Wednesday, May 28, 2008

Breaking Down mLearning

The world of mLearning is not as vast as the array of devices that support it, but there is still a lot going on. Mobile Learning as a concept is not hard to define:

mLearning in simple terms is eLearning taken mobile: the merger of education and mobile technology.

mLearning, however, when actually applied to tangible things like devices, resources, products, consumers, etc. can become muddled and frankly quite confusing. Let us take the mobile learning world and try to break it down into the higher-level pieces that make up the whole. The goal is to hopefully give one a better understanding of where the different pieces fit so they can better go off and perform their own research.

At the highest level we can separate mLearning into learning applied to mobile devices inside the classroom and those outside the classroom. Please note I realize the simple fact that something that is mobile means it could easily move in or out of the "classroom", however there is an important distinction between the two. My explanation below should hopefully clear this up.

In the classroom mobile learning encompasses an emerging host of devices such as smart boards, wireless mini workstations and all flavors of RFID devices. I recently attended the Tech Ed conference in California, and let me assure you, there was no shortage of vendors pushing their new in-the-classroom wireless devices. There were a LOT of them. Most of these work off of some form of short-wave RFID technology and are meant for the k-12 demographic. I do not work nor have much experience with this realm, and thus will not dive any further into it.

The other main chunk of the mLearing world is the myriad of handheld electronic devices such as iPods, cell phones and PDA's. This is the core market for mobile education as it is more consumer-driven, where the user demographic has greater disposable income and freedom in making purchasing decisions. As these devices become cheaper, they become more prevalent in the market. Also, as they mature and become more advanced, the scope of content and media they can support greatly increases. All this contributes to a bigger market for products, support and sales.

The out of the classroom chunk can be further broken down into three segments. Forgive me as what follows has some tech-ese mixed in with it, but it becomes difficult at times to separate the device from the underlying technology.


The Big Boys

Basically PDA's and other very powerful (expensive) handheld devices. Most now have full email and web capabilities, decent memory, moderate storage capacities and the underlying architecture to run advanced applications. Product development in this group can be web based, WAP / WML based or even utilize Java's Mirco-Edition. Devices such as the iPhone now have an open API to work with.
If you are in the business of slick proprietary applications, custom software, highly interactive programs, modern-style games, dynamic or network fed apps, etc., this is the area to spend some time researching. These devices offer the most freedom and potential for creating mobile learning applications. The downside is of course cost, with many of these devices being cost-prohibitive to your average post-high school student.


Cell Phones and the Legacy Crowd

Just about everyone owns a cell phone, and a good chunk of that everyone now has a cell phone that has limited web support through what is called a micro-browser. As your computer has a web browser that reads HTTP, HTML and other languages, these micro-browsers have their own languages, WAP, WML, etc. You cannot go out and build some graphic intensive dynamic learning application, but you can build professional level content custom tailored to this mobile environment. The one headache in this area is the myriad of micro-browsers on the market and the loose adherence to standards. This might change with time, but that is to be seen. Still, if you have relatively simple content, this is definitely an area to check out.

The Little Guys (Basically the iPod)

This crowd is very limited in what can be accomplished and is more or less dominated by the iPod, so why should you care? You should care because Apple has sold a bazillion iPods, more than half of these are in the hands of college-age kids (read: money to burn). Apple is also becoming very supportive of mobile learning technologies. Go give iTunes U a look to see where Apple's thinking is currently at.

So what can you build for the iPod? Audio glossaries, simple quizzes, flashcards, video presentations, narrated presentations, training manuals, various forms of animated content in video form, etc. And do not forget the ever-popular Podcasting. You can read up on those yourself here.

Although there are an array of different little portable media players on the market, the iPod at this time is the one to focus on. If you have video / audio presentations or simple textual / graphical based content to deploy out to your consumer base, a good look at what the iPod can offer is highly recommended. Professional learning content can be created quickly and affordably, opening up a whole new market you might not currently be exploring.

Friday, April 11, 2008

Digital Rights Management & Mobile Learning

In this post we briefly dive into what DRM is and some basic questions you should ask yourself before implementing DRM. This should really be considered a DRM "primer", just enough to get you thinking at the bigger picture. One item to keep in mind is smaller mobile devices such as the iPod present greater challenges for implementing DRM. Where as the bigger and more powerful devices can lend a bit more flexibility. Your internal IT Team (if you have one) may even be able to create custom DRM apps for the larger portable devices out there.

Is there a DRM solution for mLearning?


Let us start off with the definition of Digital Rights Management (DRM):

DRM is an umbrella term that refers to access control technologies used by publishers and copyright holders to limit usage of digital media or devices. It may also refer to restrictions associated with specific instances of digital works or devices. (Wikipedia)

Translated this means keeping parties from copying, distributing, replicating or otherwise pirating your copyrighted digital content without your consent. Is this possible for mLearning content? Yes and no. There is no perfect solution nor silver bullet, with all methods having disadvantages. In some instances DRM is simply not possible. So what do you do?

Success with protecting your content is directly related to how vigorously you wish to protect your content. Ask yourself, "how valuable is the content I wish to protect?", and then compare that to, "what amount of resources am I willing to dedicate to protecting the content?"

Key Items to Consider with DRM:


  • Is the DRM method hard to implement? What are its technical requirements?

  • Will the chosen DRM solution make the product hard to use? Will it require my users to obtain special software? Will they have to pay for this software?

  • Will the chosen DRM solution limit the scope of mobile devices my product will successfully work on?

  • Will my targeted mobile device demographic require multiple forms of DRM?

  • More and more users in the mobile realm purposely avoid DRM protected content. Will this negatively effect your customer base?


Building a Wall



With DRM you are basically building a "wall" around your content. The bigger the "wall", the harder it is to get around, however all walls can eventually be bypassed or broken down. DRM is no different. No matter how well protected, someone somewhere will be able to break down your "wall" and gain unfettered access to the content. You just need to determine how difficult you will make it to bypass your "wall". This will in turn determine how much effort to put into building your "wall".