2012 M-learning Teacher and Trainer Guide E-standards for Training August 2012 V3.0 Acknowledgement flexiblelearning.net.au Australian Flexible Learning Network Page 4 2012 M-learning Standards Teacher Guide Acknowledgements The New Generation Technologies for Learning business activity, on behalf of the National VET E-learning Strategy, wishes to acknowledge and thank participants from across the Australian vocational education and training (VET) sector, including the E-standards Expert Group1 and the following key contributors: Version Date 1.0 April 2007 Authors Margaret O’Connell and John Smith, Canberra Institute of Technology in consultation with: Ian Kenny Leonard Low Marcus Ragus Owen Oneill 2.0 August 2010 University of Southern Queensland, Link Affiliates in consultation with: Bronwyn Lapham James Croft Kristena Gladman Lee Webster 3.0 August 2012 Ros Howell Sue Waters Vivienne Blanksby Owen O’Neill Paul Wray Peter Higgs David Drinkall and Francis Kneebone, V2Training in consultation with: Bronwyn Lapham Chris Toselli Chris Winter Gregor McNish Howard Errey Ian Whitehouse Jaci Ganendran Kim Raschepkin Kristena Gladman Peter Higgs Stephan Schmidt With the exception of the Commonwealth Coat of Arms, the Department’s logo, any material protected by a trade mark and where otherwise noted all material presented in this document is provided under a Creative Commons Attribution 3.0 Australia (http://creativecommons.org/licenses/by/3.0/au/) licence. 1 E-standards Expert Group members New Generation Technologies for Learning incorporating E-standards for Training National VET E-learning Strategy 2012 M-learning Standards Teacher Guide Table of Contents 1 Background ...................................................................................................................... 8 1.1 National VET E-learning Strategy ............................................................................................. 8 1.2 New Generation Technologies for Learning Business Activity ................................................. 9 2 Introduction ...................................................................................................................... 9 3 What Is M-learning? ......................................................................................................... 9 4 Why Use M-learning? ..................................................................................................... 10 5 Good Practice M-learning .............................................................................................. 10 6 M-learning Design Considerations................................................................................ 12 6.1 Content Design Approaches ................................................................................................... 12 6.2 User Interface Considerations ................................................................................................ 17 6.3 Learning Activities ................................................................................................................... 18 6.4 Planning Considerations ......................................................................................................... 19 6.5 Business Considerations for Creation of Content ................................................................... 19 6.6 Expense Divide – Considering cost for learners ..................................................................... 22 6.7 Mobile Design Summary ......................................................................................................... 23 7 Defining and Categorising Mobile Devices .................................................................. 23 8 Mobile Standards ........................................................................................................... 28 9 Content File Formats – user guide and case studies .................................................. 29 9.1 Audio Resources ..................................................................................................................... 29 9.2 Video Resources ..................................................................................................................... 30 9.3 Web Content and Communication .......................................................................................... 32 9.4 Portability of documents.......................................................................................................... 34 9.5 E-books ................................................................................................................................... 35 9.6 Using Networked, Wireless and Proximal Devices for Learning ............................................ 35 9.7 Two-Dimensional (2D) Barcodes ............................................................................................ 37 10 Accessibility and M-learning Standards ..................................................................... 38 10.1 Accessibility for E-publications ............................................................................................. 38 11 Infrastructure Considerations ..................................................................................... 39 11.1 Bring Your Own Devices (BYOD) ......................................................................................... 39 11.2 Connectivity .......................................................................................................................... 39 11.3 Device Management ............................................................................................................. 39 11.4 The NBN ............................................................................................................................... 39 11.5 M-learning and the Cloud...................................................................................................... 40 11.6 Data Management ................................................................................................................ 41 New Generation Technologies for Learning incorporating E-standards for Training National VET E-learning Strategy 2012 M-learning Standards Teacher Guide 12 Future Trends in Mobile Technology .......................................................................... 41 12.1 Near Field Communication Technology................................................................................ 41 12.2 Gesture Control ..................................................................................................................... 41 12.3 Augmented Reality................................................................................................................ 41 13 Further Reading............................................................................................................ 42 13.1 Useful M-learning Guides and Case Studies ........................................................................ 42 13.2 References ............................................................................................................................ 42 Appendix A: Baseline Specifications for Mobile Devices .............................................. 45 Appendix B: 2013 M-Learning Technical Standards ....................................................... 47 Appendix C: Glossary ....................................................................................................... 51 Appendix D: Topics and questions to start the planning process ................................ 55 More Information ............................................................................................................... 57 New Generation Technologies for Learning incorporating E-standards for Training National VET E-learning Strategy 2012 M-learning Standards Teacher Guide 1 Background 1.1 National VET E-learning Strategy The National VET2 E-learning Strategy (Strategy) aims to strengthen the Australian training sector’s use of new learning technologies and leverage opportunities provided by such projects as the National Broadband Network (NBN) to make major advances in the achievement of government training objectives. The Strategy seeks to build the capability of registered training organisations (RTOs), industry and community stakeholders to create more accessible training options and facilitate new ways of learning through technology. It also aims to stimulate e-learning ventures to support individual participation in training and employment, and the alignment of workforce skill levels with economic needs. The Strategy is driven by the vision: A globally competitive Australian training system underpinned by world class e-learning infrastructure and capability. and has the following three goals: 1. Develop and utilise e-learning strategies to maximise the benefits of the national investment in broadband. 2. Support workforce development in industry through innovative training solutions. 3. Expand participation and access for individuals through targeted 2 Vocational Education and Training National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 8 2012 M-learning Standards Teacher Guide e-learning approaches. 1.2 New Generation Technologies for Learning Business Activity The New Generation Technologies for Learning Business Activity incorporates the existing E-standards for Training activity and primarily contributes to Goal 1 of the National VET E-learning Strategy. It has the following objective: Support the capacity of the VET system to use broadband and emerging technologies for learning, through research, standards development and advice. 2 Introduction This guide aims to assist vocational education and training (VET) teachers, learning designers and developers to implement mobile learning (m-learning) strategies in their teaching and training in a standards compliant way. It offers a snapshot of the mobile device landscape in Australia, a summary of the current standards for mobile learning derived from the VET E-Standards, guiding principles for best practice and case studies. 3 What Is M-learning? For the purposes of this guide the terms ’mobile learning‘ or ’m-learning‘ refer specifically to learning that is facilitated and enhanced by the use of digital mobile devices that can be carried and used anywhere and anytime. Such devices include: feature phones smartphones National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 9 2012 M-learning Standards Teacher Guide tablet computers e-book readers portable digital media players (eg iPods, MP3 players) wearable devices (point of view glasses etc). While laptop and netbook computers may also be used to facilitate mobile learning, the focus of this document is on devices that are primarily handheld or worn, and can generally be identified by their relatively small screen, lack of standard keyboard and highly portable nature. 4 Why Use M-learning? Good m-learning makes the most of the potential for learning to take place anywhere, both beyond and in conjunction with formal learning settings, in places such as the workplace, home and outdoors. It recognises that both the learner and the practitioner/teacher may be mobile and that the broad ownership of and access to mobile devices allows them to take advantage of immediate access and connectivity, and in context information. According to the AIMIA Mobile Phone Lifestyle Index Survey 2011 67% of Australians now own a smartphone, 16% also own a tablet and another 33% planned to purchase a tablet in the next 12 months. Previous AIMIA surveys indicate that there is a clear trend towards more Australians owning mobile devices for web browsing and accessing information on a daily basis, in addition to phone calls and texts. Usage patterns too are changing dramatically, with just over half (54%) of survey respondents having visited websites on their mobile phones a minimum of once a week. This is up from 38% in 20103. As faster broadband becomes ubiquitous in Australia, students will expect to be able to consume media rich content as part of their education, participate real-time in experiences without being physically present and complete remote assessments. Much of this will involve devices we currently classify as ‘mobile’ making this a business advantage for providers able to adapt quickly. 5 Good Practice M-learning 3 AIMIA – Australian Mobile Phone Lifestyle Index (link to report) National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 10 2012 M-learning Standards Teacher Guide Good m-learning uses good teaching and learning practices and makes the most of being mobile. As noted in the outcomes of the MOBIlearn project4 ‘the interactions between learning and technology are complex and varied, with learners opportunistically appropriating whatever technology is ready to hand as they move between settings, including mobile and fixed phones, their own and other people’s computers...’ Thus good m-learning should consider that it is the learner who is mobile rather than the device5 and this key principle should inform all other m-learning principles. Supporting the notion that the learner is mobile and likely to choose their devices some principles enable good m-learning are: 1. Focus on tasks/required functionality rather than tools The range of devices that can be used to complete the same task is enormous and growing. For example if the task is that the student should provide photographic evidence , focus on specifying the required outcome of the task and providing, quality instructions, examples, and support for students rather than setting a specific way for learners to produce a photo - you can take a photo on almost every brand of phone, and there are numerous other options. Also consider systems for learners to submit the photo, review and feedback, and storage of evidence. 2. Aim for cross platform solutions Endorse solutions, where possible, that use recommended file formats and are interoperable across devices, operating systems and platforms. For example, a software company like Skype provides its service across all major mobile phone and tablet platforms, desktop platforms, gaming, Smart TV and more. Such a service allows most students to use the same solution for their communication. The most pervasive cross platform format is web content displayed through a web browser, which makes it the simplest way to deliver mobile content to the maximum range of devices. 3. Offer alternatives Mobile learning might be great for many learners but as with any teaching we need to anticipate some students being unwilling or unable to utilise the technology. Providing equal alternatives in your planning will enable fair and flexible delivery. Possible barriers to 4 5 MOBIlearn project (link to website) Sharples, M., Taylor, J. and Vavoula, G. (2005) “Towards a theory of mobile learning” (link to report): National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 11 2012 M-learning Standards Teacher Guide participation are digital literacy, financial costs of owning and using technology, inaccessible content, and geographical issues such as internet access. This guide endeavours to assist VET teachers, learning designers and developers to implement mobile learning (m-learning) strategies in their teaching and training in a standards compliant way, but there are also a number of other sources of m-learning resources to support you when you are ready to try an m-learning approach in your own teaching. Many of these highlight the benefits of m-learning and discuss aspects of mlearning pedagogy and practice in more depth than this document. These additional resources are provided in the ‘Further reading’ section of this guide. 6 M-learning Design Considerations 6.1 Content Design Approaches There are a number of approaches to mobile web content design that aim for interoperability and a quality mobile experience for users, these approaches are discussed in more detail below: Responsive design: creating content that scales and adapts to screen size Adaptive design: creating grades of content that are optimised for specific devices’ uses Progressive enhancement: creating content from baseline specifications uses Progressive disclosure: displaying only the necessary content for different device contexts and/or uses. A recommended workflow for developers is to maximise interoperability through a responsive design and choice of interoperable formats and, where this is not possible in the first instance, to provide adaptions/alternative formats of the content. An additional consideration when developing content is whether it will be ‘consumed’ online or offline. Where students would benefit from accessing content offline, formats such as ePUB and to a lesser extent PDF may be employed. 6.1.1 Responsive Design National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 12 2012 M-learning Standards Teacher Guide Designing content once that will work across a variety of screen sizes is now possible with a responsive design approach. Ethan Marcotte essentially coined the phrase "responsive web design" with his article6 by that name in ’A List Apart’ in May of 2010. In his article, Ethan laid out both the problem that is facing web designers as well as a very specific method for solving it. He called this method ’responsive web design,’ and it included three specific tools: fluid grids flexible images media queries. Since the publication of Marcotte’s book, there is a wider range of techniques to enhance responsive design, and the term itself is often used to encompass any approach that results in graceful rendering of the content regardless of the size of the user’s display and the limitations or capabilities of the device. The existing design guidance supplied for all e-standards content development is consistent with this approach: “all content should also be scalable and designed to resize proportionally to the display size, available screen area and resolution.” This may be accomplished through a liquid or fluid layout that - through the allocation of a percentage of space to each element - results in images, text and spaces proportional to display size. See the web content file format section in the E-standards website, which should guide the approach taken for all browser based content in the sector. For the purpose of desktop compatibility it should be noted that CSS3 media queries, which are used as multiple style specifications within a style sheet based on media types including device widths are not compatible with Internet Explorer 7, 8 or 9. 6.1.2 Adaptive Design Adaptive design is the practice of creating multiple formats of content to cater for different situations, such as ‘forking’ your content into HTML, EPUB and PDF. Rather than one responsive piece of content, adaptive design offers specifically designed content uniquely for categories of devices such as feature phone, smartphone, tablet and desktop (see the Defining and Categorising Devices section of this document for more 6 Responsive Web Design (link to website) National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 13 2012 M-learning Standards Teacher Guide information). This may involve developing several versions or formats of the content and either delivering the applicable version for the device on the basis of code that detects the device being utilised, or the user selecting the version applicable to their device. Even the practice of making responsive design fluid grids can incorporate mobile specific templates and functionality to enhance the user experience by considering the unique context, hardware and user interface of a mobile learner. 6.1.3 Progressive Enhancement The progressive enhancement approach starts with the simplest form and works outwards. It is the opposite of ‘graceful degradation’, a common approach whereby mobile design is an afterthought to desktop design. By designing content for mobile first we can develop a rich and meaningful mobile learning experience and enhance the same content for larger screen experiences. Mobile first approaches are also valuable in simplifying the often overloaded layouts of many learning objects and sites. National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 14 2012 M-learning Standards Teacher Guide 6.1.4 Progressive Disclosure Progressive disclosure involves revealing only what is necessary at the point of need. For example, many mobile styles for blogs only show a list of article headings which, when clicked, open up to a full article view. Progressive disclosure is used in broader web design but is particularly useful in making better mobile learning experiences. 6.1.5 Browser Based Versus Native App Delivery Mobile ‘apps’, small applications designed for mobile operating systems, can be deployed in education for productivity, assessment or simply as content. Native applications are those which are downloaded to a mobile device’s operating system and can function independently of web connectivity. Mobile devices can also have web browsers which, like desktop browsers, can deploy content and applications to the end user. Some of the unique aspects of native applications and browser based delivery are outlined below: 6.1.5.1 Browser based delivery: content is likely to require connectivity to the Internet to be used and/or refreshed can be accessed from a large variety of devices/ browsers and is more interoperable is able to be adapted rapidly like all web based content requires just a single resource that can be delivered to multiple device types is consistent with desktop content 6.1.5.2 Native app based delivery: can be faster loading and more stable to use in general can utilise the full device hardware eg accelerometer, camera. requires installation or download from app repositories apps can be subject to third party review and require standards set by app store providers are not cross-platform compatible (although versions may exist for different devices). National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 15 2012 M-learning Standards Teacher Guide Disadvantages of choosing an app include the lack of interoperability and the need to potentially build apps for a variety of operating systems, the associated development costs and maintenance cycles, and the barrier of requiring the user to download the app. Learning designers choosing to build a custom app should consider the target user group, their devices and the broader market share in order to determine which operating systems they need to author the apps for. Apart from custom apps, there are a wide variety of apps that can be used in education and training to facilitate learning. Choosing the app based on the target user group and their devices could facilitate a facsimile of interoperability, as many app developers offer apps on all major platforms (including desktops) making them excellent choices for learners. 6.1.6 Interactivity (Flash vs HTML5) The trend in creating animation and interactivity for both mobile and desktop is moving away from Flash and towards the emerging standard of HTML5, which is in fact a combination of HTML, CSS3 and JavaScript. Flash is not supported on some mobile platforms (including Apple’s iOS, which is the operating system used by iPhones, iPads and iPod Touch) and Adobe will discontinue support for Flash on Android devices over the next three years. HTML5 support varies across the different browsers, and is not yet currently a supported VET E-standard. The choice for mobile content developers is to either avoid using rich interactivity and animation (and other HTML5 features) or to provide a fall back option for older browsers. New elements such as the new media queries and semantic tags should be used with caution as many desktop browsers still don’t support these features. It is also important to test how HTML5 relates to accessibility standards, see ‘Accessibility (WCAG2.0) and HTML5’7. HMTL5 should be used to create mobile optimised content only when at least one of the following apply: 7 the code used will run across all currently supported browsers and devices. As of May 2012 this is only <ContentEditable>, <@FontFace> or <DragDrop> Accessibility (WCAG2.0) and HTML5 (link to website) National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 16 2012 M-learning Standards Teacher Guide A fall back mechanism is provided for browsers that cannot render HTML5 ensuring that the end user access to alternative/equivalent content that renders on their device, such as a JavaScript audio player as fall back from an unsupported HTML5 player. See the VET HTML5 Research report8 for more information. 