool when working with customers on the
sales floor. Most experienced an immediate increase in sales.
Float Primer - App
     Consider this Mobile Learning 101


                               Free
                              Over 200 terms defined
                           Excerpts from the latest books
                          An App/Mobile Web Scenario Tool
                                   Idea Starters
                           Mobile Learning App Samples
Keep in touch!




          www.floatlearning.com/blog
                 Gary Woodill @gwoodill

                 Jeff Tillett @mojotillett
Thank you!

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Mobile Learning Case Studies

  • 1. Mobile Learning Case Studies a conversation December 14, 2011
  • 2. A little about us Gary Woodill Senior Analyst Float Mobile Learning @gwoodill Jeff Tillett mLearning Strategist and Evangelist Float Mobile Learning @mojotillett
  • 3. Float guides industry-leading companies to understand and leverage the power of mobile learning. We help companies meet their business strategies by making useful information accessible, anytime, anywhere. We are mobile learning strategy specialists. @floatlearning www.floatlearning.com
  • 4. The way to get started is to quit talking and begin doing. ~Walt Disney
  • 5. Drivers of Mobile Learning • Cultural dreams – 100 year old dream of mobile communications • Growth of mobile phones • Movement of people – the new nomadism, now with connectivity • Need for connection – fragility of intimacy and approval • Mobile workers – service and sales • Non-traditional work spaces – virtual teams, home workers • New generation brought up with computer technologies and mobile phones • Rapidly developing mobile technologies – smartphones and tablets • Move to ubiquitous computing (“Ubicomp”)
  • 6. Mobile Phone Adoption - Worldwide
  • 8. Mobile Workers: Sales What does mobile do for me…what business problems does it address? • Sales Training • Product demos • Key closes • Value propositions • Product/service specific • Cell phone is the key device for many sales organizations. • Proven value in closing deals / increasing revenue
  • 9. Mobile Workers: Field Services • Field Services • Operational accuracy • Checklists • OJT • Ask questions in context • Ruggedized handhelds have been used by Oil & Gas, Utilities, Environmental, and Logistics organizations for a decade. • Now, ease of deploy and reliable content reporting make for bottom line ROI
  • 10. Case Study Company: T-Mobile Developer: T-Mobile Learning and Development Technology: Graphic image and SMS A link was put at the end of an elearning and when the learner entered their mobile number and clicked the submit button a mobile commission card was sent to their phone via SMS. Even though the idea came late in the planning the Instructional Design team was able to quickly develop and deploy this mobile performance support tool. The front line employees praised the fact that is was always available to them on their mobile device. Additional mobile resources where created based on front line requests.
  • 11. Case Study Company: Merrill Lynch Developer: Intuition Technology: Blackberry phones Compliance training - pilot three compliance training courses over a two- month period among a cohort of 2,100 investment bankers and key stakeholders. 1. 99 percent felt that the format and presentation supported the learning objectives. 2. 100 percent would complete more training in this format. 3. Over 75 percent praised the “convenience,” “time management,” and “training with no distractions” benefits. 4. 32 percent completed their learning while traveling for business, 24 percent commuting for work, 26 percent at home, and 18 percent in the office or elsewhere.
  • 12. Case Study Company: Wiley Publishing Developer: Float Mobile Learning Technology: Native iOS Application with Social Tools Companion App for leadership skills development book. Adding a companion app provided interactivity to book allowing skills practice, group participation and peer feedback. It also allowed extended engagement to assure learner transferred information and acquired new skills.
  • 13. Case Study Company: Cognizant Developer: Cognizant Technology: Apple iPods Conversational language training: 1. Reading material. 2. A five-day classroom session that would provide an overview of the mobile learning platform. 3. Download and complete iPod-based learning nuggets. 4. Attend a virtual classroom for reinforcement (LiveMeeting). 5. Take an online audio-based assessment, consisting of listening and comprehension tests. 1. A rise in learner satisfaction with training. 2. Training completion rates rose from 50% to 80%. 3. Learning duration rose from 11 hours per month to 27 hours. 4. The number passing the final assessment rose from 70% to 83%. 5. ROI – an approximate cost saving of $26,000 per month.
  • 14. Case Study Company: Big Pharma Developer: Float Mobile Learning Technology: Native iOS APP Competitive game with a leaderboard Scenario - based exercises with videos - Interactive product bulletin 20-25% of visits will last between 10 and 30 minutes (the longest level is 60 seconds). Users returned to the app in less than a day 75.9% of the time--the highest concentration of returns occurring at the start of the contest (between November 6 and the 12). On the app's most popular day (a Thursday), about 12% of users launched the app just to look at the leaderboard. When asked, 67% of the time the user will choose to post their score to the leaderboard. The question most incorrectly answered was only incorrectly answered 2% of the time.
  • 15. Case Study Company: Turkcell Academy Developer: Turkcell Technology Technology: Mobile Learning Game “Kim Tutar Cell’i”, a mobile learning game: This mobile “treasure hunt” game is for new employees, and is played on the last day of their orientation program. The game helps new hires to become comfortable with the physical environment of the company and to learn specific processes that they will use in the course of their corporate life. The new employees’ participation rate for e-learning is now higher than it was previously. The number of questions asked by newcomers about the “critical processes” learned in this game is now lower than it was before.
  • 16. Case Study Company: Healthcare workers (HCWs) in Peru Developer: Institutes of Tropical Medicine, Belgium and Peru Technology: iPhones A set of learning scenarios was developed for mobile devices to simulate interactive clinical cases for physicians working on HIV/AIDS care. The mobile project enabled HCWs who previously did not have access to HIV/AIDS training to benefit from continuing medical education while they were traveling in remote areas. This had a big effect, as the selected HCWs covered clinics that treated 70 percent of the HIV/AIDS patients in Peru.
  • 17. Case Study Company: T-Mobile Developer: T-Mobile front line employees Technology: Mobile device and video Capture front line retail sales elevator pitch’s. Share them out through internal social media platform. Higher level of participation than expected and better quality of videos was received. Some of the videos went viral within the organization. We also learned a valuable lesson in how skilled our front line employees where and that we needed a stronger partnership with them
  • 18. Case Study Company: Nike Developer: Nike Technology: iPod Touch The mobile devices were placed in a nice rubber case that was attached to a lanyard, or they could detach the device from the lanyard to share with a customer. A retail sales associate can access information on any of Nike’s product categories (footwear, apparel, and equipment) with a touch of a finger or a finger stroke. Weekly feedback about SKU Mobile was overwhelmingly positive from all participants. They saw it as a very effective training tool and as a quick and handy reference tool when working with customers on the sales floor. Most experienced an immediate increase in sales.
  • 19. Float Primer - App Consider this Mobile Learning 101 Free Over 200 terms defined Excerpts from the latest books An App/Mobile Web Scenario Tool Idea Starters Mobile Learning App Samples
  • 20. Keep in touch! www.floatlearning.com/blog Gary Woodill @gwoodill Jeff Tillett @mojotillett

Notes de l'éditeur

  1. A little about our company
  2. Today we are going to be talking about what companies are doing
  3. Mention the Float primer examples – lots things have been written on nearly all of them in the app.http://floatlearning.com/apps/
  4. What does it take for mobile to be scalable?-Chad Notes:Post next course date.What about Homework for next week?Mobile learning clinic Jan 11th
  5. What does it take for mobile to be scalable?Chad Notes: Get image from Matt.