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Global Wireless Matrix 2q07 Merrill Lynch Download

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Some of the key takeaways from the document are that mobile learning or m-learning refers to learning using mobile devices such as phones, tablets and other handheld devices. It also discusses the growth of the mobile industry and different technologies that enable mobile learning.

Some of the mobile devices mentioned include mobile phones, tablets, laptops, handheld devices/PDAs, game devices and wearable devices.

The Wikipedia definition of mobile learning provided is: 'M-learning is the term given to the delivery of training by means of mobile devices such as Mobile Phones, PDAs and digital audio players, as well as digital cameras and voice recorders, pen scanners etc. M-learners are seeking lessons in small, manageable formats that they can undertake when it suits them.'

MOBILE LEARNING: 101

Judy Brown, MASIE Fellow


Learning 2007 - October 22, 2007
2 masie.mobi
Agenda
3

 Industry status and


directions
 Examples
 Hardware
 Tools
 Future
 Management
considerations
 Opportunities
 Resources
Mobile Devices
4

 Most of us have one…


 We take it everywhere…
 It‟s always on…
 It‟s incredibly private…
 It‟s incredibly social…
 It‟s about choices…
Define Mobile
5

Tablet PC
Laptop Cell Phone
Micro PC

Game Device
Wearable or
Combination
Handheld / (e-book reader
Player
PDA / USB Drive)
(Audio / Video)
Wikipedia Definition
6

M-learning is the term given to the delivery of


training by means of mobile devices such as Mobile
Phones, PDAs and digital audio players, as well as
digital cameras and voice recorders, pen scanners
etc. M-learners are seeking lessons in small,
manageable formats that they can undertake when
it suits them.

http://en.wikipedia.org/wiki/Mobile_learning
Mobile Growth
7

 More than 100 million handsets with touch screens to ship


in 2008, claims ABI Research
 Global mobile phone use to hit record 3.25 billion
(Reuters, July 27, 2007)
 Over eighty percent of Americans over the age of five
own a cell phone, most with digital cameras built in.
(Russell McGuire)
 2Q07 US Wireless Subscriber Penetration = 80.4%
Merrill Lynch, Global Wireless Matrix, 2Q07 Summary,
October 4, 2007
“A Perfect Storm” Drives Adoption of Mobile Learning
The US Market for Mobile Learning Products and Services: 2006-2011 Forecast and Analysis
8

Service
Suppliers

Large Growing
User
Product
Demographic
s
3G and Wi-
Fi Networks
Smarter
US Mobile Devices &
Learning Browsers
Adoption
Innovative
User
Interfaces
Technology Powerful OS’s & Content
Suppliers Applications Suppliers

Ambient Insight 2007


The Carrier Waves: In 2005 and 2006, 2.5G and 3G
Cellular Networks Started Rolling Out in the US
The US Market for Mobile Learning Products and Services: 2006-2011 Forecast and Analysis
9

Data Voice

2007

Japan and Western United


South Korea Europe States

2012

Japan and Western United


South Korea Europe States

Ambient Insight 2007


The Carrier Waves: An Extraordinary Range of Wireless
Technologies now support Handheld Mobile Learning
The US Market for Mobile Learning Products and Services: 2006-2011 Forecast and Analysis
10

100
4G
Deployed in the US
by 2010-2012
Data Transmission Speed in Mbps

WiMAX 3G MediaFLO OFDM


802.16x 802.20x
UWB
10 802.15x
3G HSDPA
Wi-Fi
802.11x
3G EV-DO

1
Bluetooth 3G UMTS
802.15x

2.5G EDGE
0.1 ZigBee
NFC
DECT
RFID 2G GSM GPRS

1M W-PANs 10M W-LANs 100M W-MANs 1KM W-GANs 10KM


Wireless Wireless Wireless Wireless Global
Personal Area Local Area Metropolitan Area Networks
Networks Networks Area
Networks

Ambient Insight 2007 Signal Range in Meters


Mobile Learning and Real-Time Collaboration-based Learning Convergence:
All Roads Lead to Mobility and Device-Independent Content
The US Market for Mobile Learning Products and Services: 2006-2011 Forecast and Analysis

11 Remote
App
Sharing
Access Virtual Video over Internet Technology (VoIP2)
Labs
White Tele
Boarding Presence Intelligent
Multi-
Asymmetric
Virtualization Technology Video
Panes Collaboration
3D Rooms
IM
Streaming
Media