6.2 User Interface Considerations User interactions with touch and multi-touch screen devices differ from interaction with desktop devices, using ‘touch actions’ rather than (most commonly) keyboard and mouse. These touch actions currently include tap, double-tap, drag, flick, pinch, spread, press, press & tap, press & drag, tap and hold and rotate9. Designing mobile content for accessibility should take into account that content on touch screen devices does not respond in the same way as mouse controlled activity. The main differences on touch devices are: 8 9 ‘clickable’ content including buttons and links require single or multiple tap actions to perform an equivalent ‘click’ action there is no equivalent to the hover state (mouse rollover) event on touch devices, so alternative text (“alt text”) labelling dependant on a hover state will not display. Therefore other methods of providing that labelling should be implemented for mobile content, for example providing captions under images. Flash will not display on mobile devices for which there is no Flash player (the majority), and interactivity built in JavaScript does not respond to touch actions in the same way as mouse actions, creating issues with consistency and access to navigation in sites that utilise Flash and JavaScript for that purpose some browser based content and mobile apps may include non-menu based actions, for example “swipe” to change page, or “tap” to scroll. Some mobile navigation gestures, although intuitive, are not recognised by accessibility software Apple recommends the average finger tap space of interactive content is about 44x44 pixels (many smart device icons are 33x33 pixels but have added padding to equate to 44x44 pixels). This allows users to comfortably and accurately tap on content VET HTML5 Research (link to website) Illustration of some touch and multi-touch actions (link to website) National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 17 2012 M-learning Standards Teacher Guide 6.3 Learning Activities Previously the m-learning standards have predominantly focused on content delivery platforms and formats, however the increased availability and capacity of mobile devices – particularly smartphones and tablet devices has facilitated the use of mobile devices in other aspects of learners’ experience. These include learning management, enrolment, scheduling, student support, feedback, reporting and more. Another important category for consideration is learning activities such as student interactions and use of mobile device capabilities in field measurements, gaming and assessment. To take full advantage of m-learning designers need to be aware of the capabilities and functionality of mobile devices and focus on assigning tasks that can be accomplished with multiple devices rather than prescribing the tools that learners should use to complete the task. Where possible a list of cross-platform tools should be provided to students along with instructions or access to tutorials on how to use the tools. Some students will ignore the suggestions and use another method to complete the task. The great advantage of personal mobile devices is that although there is an unending variety of models and types, most owners can use their own devices. For example, it would be impossible to provide detailed instructions on how to use every mobile phone camera, but owners generally know how to use the camera on their own phone and could use it to provide an image to a trainer. National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 18 2012 M-learning Standards Teacher Guide 6.4 Planning Considerations Before deciding to make use of m-learning it’s important to be clear on the drivers for doing so. The ADL Mobile Handbook10: outlines a very useful planning process which seeks to establish why you want to implement an e-learning project, what you are seeking to achieve, whether your organisation is ready, what access you learners have to devices, the type of instructional strategies you want to employ, how it will be implemented and supported. 6.5 Business Considerations for Creation of Content In addition to the design approaches outlined above the development approaches/models that need to be considered in the context of business need, timeframes and costs. The more complex the task (e.g. making an iPad app), the more time it will take to develop and manage that content in the long term. 6.5.1 Testing and Tweaking/Repurposing Existing Content The easiest step towards mobile learning is to look at existing content and make minor ‘tweaks’ that will help learners access it through mobile devices. This should first involve research into what devices learners are using currently. Information on what learners are using can be obtained through student surveys and system analytics that provide detailed information about which mobile devices and/or mobile browsers are being used to access online content. Testing existing content on many mobile platforms will give the most accurate result but can take time and incur large costs. An alternative to testing on all the devices (that is not as accurate but faster and more affordable), is to use mobile browser emulators such as iOS Simulator. After obtaining a picture of what learners are using and testing existing content on included mobile devices, content can be tweaked to make it more mobile friendly. This may include changes to image and video formats, text spacing and text size, all of which should involve relatively minor effort. 6.5.2 Responsive Layouts 10 ADL Mobile Learning Handbook (link to website) National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 19 2012 M-learning Standards Teacher Guide Taking existing content and making it interoperable across as many digital platforms as possible (or designing it that way from the beginning) offers the advantage of only needing to design and update content once for all scenarios. This approach may require more initial investment in creating the responsive content templates, but can save time in managing multiple versions of your content. Making your content responsive to the screen size of each device involves using fluid layouts, images and text. Some of the advanced responsive layout techniques such as using CSS3 @media queries do not function in IE7, IE8 or IE9 and therefore should only be used where a fall back or alternative is provided for users on these browsers. National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 20 2012 M-learning Standards Teacher Guide 6.5.3 Dedicated Mobile Content Creating a dedicated mobile site or piece of mobile content involves directing learners to mobile optimised versions of content (mobile site, mobile e-book). Rather than adapting existing content to every platform, this approach is about creating content specifically for mobile devices. This can involve making the content more ‘mobile friendly’ to exploit the unique functionality of a mobile device to match the often ‘mobile’ context of the user. In addition it may involve modification that includes redesign: navigation menus, links and other touchable areas are relatively larger for finger tapping some menu items and content may be excluded from the mobile content information is presented in small chunks to the user and formatted for small screens. 6.5.4 Unique Mobile App Generally speaking making an app is the most time intensive and expensive way to create content for mobile devices. App development at this stage still requires an advanced knowledge of mobile operating system specific technologies and coding languages. Once designed apps still need to be uniquely developed or adapted to different mobile operating systems. For example, an iPad app is built specifically for an iPad, and Android apps are built for specific Android devices. You may find that the content or activities can be delivered through the mobile browser and therefore work across more devices. The main reasons for developing a mobile app are to have offline functionality (although an e-book may suffice for portable content) and to access native functions of the mobile device, for example, the built in microphone of the device. 6.5.5 Assessing your Choice of Design Approach National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 21 2012 M-learning Standards Teacher Guide 6.6 Expense Divide – Considering cost for learners It is worth stepping into the learners’ shoes to see how they might receive m-learning; what they expect from it and how they might manage it. Overall, consider how appropriate it is to develop and use m-learning by asking the following questions: Does it extend the learning and make it better? Is the mobile technology accessible for learners and teachers? The cost of the device (initial investment) and the cost of using the device (ongoing investment) should be taken into consideration when developing learning activities to be carried out using mobile devices. For example, if you wish to involve learners in SMS games, you should consider how much students will spend on this function. Is the cost itself a reasonable ’investment’ in their learning? National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 22 2012 M-learning Standards Teacher Guide Asking learners to incur the costs of searching for information on the internet and using their mobile phone when there may be a classroom with internet connected computers available would be inappropriate, given that data rates for mobile web access are still relatively expensive. Setting up a local area network may be an alternative worth considering, as trialled by the Mobilae 2009 Emerging Technology Trial (see “Delivering situated, real-world learning and assessment using mobile devices and wireless networks”). 6.7 Mobile Design Summary As outlined above there are approaches to designing content for mobiles that include making content that is fluid and adaptable to different device scenarios, or making content specifically for targeted mobile devices. The approach chosen will depend on budget, learning goals and the needs of end users. 7 Defining and Categorising Mobile Devices There is an almost infinite number of types, brands and models of mobile devices, and the boundaries are blurring every day. The following table describes the major categories of devices currently common in the Australian market and the capabilities of those devices. Device Description Capability Pros Cons Feature phone Feature phones are phones with extra capabilities over and above standard call and messaging. They can often use email and record audio and images, but do not have an extendable operating system. Their use is rapidly declining as older phones are upgraded. These devices can still be used in m-learning, however their web browsing abilities are limited and they are not known to be widely used for delivery of content. SMS Low initial cost Minimal features Phone calls Low ongoing costs A smartphone is a mobile phone with an operating system and advanced connectivity and ability compared to a feature phone. Often SMS (short message service) Smartphone National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Small screen Portability Multimedia features High initial cost High ongoing Page 23 2012 M-learning Standards Teacher Guide Device Description modern smartphones combine the functions of portable mediaplayers, digital cameras, global positioning system (GPS) and web browsing, which can access and display web pages (rather than just mobile-optimised sites). Smartphones are highly portable through their size and battery life. These devices in most cases complement a user's computing experience by allowing them to use multiple devices to access the same tools, documents and other content. Smartphones also have access to unique applications that give the phone extended capabilities, for example an app that can capture and edit photos before sending to social media sites. Capability Pros Cons Portability costs MMS - camera/ video (multimedia messaging service) Slow to input large amounts of data Phone calls Web access Bluetooth Email enabled Wireless enabled Document, image, audio, video viewing/ recording Tablet computer A tablet computer is a mobile computer that has a flat touch screen for input. Typically ‘tablet’ refers to a computer which is designed to be portable and has a screen larger than five inches. They run on unique operating systems that are more similar to that of a smartphone than a desktop computer. Tablets are made for touch input, often including multi-gesture actions, which makes the user interface and the user experience different to that of other computers. Tablets can be used with added input devices such as keyboards and microphones but the default functionality of the device is to act as a standalone portable computer. Examples of tablet computers are the iPad and the Galaxy National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Web access Portability Bluetooth Multimedia features Email enabled Wireless enabled Document, image, audio, video viewing/ recording Page 24 2012 M-learning Standards Teacher Guide Device Description Capability Pros Cons Audio file handling/ recording Easy to use Limited functionality These include portable mp3 players and devices that can store video/audio content for portable playback. Content suitable for digital players can include podcast content for education. Audio players can also be used in some cases as an audio recording device. Although most smartphone and tablet computers also act as portable media/audio players, a separate portable digital media/audio player may be lighter and more portable, affordable and quick to use. Image, audio, video viewing/recording Easy to use An e-book reader as opposed to a tablet computer has the specific purpose of reading digital e-books, with optimised screen output for reading text based documents. These devices can usually store digital e-books of more than one file type such as PDF, EPUB, Kindle, etc. For a full list of supported formats and a comparisons visit Wikipedia’s comparison of e-book formats. Dedicated e-book readers use electronic paper technology to