Maneuvering into Mobile Learning
Mobile Learning Implementation Plan
|
A Plan for Implementing Mobile
On-Demand Training in the Workplace |
|
|
Workplace Environment |
This plan is designed for a corporate workplace
environment. Employees could be in-person, remote, or hybrid. Training can be
provided for onboarding, soft skills, technical skills, new
programs/software, and new initiatives, among other topics. |
|
Problem |
The LMS for training that the company currently
uses does not support learning on mobile devices. Employees need access to training
on mobile devices for convenience, flexibility, and just-in-time needs. |
|
Target Audience |
The target audience is all employees working within
the company who need or would like to access training from mobile devices. |
|
Purpose |
This plan aims to implement a platform
that can host on-demand training courses, microlearning videos, infographics,
and other mediums on mobile devices. |
|
Goals |
1.
Using the
mobile training platform, employees will access training on their mobile
devices, wherever and whenever they want to learn. 2.
Utilizing
a mobile training platform will allow employees to stay informed and actively participate through interactive and social mobile learning
features. The company will save time and money with reduced training time and
costs (Victor, 2015). |
|
Mobile Technologies Needed |
·
Users
will have their own mobile devices, such as smartphones and tablets, with
internet access. ·
The
company will purchase a cost-effective training platform designed for
mobile-first learning, such as TalentLMS, Adobe Learning Manager, Docebo, or 360Learning. This LMS
should be compatible with other apps used by the company, such as Zoom,
Workday, and GSuite. |
|
Addressing Ethical Dilemmas |
· Data
Security & Privacy: Users will be given a privacy policy
to read and agree to the first time they use the mobile LMS platform. Users
can grant the app access to other mobile data if needed by the
app/learning tools, such as location and access to contacts. Passwords
and access to the LMS and learning tools incorporated within will be encrypted
and use multi-factor authentication (Sharma et al., 2022). Data obtained from
the user or their mobile device will never be sold or used in any way other
than for training/learning purposes. · Gamification
& Social Learning: Gamification and social learning
features included within the LMS will be used ethically and responsibly, keeping
users’ information private, and will be built with safeguards for addiction,
cyberbullying, hate speech, or other factors that could lead to misuse of the
LMS or the creation of a toxic environment (American College of Education,
2022). These safeguards include active monitoring of social features, a
responsible use/ethical code of contract for users to read and agree to before using the app, and limits on gamification features. |
|
Implementation Steps |
To implement the mobile learning platform, the instructional
designers and other stakeholders will: ·
introduce
the need for mobile learning and a platform to support it to company admin
(presenting current research and employee surveys if needed), ·
research
and purchase a mobile learning platform LMS compatible with other company
apps as well as a data strategy for evaluation, ·
design
mobile-first, user-friendly, accessible training content to upload to the LMS
(including redesigning past training through a mobile-first lens), ·
conduct a
pilot program with the LMS and a select number of employees to identify
challenges and improvements to be made, ·
provide
training to employees on the LMS and how to access mobile learning on their
own devices, ·
open the
mobile learning LMS platform to company-wide use, ·
continue
to monitor the platform and conduct surveys regarding improving the
platform and training provided (Mercier, 2020; Victor, 2015; Hogle, 2017). |
References
American
College of Education. (2022). Trends in instructional design: Module 5
[Video]. Canvas. https://ace.instructure.com/courses/1970601/external_tools/118428
Exter,
M., & Ashby, I. (2022). Lifelong learning of instructional design and
educational technology professionals: A heutagogical approach. TechTrends,
66(2), 254–264. https://doi.org/10.1007/s11528-021-00657-x
Lundin,
L. L. (2022). Mobile learning. Salem Press Encyclopedia.
Mercier,
S. (2020). Mobile learning: Why now? The Learning Guild.
https://www.learningguild.com/articles/mobile-learning-why-now/
Qarkaxhja,
Y., Kryukova, N. I., Cherezova, Y. A., Rozhnov, S. N., Khairullina, E. R.,
& Bayanova, A. R. (2021). Digital transformation in education: Teacher
candidate views on mobile learning. International Journal of Emerging
Technologies in Learning, 16(19), 81–93.
https://doi.org/10.3991/ijet.v16i19.26033
Sharma,
S. N., Kumari, B., Ali, A., Yadav, R. S., Sharma, A., Sharma, K. A., Hajela,
K., & Singh, G. (2022). Mobile technology: A tool for healthcare and a boon
in pandemic. Journal of Family Medicine and Primary Care, 11(1), 37–43. https://doi.org/10.4103/jfmpc.jfmpc_1114_21
Victor,
S. (2015). Mobile technologies and social learning. The Learning Guild.
https://www.learningguild.com/articles/1822/mobile-technologies-and-social-learning/
Zhou,
M., & Li, Z. (2019). Blended mobile learning in theatre arts classrooms in
higher education. Innovations in Education and Teaching International, 56(3),
307–317. https://doi.org/10.1080/14703297.2018.1447389

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