Real-time Massively
Distributed
Chat
Collaboration- Mobile
Messaging Based Learning in Collaboration
Technology Rich Client Role
Polling Device
Aware
Aware

Unstructured
eMail Presence
Social Information
Voice over Internet Technology (VoIP1) Network Management
Analysis
Transcription Close
Captioning Automated
Translation Identity Management
VoIP Voice UI
Technology

2004 2005 2006 2007 2008 2009


Ambient Insight 2007
Convergence of Supply and Demand
12

Supply side Demand Side

 Growing use and  More mobile workforce


acceptance of mobile requiring better access to
devices learning when away from
the office
 Increasing bandwidth
and browser software  Volatile information that
requires constant updating
 Reduction in data access and delivery to staff
costs  Pressure to maximize
productivity and downtime

Source: Ufi/learndirect and Kineo 2007


Examples
 Performance
 Assessment

 Collaboration

 Innovation
14 Performance
 On the job support
 Information, education
and reference
 Podcasts
 Updates and alerts
 Forms and checklists
Mobile PanFlu Prep
15

 Interactive cell phone


application
 Pandemic flu
preparedness info
 Free to download
 Cingular
 Sprint
 T-Mobile

 www.publichealthgame
s.com
Colorado State
16
17

"Green Book"  NBC Triage Categories


reference material  Arthropod Protection
 Biological Agents  SINCGAR Programming
 Codes of Conduct  Weather Injuries (Heat
 Decontamination and Cold Stress)
 Deployment Checklist  Processing Enemy's
 MOPP Levels Prisoner of War
Mayo Clinic InTouch
18

 $2.99 a month
 First-aid tips
 Watch health videos
 Find the closest
emergency room
 myfoodPhone
 Bones In Motion
 SkynetMD
podclass.co.uk/
19
Language and Culture on iPod
20

Spanish
 Arabic Dialog
 Chinese
 Russian
 Spanish

Arabic
Chinese Vocabulary Lesson Assessment
Video iPods Deployed
21
for Training
“This method of training will allow for continuous, easily
adapted and spontaneous training at a comparatively
low cost. The video iPods will communicate and reinforce
key messages and skills, as well as provide hotel
managers the ability to implement continuous coaching
in a non-invasive manner. The video iPod‟s portability
and user-friendly technology helps us provide ongoing
updates that can be downloaded readily by our hotels.”
iPods in Baseball
22

 Pitchers review
batters videos
 "It's a good way to
refresh yourself on
how you got guys
out.“
 "It's an amazing
concept."
Audio Tours for Portable Digital Players

 Museum tours
 Download to iPod
 Receive discount

http://www.podtrip.com/english.html
23
Campus Connect
24

 All incoming students


 GPS-enabled phone
 Part of their
tuition/fees
 Bundled with tools for
 Mobile learning
 Safety

 Community

 Campus navigation
25 Assessment
 Quizzes
 Tests
 Surveys
 Polls
Questionmark Perception
26
Assessment and Learning in Practice
27
Settings (ALPS)
 9,000 students “Developing competence
 16 subjects and confidence in a
practice setting is vital for
 Assess competencies students training for a
 Encourage reflection career in health and social
 Capture evidence of care because there is a
achievement wide range of general
and specific skills that can
only be developed in the
clinic, hospital or
workplace.”
Rob Arnstsen
28 Collaboration

 Coaching
 Mentoring
SwingStarGolf
29

 Personalized online
lessons
 Based upon an
evaluation of your
swing

http://www.swingstargolf.com
30 Innovation
 Games
 Simulations
 Location-based
 Point and shoot
C-Shock Mobile Game
31

Help international
students cope with
„culture shock‟ and to
get accustomed to UK
university life
English Gym
32

http://www.jp.sonystyle.com/Nws/Mob/index.html
Augmented Reality Scientific Role Play
33
Environments
 Game Engine
decoupled from Game
Content
 Desktop PC-based AR
content editor
 Significant
collaboration,
teamwork, and
inquiry-based learning
Other Examples
34

 Agriculture
 Journalism
 Sales training
 Corporate messages
 Reference - "cheat"
sheets
 Reinforcement
 New employee
orientation
 Behavioral change
35

