Today, the more than half a billion mobile telephones connected to the Internet every day have changed expectations about what it takes to capture and share “occasionally connected” digitally distributed experiences involving images, animations, games, movies, videos, and music regardless of physical location. Texting and instant messaging have replaced e-mail as the preferred mode for personal digital communications for the under 40 crowd. Portable, relatively inexpensive personal GPS (global position services) devices continue to proliferate. Location-based services that can ride on the same technology infrastructures are making it possible to “smart-find” the ATM, restaurant, or service provider of choice, just as one can get directions while driving across town.
The IBM Institute for Business Value recently predicted that nearly a billion people would access the mobile Internet by 2011, engaging in transactions and interactions representing $80 billion in Web services revenue using mobile devices. When queried about the kinds of mobile services people are most interested in purchasing, respondents indicated that mapping (68%), banking (56%), and IM (Instant Messaging) (56%) topped the list of preferred Mobile Web features, followed closely by news (55%), mobile television (53%), and e-mail (52%). Many of us have had a taste of the conveniences and efficiencies that these mobile services promise, and there is a growing sense of anticipation about what these services will include in the near future. Disappointingly, mobile learning applications and performance support tools did not appear on the published list.
What is the Mobile Web going to mean for learning? While the jury may still be out on whether (elearning) courses on cell phones will generate much enthusiasm for mlearning, the fact is that the market for mobile content and services for learning and performance support is showing signs of growth, even as the cell phone market seems to be flattening. These days mobile content for learning may look more like a video, or a game, or a sim than an online tutorial that has been squished into a 240 x 480 screen. One of the ongoing debates in education circles is whether or not a video “mobi-sode” or a game delivered via a mobile phone likely to impact or influence a learner’s performance on a test. In fact, some even go so far as to say that mobile learning really isn't learning, that it's more about performance support and informal learning. (Which...I guess...somehow means that it's not learning?)
Perhaps the better question is whether or not a video accessed just-in-time was able to help a learner perform a task when it was needed, or if a particular portable game had helped the player rehearse key information so that he or she was prepared to respond in an emergency.
It may be that the success of mobile learning, with a stronger focus on enterprise mobility, will depend on finding common ground among learning designers, enterprise IT managers, line-of-business stakeholders, and enterprise end-users. Learning designers must balance their hopes for solutions for connecting people with information, ideas, and each other regardless of physical location, time of day, or choice of digital transmissions and reception, with the realities of what it takes to support the needs of mobile workers, students, and citizens. The degree to which an enterprise is willing to support its mobile stakeholders’ needs will be one of the most significant factors in determining whether or not mobile learning will provide a viable solution for serving its distributed performance support and professional development needs.