display content, although any device that can display text on a screen can act as an e-book reader and there are many apps for smartphones and tablets that allow them to also have some of the functionality of e-book readers. Read digital books and periodicals This includes a range of portable technologies which are in that sense mobile but are not in the same category as phones, tablets or media POV video/image capture, augmented reality, Tab. For a full list see Wikipedia’s comparison of tablet computers. Portable digital audio players Portable digital media players e-book reader Portable and wearable devices National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Text-to-speech for accessibility High storage capacity Small screen Portability Commonly grey scale Can be read in bright sunlight due to the electronic ink (E ink) display Small screen Long battery life Portability Wearable Require higher level of training and support Page 25 2012 M-learning Standards Teacher Guide Device Description Capability Pros players. Portable technologies can be used to collect information at the point of need and in some cases respond to the environment around them. GPS. devices allow for hands free movement by the wearer. Cons Point of view (POV) glasses are wearable glasses that allow the user to create video recordings of what the user sees. This allows for ‘hands-free’ activities, such as demonstration or evidence capture for assessment purposes, while recording video. For example, the wearer’s perspective could be recorded while undertaking connection of a drainpipe as part of an assessment. There are now emerging wearable devices that may allow sophisticated interaction with the local environment and the web (see Google’s Project Glass YouTube video). Smart Pens are another portable technology that allows users to record digital copies of what they write with the pen on smart paper, and record audio into the pen that is synced in time with the writing. Comments Device – The mobile devices listed are not intended to be indicative of any particular model. Instead the titles are used to group devices into generic categories ranging from a very basic mobile phone to a smartphone (see Appendix A for details). Capability – The capability of a mobile device describes the typical features of a device in a particular category. For example, a basic mobile phone has telephony and SMS. We can assume that these features are available across the board when it comes to mobile phones. Pros – This column comments on the strengths of the device that can be taken into account when determining its suitability for any given m-learning context. National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 26 2012 M-learning Standards Teacher Guide Device Description Capability Pros Cons Cons – This column comments on the drawbacks of particular devices and their capabilities that impact on selecting a mobile device for m-learning. A description of typical baseline specifications for each device type listed in Table 1 is provided in Appendix A. National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 27 2012 M-learning Standards Teacher Guide 8 Mobile Standards The VET E-standards for training are developed, researched and maintained to ensure that practitioners/teachers and learners have the ability to access a broad range of online learning resources that are: re-usable and adaptable, easily discovered, reviewed and obtained, readily transferred to different delivery platforms, and accessible to users across state borders and sectoral boundaries. The E-standards provide a guide and a measure for those developing and deploying content and systems, and enable the learning resources and systems to grow, be sustained, maintained and delivered to learners. Standards are critical enablers of seven of ‘abilities’ identified by e-Learning Consortium at the MASIE Centre in New York 11, which when available facilitate the delivery of e-learning. These abilities are: interoperability - ability of two or more systems to share information reusability - ability to reuse or modify existing systems, data or code manageability - ability to monitor and maintain systems, data or code accessibility - ability of many users to access a system and its data or code durability - ability of a system to endure over time scalability - ability of a system to handle growing amounts of information and work affordability - ability of systems and data to remain in financial reach of users. The E-standards Expert Group was originally motivated to investigate m-learning standards as a specific area of the VET E-standards in 2007 as it became obvious that there was increasing potential for the use of m-learning techniques and devices in education. Subsequently the range and capability of the mobile devices has risen exponentially to the point where there are less discernible differences between mobile devices and desktop devices. In fact in many ways modern smartphones and tablets are more capable and more likely to be updated than traditional computers. This has diverted the focus for designers away from providing mobile specific content and activities and toward delivering content that is accessible on the broadest range of devices. To that end, where possible the file formats recommended for VET content are platform independent and will function on the majority of mobile and desktop devices in the sector. The following section outlines various types of m-learning content and case studies of their use and the applicable file formats. e-Learning Consortium (2003) “Making sense of e-learning specifications and standards (2nd Ed.). S3 Working Group Report, November 2003 (link to report), The MASIE Centre, New York 11 National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 28 2012 M-learning Standards Teacher Guide 9 Content File Formats – user guide and case studies As more students choose to consume and contribute via mobile devices the designer, developer, teacher/ practitioner’s selection of file formats becomes very important. A good understanding of the e-standards will equip you to deliver accessible content to the majority of students. 9.1 Audio Resources Recording and replaying sound files has been a popular method for learning ’on the move‘ for a few decades now. Lectures, speeches or notes that may have once been recorded on audio cassette using a personal stereo or micro-recorder are now recorded using digital media players, mobile phones or iPods. Audio resources that were once distributed on cassette or CD-ROM can now be recorded and delivered as a digital file that can be played on a digital media player, mobile phone or smartphone. The quality of an audio recording depends on the amount of data used to store information about the sound being encoded. In general, the more data and the larger the file size, the more natural sounding the recorded audio will be. When a sound file is compressed, part of the information about the sound is lost; however, most sound compression methods do this very cleverly and are able to preserve almost all of the original perceived sound quality using a fraction of the original file size. Case 1: Using audio to record and distribute a guest speaker presentation Teacher James has an audio recording of guest speaker Harold Long's 45 minute presentation and has stored it on his desktop computer. He sees it is a .wav file. He also notes that the file is almost 40 megabytes in size. James would like his learners to have access to Harold's informative presentation so he needs to upload it to his subject website. He also has many students who use mobile devices for both their project management work and for their study. James undertakes the following steps so his students can access the audio file in ways that suit their needs: 1. Given the audio clip is a voice file, James can compress the file considerably. He switches the file from 'stereo' to 'mono' using audio editing software like Audacity, which effectively cuts the clip in half (in terms of file size). 2. He then converts the .wav file to .mp3. This reduces the file size even further. 3. He uploads the .mp3 file to his subject web page so that learners can download the file. 4. He then sends out a bulk SMS to his learners to alert them of the new file now National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 29 2012 M-learning Standards Teacher Guide available on the subject web page. Nigel is one of James’ learners who works full time and studies. He has just received an SMS notifying him of the recently added file to the subject web page. From his work computer he logs in and sees that James has included the audio file of Harold's talk to the list of weekly resources. He right-clicks the file link and saves the file to his computer. He activates the Bluetooth function on his mobile phone and on his computer and transfers the file to his phone. It will make good listening for the hourlong bus ride home in the afternoon. 9.2 Video Resources Recording and replaying video files has been a popular method for learning for some time. Video resources once distributed on CD-ROM or DVD can now be recorded and delivered as a digital file that can be played on a digital multimedia player (eg iPod Touch), mobile phone or smartphone. The quality of the video recording depends on the amount of data used to store information about the video (and its sound) being encoded. In general, the more data and the larger the file size, the more smooth-running the recorded video will be when played back from a device as opposed to via a slow Internet connection. As with audio files, when a video file is compressed, part of the information about the moving image and the sound is thrown away; however, most compression methods are able to preserve the majority of the original quality using a fraction of the original file size. Different methods for achieving this compression vary in success for different video requirements. Detailed advice on audio and video formats and the principles of creating digital video is available on the New Generation Technologies for Learning website. Case 2: Using video to demonstrate safety procedures Cookery teacher Tracey Wiles has a digital video recording of a kitchen safety demonstration about five minutes in length. She sees it has an AVI extension and that it is a large file at almost 800 megabytes in size. Tracey would like her learners to have access to the demonstration especially in a kitchen setting. Her department has smartphones which learners can borrow to support their study, especially in kitchen and restaurant settings. Tracey can add the video file to the network drive so it is available via the local wireless area network. This means Tracey and her learners can login to the wireless network and retrieve files as they need them during their kitchen classes, as well as prior to or following classes for preparation and revision. Tracey first compresses the file so it is smaller in size (down to about 50 megabytes) and adjusts the screen size to suit the smartphone screens (240 x 320px). She saves the compressed file as MP4 and then saves it to the wireless network drive allocated to her department. She will use the demonstration in her next cookery class. National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 30 2012 M-learning Standards Teacher Guide Case 3: Using video on location for instant recall Defibrillators are used by paramedics to restart the heart of victims of heart attack. The correct use of a defibrillator can mean the difference between life and death for a victim but, because of the electric shock delivered by a defibrillator unit, incorrect use can also cause death for the person administering the treatment. Furthermore, when someone needs to use a defibrillator they may be far from an internet-connected computer, or even mobile phone connectivity, but may wish to seek the reassurance of a video ‘refresher’ to ensure they use the correct technique and safety procedures. To ensure learners can recall instruction on this process when and where they need it, James would like to provide a 30-second video of ‘Defibrillator Essentials’ to be stored and viewed by learners on a number of different mobile devices. This would allow learners to choose for themselves which device best meets their own needs for immediate recall when and where they require it. James doesn’t which devices learners have and where they will store the video – he knows that they could have a video iPod, smartphone or even a portable game device such as a Sony PlayStation Portable (PSP). To provide the video for learners in a ready-to-use form, James wants to convert his original video to a format that will work on all the devices, so he refers to the VET Estandards and notes that the recommended format is .mp4. He converts the video and makes it downloadable over the web. Learners who visit his online course are able to download the file which has been optimised for playback on their mobile devices when and where they need it. Case 4: Learners creating learning content using mobile devices Amelie would like her learners to use their mobile devices to record and capture their encounters with customer/client service and share those examples with other class members for comments and discussion in an online course. For example, learners could take photos of good signage for customer service, an audio recording of a positive client interaction in which they participated, or create a video of customer service in action. These examples would be uploaded to her online course on customer service where she and her learners can comment on each resource shared – the good and bad aspects of each item of customer service evidence. Amelie is aware that her learners don’t necessarily have access to the latest technology and that whilst they have many different feature phones and portable media players only two of her learners own a smartphone. The various devices have different capabilities – some can record video, others can only take pictures and some can record audio. It’s likely that devices may record video and audio in different formats that aren’t compatible with one another. National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 31 2012 M-learning Standards Teacher Guide To ensure that learners are able to share their resources most effectively and seamlessly online, Amelie refers to the relevant m-learning standards and provides her learners with a brief session on how to convert the resources they create with their mobile devices to the formats recommended in the standards to make them visible and shareable online. She requests that her learners ensure that their uploaded files are in a prescribed range of formats based on the E-standards and their devices. 