Mobile Learning: The User’s Experience Rules

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“Build mobile devices first”. You may have heard that this is the content design principle, but why is it called the “moving first principle”? This is an important recommendation followed by many successful instructional designers. There are two basic reasons: First, five years ago, in 2016, internet usage on mobile devices exceeded desktop usage. Second, the number of people who access the Internet through mobile devices is greater than the number of people who access the Internet through desktop computers. Plus, “mobile first” can save time and money. In this article, you will find a set of basic ideas to help you apply mobile first principles to produce better mobile learning products.
Mobile learning requires different design methods
The first challenge in designing mobile learning is that designers have much less space available on the mobile device screen. The designer should place the teaching content on a screen as small as a smartphone screen, and the available space will never be larger than the available space on the approximately 16-inch screen (much smaller in most cases ). This is the number one problem that mobile learning designers must grapple with.
Don’t change your desktop courses
Build mobile learning independently from “scratch”, don’t change desktop courses. If you intend to deal with the same set of learning objectives in both cases, adding content later to fill a larger screen is much more difficult than removing content from a small screen. Additionally, authoring tools designed for desktop computers may not be able to produce content that can be delivered on mobile devices.
Basic development options
has two basic methods for handling the development of asynchronous content for delivery within the reach of mobile devices. Here are the options and links to the learning solutions articles that explain them:
When synchronous learning or cloud-based learning is the right choice, you can also consider one of the following alternatives: Performance support applications for guide users Procedural augmented reality), games or simulations (including the use of virtual reality) to promote learning by doing, or for synchronization methods, you can use social media or virtual classrooms. This article does not cover these alternatives.
All of these, provided there is good design, can support mobile learning.
Details
User Centered Design (UCD), including accessibility, is the foundation for excellent mobile learning. First, understand the outcomes you want from the student experience and the environment in which the student will participate in these experiences.
Minimizing the use of reading text on small screens can be difficult. If you need more content in the course, use video or animation instead, taking care to avoid cognitive overload.
User experience design: Production adapted to the users and the user’s conditions.
Choose creative tools that match goals, design styles, student settings, and context.

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