Hardware
Convergence
36

 Device
 Network
 Application
 Lifestyle
37
iPhone Influence
38

 Sprint
 Touch by HTC
 Windows Mobile 6
 MicroSD card

 Nov. 4 @ $250
 Verizon
 LG Voyager
 Hardware keyboard
 Before Thanksgiving
Bug Labs
39

 BUG: open source, web-


enabled, modular
software + hardware
platform
 Q4 2007
 GPS system
 Camera
 Motion sensor
 LCD screen

 Four new modules per


quarter
Top 20 Japanese Smartphone Features
40

1. mobile wallet 12. mobile fashion consultant


2. MANGA on mobile 13. mobile live TV
3. mobile check-in at airports 14. wii-like mobile phones
4. mobile keys for door (motion-sensor)
5. mobile employee badges 15. physical bookmarks for
mobiles (shops)
6. mobile cinema tickets
16. privacy screens
7. mobile transport passes
17. 1D and 2D codes for
8. fingerprint authentication marketing and even on
9. face recognition/ fruit and veg labels
authentication 18. mobile GPS navigation for
10. mobile discount/promotion pedestrians
coupons 19. electric wave posters (uses
11. scented phones RFiD)
20. waterproof phones
Add on Devices
41

 Wireless
 Cameras
 Barcode readers
 Scientific probes
 GPS
 Etc.
Tiny movie projector fits in a phone
42

 Texas Instruments
working prototype
 Beam DVD-quality
video onto a screen or
a wall
43 Tools
Tools
Dynamics of Mobile Data Trans
44

Desktop/Laptop

Beam/
Bluetooth®
SD Card/
Chip
Cellular Towers
Cellular Towers

ActiveSync ® ActiveSync®
(Only) and/or WIFI

Cellular Towers
(Only)

Mobile Devices
Content
45

 Check what you have


http://mr.dev.mobi/
 Check mobile browsers
Authoring Tools
46

 Adobe: Acrobat,  Kallisto Presenter and


Dreamweaver, Flash, Composer
Captivate  Mobipocket Creator
 Flash Lite  mscape
 Camtasia Studio  Tribal CTAD -
 Hot Lava Software MyLearning tool for
 iWriter the Pocket PC
 Java Platform, Micro  Zirada Mobile
Edition Publisher
Zirada (gotzapp.com)
47
Hot Lava Learning Mobile Author
48
Instancy
49
iWriter
50
Test / Quiz
51

 FlashcardExchange  PodQuiz Maker


 GoTestGo  Quiz Building for the
 iQuiz Maker iPod
 Mobiode (Surveys)  Quizzler Maker and
 PocketLearn Flash Quizzler Pro
Card Studio  Positive Motion
 StudyCell
studycell.com
52

 Create flashcards online


 Download flashcards to
your phone
 Share flashcard decks
iQuiz
53
Mobile Site
54

 Mob5
 mobiSiteGalore
 Winksite

Mob5 Mobisite Galore

Winksite
Miscellaneous and Systems
55

 Apreso Podcast  Mobile Chalk


(anystream)  NearSpace
 Emantras‟ MobLS  OnPoint mLearning Pro
 Giunti Interactive Labs  RedHalo
eXact Mobile  TalkShoe
 Instancy  Tegrity Campus
 Libsyn / Libsyn Pro  Xyleme
 Liquid Talk
Communication
56

 CampusReact
 clearTXT
 Gabcast
 MobileSphere
 Mogopop
 MovingKnowledge
 Podlinez
 Rave Wireless
57 Future
Cell Phone as a Guide
58

 Access to information
 Uses GPS
 Non-invasive
For Additional Information…
59

 Semacode/Datamatrix
 QR Code
 ShotCode
Quick Response (QR) Code
60
Opportunities
Recommendations
62

 Look for opportunities


 Focus on user‟s context and needs
 Build content in modular formats
 Assess readiness
 Begin with pilot initiatives
 Follow the market and be ready to move
Answers to these 10 questions
63
will get you started:
1. Why a mobile learning 6. For whom is your mobile
project? initiative intended?
2. What do you really want 7. What will your
to do? stakeholders need to be
3. How you know when you successful?
have met your goal? 8. How are you going to
4. What unique result will fund it?
you achieve? 9. How are you going to
5. What do you need to get sustain it, and for how
it done? long?
10. How will you evaluate
your effectiveness?
Credit: Ellen Wagner, Adobe
64
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Judy Brown
judy@judybrown.com

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