9.3 Web Content and Communication Using the web for learning via a desktop computer has been popular for more than a decade. With the widening capability of mobile devices and the interconnectivity of these devices over computer networks (wireless LANs), learners and teachers can access the web on their phones and smartphones. There are several ways mobile users can download and view web content including using their phone service to connect to the web (see also the Using networked, wireless and proximal devices for learning section). One primary consideration for designers of web content that is meant to be accessed using a mobile device is the ability to view content. Screen sizes on mobile devices are much smaller than desktop computer monitors so content should be designed accordingly. The amount of information presented should also be considered; if more than a page of text is required, it might be worth considering an alternative to a mobile device or reconsidering the way information is 'chunked' so as to deliver it in smaller modules. Non-text versions could also be considered such as diagrams, flowcharts or audio-visual formats. Approaches and recommendations for delivering browser content to a wide range of devices are expanded upon in the ‘M-learning Design Approaches’ section of this guide. Detailed advice on web content formats is available on the Strategy’s New Generation Technologies for Learning website. A summary of this information is available in Appendix B. Case 5: Delivering learning activities via the mobile web Kathryn teaches physics and wants to provide learning activities as web pages that can be retrieved each time learners encounter the use of a simple machine (eg inclined plane, wheel and axle, lever, pulley, wedge, or screw). Adopting a mobile learning approach means that Kathryn’s learners will be able to use her interactive activities whenever they encounter one of these building blocks of science and engineering. Even if they’re not near an internet connected computer they can use their smartphone or portable gaming device to access the learning activities. Kathryn ensures that her activities will be interoperable on smartphones, tablets and portable gaming devices by using responsive layouts and the file formats specified in VET e-learning standards.. National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 32 2012 M-learning Standards Teacher Guide National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 33 2012 M-learning Standards Teacher Guide Case 6: Delivering learning activities to basic devices via the mobile web Erica teaches kitchen operations and wants to provide in context learning activities that can be retrieved by learners in preparation for using the new equipment. She has asked her students about their access to mobile devices and is conscious that her learner group who are seeking to re-enter the workforce don’t have high-end mobile devices, can’t afford to use a lot of data and are predominantly using feature phones so she can’t expect them to access highly interactive content. However she is confident that if she uses the right file formats and takes a progressive disclosure approach to the design she can provide access to content, in context, in real time. Erica ensures that her activities will be viewable on even basic mobile browsers, by developing them to the legacy m-learning standards that support feature phones and focusing on use of basic xhtml, images and audio. She understands that in doing so it does reduce the ability of those activities to work in other mobile devices, because the feature phone formats are not interoperable but decides for her specific scenario it is acceptable and that the source files could be converted to other formats for future users. 9.4 Portability of documents As with desktop computers, there are various ways that mobile users can download and view documents. A primary consideration is the amount of content as well as the screen size; screen sizes on mobile devices are much smaller than desktop computers so content should be designed accordingly. The amount of information presented should be considered and particular attention paid to document navigation features which may vary across formats. It is likely that learners will: use a mobile device to transport documents from one place to another, and use the document as a quick reference guide in a specific, localised situation. The ‘W3C Mobile Web Best Practices 1.0’12 covers all aspects of the mobile web from an overarching principle supporting the notion of ’one web‘ to recommendations about page size and layout, text, images and navigation. It is highly recommended that these ‘best practices’ be read in conjunction with this guide when developing content, resources and interactions for mobile web access. Detailed advice on document formats is available on the New Generation Technologies for Learning website. A summary of this information is available in Appendix B. Case 7: Using interactive quick reference guides on the job via smartphones Joshua is undertaking work experience at a local computer firm as part of his Rabin, J. and McCathieNevile, C. (Eds) (2006) “Mobile Web Best Practices 1.0: Basic guidelines”, W3C Proposed Recommendation, 2 November 2006 (link to website): 12 National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 34 2012 M-learning Standards Teacher Guide Certificate IV. He goes along to service jobs with the technicians, often to small businesses and home offices. On these jobs the computer technicians use smartphones on which are stored technical manuals for a range of computer hardware makes and models. The technical reference guides make on the job decision making quicker and easier and there is no need to leave a job to locate the relevant manual. Each guide is available as a PDF document with a searchable and interactive table of contents. 9.5 E-books EPUB is an emerging standard that allows for offline content delivery on many mobile devices and includes scalable text for smaller screens. This means that users can access content such as text and images, audio, video, some JavaScript – the range of formats available to the user depends on the mobile device and/or the eReader app. Additional functionality is also made via EPUB reader apps such as annotation, highlighting etc. to allow for interaction and assessment so the end experience of the user can vary. Case 8: Using EPUB e-books to deliver content to students on mobile devices Peter is working part-time in a rural area and studying a Diploma in Youth Work through a registered training organisation (RTO) based in the capital city. On an average day he is 1200kms from the campus and his work has no internet access. During downtimes in his day Peter would love to complete some of his reading, make notes and complete assessments. Fortunately the RTO recognises this need and offers course materials and learning guides online in the learning management system and as a downloadable ebook in EPUB format. Peter has chosen an eReader app for his tablet that supports extended ebook functionality so he simply downloads the e-book version to his tablet at the beginning of the unit and he can read the material, answer quiz questions including short answer and long responses and, when finished and online again, he simply emails the responses back to his trainer. The text is scalable which means that Peter can easily read text even on his smartphone. The RTO simply exports their learning guides to PDF and EPUB and loads both files beside each other into their learning management system for students to download their preferred format. 9.6 Using Networked, Wireless and Proximal Devices for Learning Proximal devices, wireless and wearable technologies are sometimes referred to as personal area networks (PANs). Logging into networks, connecting wirelessly and exchanging information proximally (eg via Bluetooth or radio frequency identification [RFID]) is a complex area, especially for learning. It has advantages National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 35 2012 M-learning Standards Teacher Guide and disadvantages regarding connection, identity, security and authenticity, which are being challenged by the way this technology is used. The opportunities afforded by this connective technology have much to do with opening up the power balance between teacher as content producer and learner as consumer; so too, useful connections (technically and socially) potentially increase. Table 2: Different approaches to achieving personal area networks for learning using different devices: Connectivity details Good for… Not good for… GPRS Mobile phones where GPRS is still the main form of connectivity Large chunks of information, due to the costly nature of GPRS available via phone services Information that is provided in small downloadable chunks Bluetooth Localised activity where devices interact in a small location like a classroom, workshop or office space Older mobile devices where Bluetooth is generally not available Incidental and opportunistic learning and connection Wi-Fi/WLAN Activities that require some distance to be travelled, as in around a campus, an office block or café Mobile phones where GPRS, infrared or Bluetooth are still the main forms of connectivity Smartphones where Wi-Fi is configured Activities that require strict security measures Activities that require access to a network of information Activities that require the transfer of significant amounts of information – use of Wifi is significantly more cost effective GPS Smartphones and high-end mobile phones/smartphones with GPS enabled hardware and software Low-end mobile phones Indoor locations shielding satellite signals A GPS service must also be registered in most cases Activities where locality is paramount Please refer to the glossary for explanations of acronyms Case 9: Using GPS to role play location-specific simulations National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 36 2012 M-learning Standards Teacher Guide Renata is a teacher in environmental studies. She conducts an environmental simulation which engages learners in a real-world environmental consulting scenario not possible to implement in a classroom setting. Learners role-play environmental scientists investigating a rash of health concerns on their campus linked to the release of toxins in the water supply. Working in teams, learners attempt to identify the contaminant, chart its path through the environment and devise possible plans for remediation. As they physically move about the campus, their location-aware smartphones (ie GPS enabled) respond to their location, allowing them to collect simulated field data from the water and soil, interview virtual characters, and perform further research to devise a plan to address the environmental health threat. At the end of the exercise, team members share and compile their data using peerto-peer communication and report back with their findings13,14. 