mobile first design and development: in india and …...design and development: in india and...
TRANSCRIPT
Mobile first design and development: In India and everywhere else
Key objectives/takeaways
- Highlights of our research on mobile learning, that focuses on onboarding and adoption of users to learning using mobile
- Critical elements to keep in mind while designing mobile learning experiences
- Quest’s Mobile Journey esp with onboarding students from poorer socio-economic backgrounds
Quest Learning App with Digital content
LearnPiServer for offline
deployment
In class toolkit box Real Time Data & Analytics
Quest App - Student facing resources
Career development | Life skills | Communicative English | Entrepreneurship Skills | Digital Literacy
Trainer TribeMaster Coach
Trainer Facing Resources
Future of Learning
Trends
- Classrooms of today can’t keep pace with technological changes- Access to learning resources anywhere reduces dependency on
learning through formal spaces- Improved access to mobile devices and internet- It is estimated that 65% of children starting school today will
hold jobs that do not exist today
Self Learning
Being a self learner strengthens the agency for every learner and allows them to be unique, learn at the pace that suits them and build confidence and autonomy to drive their own unique learning journey in a manner that is meaningful for them.
Mobile & Internet Access
Smart phones- The number of smartphone users in India is estimated to hit 337
million by the end of 2018 and would reach 490.9 million by 2022.- Between 2017 and 2022, the number of smartphone users in India
will grow over 60%
Internet- 500 million internet users in India- Urban India 295 million using internet of 455 million population- Rural India 186 Million out of 918 million
A great opportunity for it be used as a tool for learning and allowing learners to create their personalised learning journey,
Opportunity & Challenge of Mobile
Opportunities Challenges
High scope of personalised learning -removed constraints of time and location
Has to be self regulated - Spirit of assessment and assignment may not be adhered to
General interest and excitement around mobile
Low motivation due to lack of supervision
Increased access of devices and internet
Lack of human touch could lead to isolation
Extensive digital learning materials out there - allows for faster updation
Many not be as effective for certain life skill topics
Manpower dependence is low May not be taken as a serious learning initiative by family, community and industry
Our Mobile Journey
User Journey
1. Initiation
How do we create awareness?
● Encourage discovery of content and possibilities on the mobile
● Initiate engagement through consumption of accessible media
● Replicate and reinforce classroom’s supportive environment to encourage and ease learner participation
● Build curiosity and excitement around the concept of sharing
● Introduce mLearning platform to the larger group of stakeholders including parents
Activities & Examples
● Adding a subject like Digital literacy
as part of the curriculum
● Learning tasks around using
internet to find relevant
resources as part of classroom
● Curated resources/external links
● Discussing benefits of learning
through the mobile platform with
family and friends
example of resources can come
here from UI of platform
2. Participation
How do we trigger action?
● Allow students more control in their educational journey via Increased personalization of content and timing
● Reinforce value of digital social behavior● Reward increased engagement● Customize pathways for learning● Assist in structured, individual reflection
● BYOD Day
● Ask or answer questions on online discussion forum via the tablet or class computer
● Reward stars/coins/achievement cards for passing levels or completing activities
● Showcase reward stats on welcome page to encourage users to complete successive levels and adopt data-driven behavior
Activities & Examples
3. Immersion
How do we build commitment?
● Develop and leverage active facilitation on the digital interface
● Introduce support seeking mechanisms
● Move student engagement from consumption to content generation
● Build connections of reciprocity amongst peer-to-peer and other stakeholders
● Assignments that include content generation via photos, audio clips, videos and sharing those
● Having a dedicated job channel that can be accessed by all students
● Personal Journaling through photos, vidoes etc
Activities & Examples
4. Continued Interaction
How do we sustain usage and encourage advocacy?
● Mimic supportive environment in the absence of physical classroom
● Adapt to time constrained lifestyles of users by offering bite sized, curated, interest based content
● Sustain an easily tappable, on demand social network
● Reward contribution and content creation
● Actionable notifications during peak engagement hours such as weekend nights
● alumni using the platform as an space for active learning and support
● Reward content generation, completing surveys and journals etc through points that can be redeemed against rewards relevant to the usere.g. badges, added talk time, internet recharge, entry to a smartphone lucky draw
WPR content snapshot on
preparing for an interview
Activities & Examples
reward system with
incentive of mobile
recharge unlocked
Scenarios of use
IN CLASS
- Used for behaviour building to get students to finally use it as an
independent learning tool
- Tool for teachers for their own learning and development
- Comes very handy for low tech classrooms
OUTSIDE CLASS
- Students can have access to the classroom content on a mobile
device for them to access and practice at their own pace anywhere
anytime
AS ALUMNI
- Great tool for alumni upskilling, tracking and engagement
Moving forward
- Looking to roll out this approach to more and more learners across
India
- Look at extending to diverse ecosystems like employers to train
entry level employees, skills training organisations both govt. and
private, secondary schools and other educational institutions
- Understand a few controlled pilots to further build evidence around
adoptions and usage patterns for further development and
improvisations
- add more future facing content like technology in careers and
higher order gamification and engagement features on the platform
Thank you!
23
Interested in being involved with Quest as a volunteer, partner or collaborator? We’d love to hear from you!
www.questalliance.netfacebook.com/[email protected]
Quest Alliance #108, 2nd Main, 6th Cross 1st Block, KoramangalaBengaluru 560034
Ph +91 80 4098 3304
Behavior building for learning using a mobile
Awareness of the using mobile phone as learning tool
Using Virtual Communities to Learn
Practising Material
Searching Content Online
Creating New Content
SWOT of mobile learning
Quest’s Mobile Journey
• Created Digital content for desktop for Life skills as the first thing
• Added more subjects like – English communication, career
development, digital literacy etc
• Launched a web version of the platform and as well as the offline
version pushed through Raspberry Pi based low cost server
• Last 6 months working towards anytime anywhere which could be
made possible through a mobile app
• Quest Alpha version of the app is out and the beta version will be
released only in Dec