9.7 Two-Dimensional (2D) Barcodes There are a number of two-dimensional barcode types, but the most widely used type are quick response (QR) codes. These account for the vast majority of codes in use. The codes were originally used in industry to encode for example part numbers but, with the advent of readers on mobile phones, they are now often seen in advertising and on business cards, particularly in Japan. The codes can encode enough characters to represent a URL and they employ error correction techniques to ensure data can be decoded in the event of printing defects, dirt etc. The codes are quite sensitive to errors in the so called ‘quiet zone’. The quiet zone is the white space that must be included around each barcode image, which is used by the readers to locate the code pattern. If this zone is too narrow, or is disrupted, the reader will not recognise the pattern as a barcode. Case 10: Using 2D barcodes for the identification of weeds Steve is enrolled in the ‘Treat Weeds’ competency unit. A collection of common weed types are laid out in a classroom, each with a photograph of a typical environment and QR code on a label. Steve and his colleagues moved between weed exhibits, scanning each label to learn about the weed. Steve connects to the internet via a WiFi connection to a WLAN set-up by his teacher and uses a QR code reader app on his smartphone to scan the code. The code is recognised and he is directed to a website providing information about the weeds’ typical environment, an image of the plant and text detailing the features, growth habit, control and so on. 13 14 Simulation at MIT (link to website) The HARP Harvard project (link to website) National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 37 2012 M-learning Standards Teacher Guide 10 Accessibility and M-learning Standards Content produced according to the VET e-standards must meet the W3C Web Content Accessibility Guidelines (WCAG) 2.015 Level AA, that is, all criteria for Level A plus those in Level AA. WCAG 2.0 is the benchmark standard for all online content used or created through Government funded programs. The VET E-standards consider all web content formats and applications (including mobile apps) to be subject to WCAG 2.0 standards, as their use will be subject to the same limited source of alternate information. The interpretation of and applicability of WCAG2.0 as it specifically applies to mobile content is addressed in the article ‘From MWBP to WCAG 2.0: Making content that meets Mobile Web Best Practices also meet Web Content Accessibility Guidelines 2.0‘ from the W3C Mobile Web Best Practices (MWBP) working group16. 10.1 Accessibility for E-publications Word, EPUB, HTML and PDF documents, as online or portable content formats for mobile, do not automatically meet WCAG 2.0 success criteria and a number of factors need to be addressed to make them accessible such as: ensuring documents are semantically structured with proper headings, lists, correct use of tables and more adding alternative text (“alt text”) to images and describing key images appropriately in the document, as alternative text does not currently display in mobile browsers as they have no hover state. ensuring that graphs, diagrams and other visual elements include patterns or other cues in addition to colour, that is, information is not conveyed using colour alone taking care with contrast to ensure that the information is highly readable writing for the reader to ensure that information can be understood ensuring that the documents are not scanned and published as images of text – scanned materials should be converted back to true digital text (via OCR). As a result of the Australian Government’s study into the accessibility of the portable document format (PDF) for people with a disability17 they have determined that information provided in a PDF cannot be seen as the provision of an accessible format and an alternative must be provided. It is however still encouraged to make PDFs as accessible as possible and the Australian Government Web Guide webpage on PDF Accessibility18 links to two comprehensive PowerPoint documents (also provided in RTF and PDF) providing 15 Understanding WCAG 2.0 (link to website) WCAG2.0 Web Accessibility Guidelines and Mobile Web Best Practices (link to website) The Australian Government’s study into the Accessibility of the Portable Document Format (PDF) for people with a disability (link to website). 18 Australian Government Web Guide web page on PDF Accessibility (link to website) 16 17 National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 38 2012 M-learning Standards Teacher Guide instructions on making PDF documents more accessible, including creation of structured documents in Microsoft Word, exporting to PDF and verifying accessibility in Adobe Acrobat.. 11 Infrastructure Considerations The explosion of mobile devices is putting extreme pressure on the network infrastructure of many registered training organisations (RTOs). Bandwidth limits are being pushed, with students often having multiple devices connected continuously on campus. 11.1 Bring Your Own Devices (BYOD) A ‘bring your own device’ culture is emerging in the workplace and places of learning, effectively disrupting current practices of providing shared devices such as computers in labs. Learners using their own devices may experience increased comfort and other benefits such as greater familiarity and confidence with the tools they are using. One of the challenges BYOD presents for educators is catering to a large range of platforms when using mobile content or mobile apps. 11.2 Connectivity Many users on RTO networks are using 3G capable devices and bypassing the local WiFi infrastructure; however, as speeds of the backbone connections via the National Broadband Network (NBN) improve, it is expected that users will once again seek local connections for media intensive applications. The speeds available through NBN broadband wireless will still be limited per user if many users are sharing a network at the same time. Social media alone is accounting for up to 50% of network traffic in some large RTOs, which is causing other critical network functions to be slow and unusable. Policy strategies and firewall blocking are being trialled with the unfortunate consequence of limiting legitimate social network activity. 11.3 Device Management Where devices are supplied by the RTO, there are both technical and administrative management issues, requiring technical solutions for managing connection, operating systems, data security and apps. 11.4 The NBN The rollout and take up of the National Broadband Network will provide needed backbone bandwidth for RTOs as well as further lifting user expectation. As fast broadband becomes ubiquitous, students will expect to be able to consume media rich content, participate real-time without being physically present and complete remote assessments. Much of this will involve devices currently classified as mobile. National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 39 2012 M-learning Standards Teacher Guide 11.5 M-learning and the Cloud Cloud computing is a general term for anything that involves delivering hosted services over the Internet. These services are broadly divided into three categories: Infrastructure-as-a-Service (IaaS), Platform-as-a-Service (PaaS) and Software-as-aService (SaaS)19 The ‘Cloud’ facilitates storage, transportation and collaboration with server based web applications accessed remotely by an app or browser. The Cloud is complementary to local mobile storage and also increases the capacity of mobile devices to become interoperable with other devices such as desktop computers. An example of the Cloud being useful in m-learning would be when a teacher tries to share a large file with learners on mobile devices where email will not support large file attachments. A teacher using a Cloud storage service such as Dropbox could share a large EPUB file with learners using iPads by storing the EPUB in a public folder and sharing a download link with learners. The integration of Cloud services with apps is increasingly common, allowing for direct download, upload and auto syncing of content from within apps. Other benefits of using the Cloud with mobile are: increased file storage capacity in addition to the device storage capacity automatic backup of data creating efficiencies and saving time security against data loss through broken or lost devices collaboration over time or in real-time on content access to resources from anywhere with Internet access reduced ICT costs Easy sharing of large files between devices. However it should be noted that while cloud computing presents many benefits, it also presents risks that must be considered before using services that host staff or student data externally. It is recommended that potential users reference their organisation’s local policy on the use of Cloud services where one exists utilise the VET Cloud-based Services Evaluation Tool20 where applicable The New Generation Technologies for Learning 2012 Cloud Computing Research21 report and Cloudbased Services Evaluation Tool is intended to help individuals and organisations to access the suitability of Cloud services in the context of their organisational policy. All Government agencies should also read the terms of the Government’s Cloud Strategy and best practice guidelines22. 19 Cloud computing definition (link to website) VET Cloud-based Services Evaluation Tool (link to website) 21 VET 2012 Cloud Computing Research (link to website) 22 Australian Govt Cloud Computing Strategic Direction (link to website) 20 National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 40 2012 M-learning Standards Teacher Guide 11.6 Data Management With the increasing use of mobile devices in e-assessment, data transfer and storage capacities can be stretched beyond available limits. Students need to be able to deliver media rich files such as audio, video, annotated PDF files etc as evidence of competence, from the device back to the trainer. Most methods rely on either email or Cloud storage to deliver their files, with the former causing problems for organisations restrictive email size policies. Staff may need larger inboxes to receive student work, or large (at times delivered via Cloud based services) evidence storage capacity to allow for assessing, moderation and retention of records. 12 Future Trends in Mobile Technology The mobile technology space is one of the fastest evolving technology markets with new and improved products being released constantly. Apart from the continuing trend toward more powerful and smaller devices, there are also new or adopted technologies in development. This section outlines some technologies likely to be widely adopted within the next five years. 12.1 Near Field Communication Technology It is likely that new mobile devices will have the capacity to transmit information by being physically close to receivers and other devices. This technology, already used in credit cards to allow owners to simply wave the card near a target to process the payment, will likely be used in phones and tablets to transfer files, web addresses and other information. 12.2 Gesture Control The control of devices will broaden even further to include gesture control and much improved voice control. Users will be able to perform complex functions in a hands free way, allowing them to continue with a physical task at the same time. 12.3 Augmented Reality A new class of device is likely to emerge which combines a camera, connectivity and processing power to deliver contextual information to users about places and activities. It is likely that these devices will be worn as glasses and will provide heads-up display of information as requested. Eventually such devices may replace mobile phones to a large extent. A concept design of such a device can be viewed on Wikipedia including a concept video. National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 41 2012 M-learning Standards Teacher Guide 13 Further Reading 13.1 Useful M-learning Guides and Case Studies Examples of using video from the Australian Flexible Learning Framework: http://designing.flexiblelearning.net.au/gallery/content/video.htm New Practices in Flexible Learning Project on the QTI m-Player (Framework 2005): http://www.flexiblelearning.net.au/flx/go/home/projects/2005/NewPractices/QTI New Practices in Flexible Learning Project on mobile learning: handheld innovations in flexible learning (Framework 2004): http://pre2005.flexiblelearning.net.au/projects/mobilelearning.htm Simple mobile resource design with MS PowerPoint for Pocket PCs (Framework 2006): http://pre2009.flexiblelearning.net.au/flx/webdav/shared/New%20Practices/v3%20 Simple%20mobile%20resource%20design%20with%20MS%20PowerPoint_t.doc GPS and geo-tagging to support ‘just in time’ outdoor learning (Framework 2009): http://estandards.flexiblelearning.net.au/research/emerging_technology_trials/2009_emer ging_technology_trials.php Delivering situated, real-world learning and assessment using mobile devices and wireless networks (Framework 2009): http://estandards.flexiblelearning.net.au/research/emerging_technology_trials/2009_emer ging_technology_trials.php 13.2 References e-Learning Consortium (2003) “Making sense of e-learning specifications and standards” (2nd Ed.). S3 Working Group Report, November 2003, The MASIE Centre, New York: http://additor.hbkbs.de/home/Binaries/Binary8004/Making%20Sense%20of%20Learning%20Specif .pdf Naismith, L., Lonsdale, P., Vavoula, G. and Sharples, M. (2005) “Literature Review in Mobile Technologies and Learning”. FutureLab: http://www2.futurelab.org.uk/resources/documents/lit_reviews/Mobile_Review.pdf Faux, F., McFarlane, A., Roche, N. and Facer, K. (2006) “Handbook on learning with handheld technologies”, FutureLab: http://www2.futurelab.org.uk/resources/publications-reportsarticles/handbooks/Handbook198 Peters, K. (2005) “Learning on the Move: Mobile Technologies in Business and Education, Research and Policy Advice Project”, Australian Flexible Learning Framework: http://pre2005.flexiblelearning.net.au/projects/resources/2005/Research.htm National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 42 2012 M-learning Standards Teacher Guide Thomas, M. (2006) “iPods in education”, The Knowledge Tree, Edition 10: http://kt.flexiblelearning.net.au/tkt2006/edition-10/ipods-in-educationinnovations-inthe-implementation-of-mobile-learning Sharples, M., Taylor, J. and Vavoula, G. (2005) “Towards a theory of mobile learning” (Paper presented at Mlearn: Mobile technology: The future of learning in your hands, 25-28 October 2005, South Africa.): http://www.oecd.org/edu/ceri/38360564.pdf Rabin, J. and McCathieNevile, C. (Eds) (2006) Mobile Web Best Practices 1.0: Basic guidelines, W3C Proposed Recommendation, 2 November 2006: http://www.w3.org/TR/mobile-bp/ Zimmerman (1999) “Wireless networked digital devices: A new paradigm for computing and communication”. IBM Systems Journal 38(4). http://domino.research.ibm.com/tchjr/journalindex.nsf/9fe6a820aae67ad78525654 7004d8af0/40fb3135c7a0196285256bfa00685e0e!OpenDocument AIMIA – Australian Mobile Phone Lifestyle Index (2011) http://www.aimia.com.au/enews/events/AMPLI%202011/AMPLI%20Report2011_F INAL.pdf NMC - Horizon Report - Higher Education Edition (2012) http://www.nmc.org/publications/horizon-report-2012-higher-ed-edition The Australian ONLINE CONSUMER LANDSCAPE (Nielsen, 2012) http://au.nielsen.com/site/documents/AustralianOnlineLandscapeExecSummRepo rt2012FINAL.pdf Xyologic App Data (05.2012) http://xyologic.com/app-downloads-reports/Australia/08.05.2012/ Comparison of Tablets Computers http://en.wikipedia.org/wiki/Comparison_of_tablet_computers Cloud Computing Strategic Direction http://www.finance.gov.au/e-government/strategy-and-governance/cloudcomputing.html The Australian Government’s study into the Accessibility of the Portable Document Format (PDF) for people with a disability http://www.finance.gov.au/publications/pdf-accessibility-study/index.html ADL Mobile Learning Handbook https://sites.google.com/a/adlnet.gov/mobile-learning-guide/home WCAG2.0 Web Accessibility Guidelines and MWBP http://www.w3.org/TR/mwbp-wcag/mwbp-wcag20.html Comparison of eBook formats – Wikipedia http://en.wikipedia.org/wiki/Comparison_of_e-book_formats Google Glass Project [Launch Video] http://www.youtube.com/watch?v=9c6W4CCU9M4 Simulation at MIT: http://education.mit.edu/ar/ed.html The HARP Harvard project: http://isites.harvard.edu/icb/icb.do?keyword=harp Accessibility (WCAG2.0) and HTML5: http://www.w3.org/2011/05/html5lc-pr.html National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 43 2012 M-learning Standards Teacher Guide Responsive Web Design http://www.alistapart.com/articles/responsive-web-design/ E-standards for Training content format standards http://e-standards.flexiblelearning.net.au/technical_standards/content_formats.php National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 44 2012 M-learning Standards Teacher Guide Appendix A: Baseline Specifications for Mobile Devices This information is provided as a guide as to the minimum specifications that may assumed for the type of device for the purposes of baseline testing. Device Functionality Baseline Feature Phone Delivery Specification Network connectivity: 2G (GSM 900/1800), 3G (HSDPA 850/2100) Display Resolution:128 x 160 pixels Storage capacity: 64MB Camera: 1.3/2.0 megapixel Runtime Environment: Java Platform, Micro Edition (Java ME) Messaging services: SMS, MMS Baseline Smartphone Specification Network connectivity: 3G (HSDPA 850/2100) Operating systems: One of: Microsoft Windows Mobile 6, Palm WebOS, iOS, Android, Windows Phone 7, Symbian OS, RIM BlackBerry OS 5 Display Resolution: 240 × 320 pixels Storage capacity: No baseline provided due to diversity. Camera: 2.0 megapixel Wireless: 802.11 b/g/n Bluetooth: Bluetooth v2.1 Messaging services: SMS, MMS Baseline Tablet Specification Network connectivity: 3G (HSDPA 850/2100) Operating systems: One of: Microsoft Windows Mobile 7, iOS 5+, Android 2+, RIM BlackBerry Tablet OS. Display Resolution: 1024 x 768 pixels Storage capacity: No baseline provided due to diversity. Camera: 2.0 megapixel Wireless: 802.11 b/g/n Bluetooth: Bluetooth v2.1 National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 45 2012 M-learning Standards Teacher Guide Messaging services: SMS, MMS, Email Baseline Portable Digital Media Player Specification ‘Lightweight’ audio players: Storage capacity: 16GB+ (2-16GB for lightweight audio players) Display resolution: 320 x 240 pixels (not supported for lightweight audio players) Bluetooth: Bluetooth v2.1 (not supported for lightweight audio players) Baseline e-book device Specification Display size: 5 inch Display resolution: 600 × 800 pixels (167 ppi) Operating System: Linux/Android Memory (RAM): 2-32 GB Other potential features: Touch Screen, Integrated Wi-Fi, Removable Storage (Micro SD/SDHC) Baseline Removable Storage Formats Specification 512MB/1 GB SD Card family: SD Card, Mini-SD, Micro-SD (Transflash) and SDHC (Secure Digital High Capacity for capacities over 4GB) Note the following for SDHC cards: Devices that do not specifically support SDHC do not recognise SDHC memory cards. Some devices can support SDHC through a firmware upgrade. SDHC devices are backward compatible with SD memory cards. Microsoft Windows may need a hotfix to support accessing SDHC cards. National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 46 2012 M-learning Standards Teacher Guide Appendix B: 2013 M-Learning Technical Standards The proposed technical standards resulting from the incorporation of changes from the 2012 M-learning review are outlined below. These standards are pending ratification by the E-Standards Expert Group within their annual review of the Estandards for training, which will define the official stance for 2013. All content formats listed below are expected to be applicable to desktop and mobile devices unless otherwise indicated. Notes: As outlined in the ‘2012 M-standards review’ report, the increases in capability and use of mobile devices has made it logical to seek to establish integrated m-learning and desktop e-standards, particularly in terms of content formats. To that end, where possible the file formats recommended for VET content are platform independent and will function on the majority of mobile and desktop devices in the sector. The decision to take this approach means that some platform specific formats utilised by lower-end devices - particularly feature phones - have been removed and are considered legacy formats. These legacy formats are listed in a separate section for developers who wish to deliver to users of older technologies. As of 2013 the VET E-standards will no longer recommend Flash (swf) as a content format for delivery of learner content in the VET sector, because it can no longer be deemed interoperable across the existing recommended devices. This means that content developers need to transition to alternative methods of delivering accessible interactive content, for example HTML/JavaScript. Recommended Standard Usage Notes Web Content - File Format XHTML 1.0 Transitional Web content: should be optimised for a 1024x768 pixel resolution, however all content should also be scalable and designed to resize proportionally to the display size, available screen area and resolution. This may be accomplished through a responsive, liquid or fluid layout that through the allocation of a percentage of space to each element, results in images, text and spaces proportional to display size. When designing e-learning content for Learning Management System (LMS) based delivery, you may need to make an allowance for the inclusion of the LMS and/or any content package player within the available screen area and allow for scaling of the content accordingly. Equally the design of content applicable for mobile delivery should consider the impact of smaller screen dimensions. National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 47 2012 M-learning Standards Teacher Guide Given changes to the XHTML 1.0 specification since its inception it is suggested that developers refer to the XHTML media types second edition for additional information about the implementation of XHTML 1.0 Note: HTML5 is not recommended at this time for use in development of content intended for widespread use in the VET sector because of the inconsistent implementation by browser developers. Please see the E-standards for Training 2011 HTML5 Research report. If you choose to use HTML5 functionality, you should provide an applicable fall-back mechanism for any element unsupported by the supported browsers. UTF-8 character encoding Web pages should be encoded as UTF-8 and an encoding declaration should be included in the page source, but we strongly recommend that you avoid the use of a byte-order mark, which may appear as  or a small rectangle or Explanation of BOM Controlling the BOM Web Content - Style and Formatting CSS 2.1 CSS 2.1 is the recommended standard for content developed for cross-platform delivery. CSS.3.0 CSS 3.0 may be used for content provided that it degrades to CSS 2.0 until such time as all CSS 3.0 modules are ratified and supported. Some CSS 3.0 media queries will not render in Internet Explorer versions 7, 8 or 9 Text documents (fixed display) PDF PDF documents should be readable in Adobe Reader 9.0 and above. PDFs are not automatically accessible but they can be considered accessible provided that they are correctly tagged. See Adobe Acrobat accessibility for further information. Embedded fonts are recommended. Text documents (editable): RTF DOCX RTF and DOCX format compatible with Microsoft Office 2007. The MS Office Compatibility Pack allows document editing in older Office versions TXT Plain-text alternatives for interactive web content may be created as TXT files. E-books EPUB Spread sheet formats XLSX Presentation formats PPTX PowerPoint is a cross-platform compatible presentation application. Keynote and OpenOffice presentations may also be converted to a PowerPoint format to extend their National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 48 2012 M-learning Standards Teacher Guide interoperability. Web graphics (non-animated) GIF GIF is recommended for images comprising flat or solid areas of colour. JPEG JPEG is recommended for photographs and other images with smooth variations of colour (gradients). See JPEG Typical Usage for further information. PNG PNG can be used for both the bitmap image types described above, and has the additional option of a transparent (alpha) channel. (JPEG will often produce a smaller file size, but with a quality trade-off). Specify image size (both width and height as percentage of parent element) in web page mark-up for all images. Audio formats MP3 The purpose of the audio content and intended delivery platform should be taken into consideration when choosing an audio format. Content developers should maintain a balance between sound quality and the size of the MP3 file. Minimise the bit rate and sampling frequency where possible to ensure the MP3 file is not unnecessarily large. Refer to MP3 - Audio Quality for further information. Video file formats MPEG 4 (H.264) The delivery platform is the primary consideration in deciding the format of video content; however, the H.264 codec has the broadest application and support. Content developers must balance quality with data rate while maintaining clarity and meaning. The H.264 codec is recommended for both SWF and MP4 formats for broadest forward compatibility. Note: 3GP video container format (.3gp) may be used for playing (lower quality) standalone video files on mobile devices: 3GP_and_3G2 Interactivity JavaScript as implemented by JavaScript and AJAX may be considered to be supported browsers accessibility supported technologies provided they are used in an accessible manner and there are WCAG 2.0 sufficient techniques that support the use. If no WCAG 2.0 sufficient techniques exist to test the conformance then WCAG 2.0 conformance cannot be claimed. QR Code (2D barcodes) 2D barcodes RFID Typically 13.56/125 KHz, and should be compliant with ISO standard relevant to application. http://rfid.net/basics/186-iso-rfid-standards-acomplete-list Legacy mobile specific formats Usage Notes Web Content - File Format XHTML 1.1 Basic Profile (W3C National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 49 2012 M-learning Standards Teacher Guide 2008) WML 1.3 Web Content - Style and Formatting CSS 1.0 External CSS Level 1 (W3C 2006) Link to external CSS with LINK, not @import Interactivity Java Platform Mobile Edition (Java ME) National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 50 2012 M-learning Standards Teacher Guide Appendix C: Glossary AIFF: Audio Interchange File Format. An uncompressed audio file format. AJAX: Asynchronous JavaScript and XML. A programming technique used in web application development. AMR: Adaptive Multi-Rate. A digital speech compression format used widely in mobile phones. AVI: Audio Video Interleave. AVI files contain both audio and video data in a standard container that allows simultaneous playback. Bitrate: The number of bits (information) processed per unit of time, referring to the rate of transfer of information or connection speed. Bluetooth: Provides a way to connect wirelessly and exchange information between devices using a short-range radio frequency. Browser: Browsers are built-in software that allow users to access web resources. Browsers can support different transfer protocols such as WAP, i-mode and HTTP (web). Codec: Compression-Decompression. A program or device that encodes a stream or signal for transmission, storage or encryption and decodes it for viewing or editing. Connectivity: The flow of a network through which we communicate. Container: Holds data in the form of a software data file (e.g. .avi, .mp3). Data via 3G: 3rd-Generation (3G) technology provides the ability to transfer simultaneously both voice data (a telephone call) and non-voice data (downloading information, email) allowing users access to full motion video, high-speed internet and video-conferencing. Data via Bluetooth: Bluetooth is an industrial specification for wireless personal area networks (PANs). Bluetooth provides a way to connect and exchange information between devices like smartphones, mobile phones, laptops, PCs, printers and digital cameras via a secure, low-cost, globally available short-range radio frequency. Data via EDGE: Enhanced data rates for GSM Evolution (EDGE) is a digital mobile phone technology which acts as a bolt-on enhancement to 2G and 2.5G GPRS networks. It can carry data speeds up to 384 kbit/s in packet mode and will therefore meet the National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 51 2012 M-learning Standards Teacher Guide International Telecommunications Union's requirement for a 3G network. Data via GPRS: The General Packet Radio Service (GPRS) is a non-voice service that allows information to be sent and received across a mobile telephone network, such as the mobile web. GPRS data transfer is typically charged per megabyte of transferred data. Data via HSCSD: High-Speed Circuit-Switched Data (HSCSD) is a development of Circuit Switched Data (CSD), the original data transmission mechanism of the GSM network. HSCSD uses different coding methods and even multiple time slots to increase data throughput. It allows maximum transfer rates (using four time slots) up to 57.6 kbps. The user is typically charged for HSCSD at a rate higher than a normal phone call (e.g. by the number of time slots allocated) for the total period of time that the user has a connection active. Data via Infrared: With infrared users can exchange data with notebooks, printers, smartphones or other phones wirelessly via invisible infrared light at close distance and in direct visibility. Expected to be replaced by Bluetooth. Data via USB: Universal Serial Bus (USB) is a plug-in cable connecting phones and media players (and other devices) to PCs, and is useful for quickly transferring files or for synchronising address book and calendar information with a computer application such as Outlook. Most devices require (and come supplied with) proprietary USB cables to connect to a PC. Data weight: The amount of data is an indicator of file size; the higher the data weight, the larger the file. Datamatrix: Datamatrix symbols are made up of square modules arranged within a perimeter finder pattern. It can encode up to 3,116 characters from the entire ASCII character set (with extensions). The symbol consists of data regions which contain square modules set out in a regular array. Datamatrix codes are used widely in manufacturing to identify components. They require a scanner in order to read the encoded information. Dimensions: The size and volume of the device. Display size: The size of the display is shown in pixels (e.g. 128 x 128). Some basic phones use alphanumeric displays, where the size is shown in characters and lines (eg five lines). The size of the display can also be shown in millimetres if available (e.g. 27 x 27mm). National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 52 2012 M-learning Standards Teacher Guide Display type: Mobile device displays vary widely. Some are colour or monochrome and can be alphanumeric or graphic. Alphanumeric displays can show only symbols with a constant size, while graphic displays can show fonts of different sizes and animations. Colour displays can be STN, TFT, TFD or OLED, with TFT being most popular to date. DRM: Digital Rights Management. Technologies used by creators and publishers to control access to and availability of digital materials on digital devices. Games: Some companies provide in-built games that run only on specific device models. Other games are downloadable from a range of company sites and often are developed using Java. Applications, like games, can also run on a range of devices (eg world clock converter) using Java. GIF (or GIF98a): A Graphics Interchange Format which uses the 256 web safe colour palette to maintain high quality graphics (not suitable for photos). GPRS: General Package Radio Service, a data service for mobile phones used for WAP, SMS and MMS. GPS: Global Positioning Systems via satellite navigation that can pinpoint locations via the transmission of signals to GPS receivers. IMS: IMS Global is an international organisation involved in developing e-learning specifications such as IMS Content Packaging and QTI. JPEG: Method of compression of photos, standardised by the Joint Photographic Experts Group (JPEG), and using the file extension (.JPEG or .JPG). Memory cards: Some devices accept memory cards for storage expansion. Usually a small card is included in the standard package (e.g. a 64MB memory card); bigger capacity cards can be purchased separately and are similar to memory cards available for digital cameras. Network: A dual-band phone supports both GSM 900 and GSM 1800 networks and tri-band usually supports GSM 900/1800/1900. Universal Mobile Telecommunications System (UMTS) is one of the 3G mobile phone technologies available (also marketed as 3GSM). PDF: Portable Document Format, such as those produced by Adobe Acrobat and Open Office. National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 53 2012 M-learning Standards Teacher Guide Proximal: A device which activates in response to another device in close range (a few inches to a few metres) without necessarily making physical contact. Px: Pixels, single points or samples in a graphic or image. QR code: Quick Response code. A two-dimensional bar code, the content of which can be decoded at high speed. Widely used to track manufacturing materials and manage inventory in many industries. QR codes can be read via a camera phone using software that decodes the barcode information. QTI: Question and Test Interoperability. An IMS specification for question and test data for cross-platform, interactive digital test content. Resolution: The level of detail (quality) of a display device, an image or an audio file. RFID: Radio Frequency IDentification is a technology that allows automatic identification of objects, animals or people by incorporating a small electronic chip on its "host". Data is stored on this chip and can then be "read" by wireless devices, called RFID readers. RSS: Rich Site Summary or Really Simple Syndication feeds content summaries from subscribed sources (eg news sites, weblogs) and presents it in a readable view. SCORM: Sharable Content Object Reference Model is a specification for packaging web based learning resources. It communicates between different platforms (like learning management systems) and uses XML and Zip formats to package and transfer content. Wi-Fi: Wireless Fidelity is based on a Wireless Local Area Network. It is a localised network that businesses and institutions use to systematically store, share and retrieve information digitally and is often password-protected. Wireless: Any type of electronic operation that can be performed without using a hard wired connection, usually relying on an energy frequency like radio, light waves or infra-red.. WLAN: See Wi-Fi or Wireless. Information on specifications and glossary terms sourced from: Wikipedia: http://en.wikipedia.org GSM Arena: http://www.gsmarena.com/ The Gadgeteer: http://www.the-gadgeteer.com/ National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 54 2012 M-learning Standards Teacher Guide Appendix D: Topics and questions to start the planning process The following list of topics and questions is derived from the ADL Mobile Handbook. Objectives Why do you want to implement a mobile learning project? What unique result do you want to achieve? How will you know when you have achieved your goals? What do you really want to do? Internal Forces Is the use of mobile devices increasing? Is the average age of learners decreasing? Are there training needs that are not being met for the mobile audience? Does important information change frequently? Is there sufficient support from IT and content owners? External Forces Are mobile devices in use by the targeted audience? Are others leveraging mobile devices for learning? Who currently administers mobile devices? What future developments for mobile learning are on the horizon? Instructional Strategies Is the proposed mobile learning project for formal learning programs, informal learning or performance support? What kind of user interface will be used? What content creation tools will be used? What interactions will be used? Who owns the rights to content? Implementation Who is going to produce the content? What content product standards will be employed? What devices will be used/supported? What actions or activities need to be tracked? Does the content currently exist in another form? Audience and Stakeholders For whom is your mobile initiative intended? National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 55 2012 M-learning Standards Teacher Guide Who are your major stakeholders? What will your stakeholders need to be successful? Is there a champion in management that can help promote mobile learning? Have you involved both legal and IT? Technical Where is the content going to reside? What content distribution methods will be used? Who will provide the service? What network will be used for distribution? Evaluation How will you evaluate your effectiveness? How will you assess learning? What reports will be generated and for whom? Do you have a core group available for testing and evaluation? Challenges What do you need to get the project done? How are you going to fund it? Who is going to pay for the equipment, the network and service charges? How will this new opportunity be communicated/marketed? How long will you be able to sustain it? Opportunities Is there a specific initiative that will benefit from mobile learning? What current content can be repurposed for mobile distribution? Is there an additional audience for your content? Security What security mechanisms will you have in place? What training on securing devices will be available? Support What user support do you need to provide? What user support will you provide? Will users need training on the use of the devices? National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 56 2012 M-learning Standards Teacher Guide More Information National VET E-learning Strategy Email: enquiries@flexiblelearning.net.au Website: flexiblelearning.net.au New Generation Technologies for Learning Email: e-standards@flexiblelearning.net.au Website: e-standards.flexiblelearning.net.au National VET E-learning Strategy New Generation Technologies for Learning incorporating E-standards for Training Page 57