Designing mLearning: Tapping into the Mobile Revolution for Organizational Performance
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More About This Title Designing mLearning: Tapping into the Mobile Revolution for Organizational Performance


Mobile is a powerful new tool for supporting organizational performance, including a wide-variety of learning opportunities including innovation, collaboration, research, and design. Mobile generates new products, services, and helps solve problems. Whether providing needed tools, augmenting learning, or connecting individuals, mobile devices are empowering individuals and organizations.

Designing mLearning is a hands-on resource that presents step-by-step guidance for designing, delivering, and deploying mobile solutions, covering both the background model and pragmatic considerations for successfully navigating mobile projects. The book takes an integrated approach to mobile learning regardless of the device used. Written by Dr. Clark Quinn, a noted leader in the mLearning revolution, Designing mLearning debunks commonly held myths about mLearning, defines the myriad opportunities for mobile, contains real-world, illustrative examples, includes implementation concerns, and places mobile learning in an overall strategic plan.

Designing mLearning is written for instructional designers, developers, media experts, managers, and anyone with responsibility for supporting performance in organizations. While the focus is on the design of solutions, the book addresses the critical organizational issues to assist the larger agenda of mobilizing the organization.

The information outlined in this groundbreaking guide can be applied across the mobile device spectrum and provides a systematic and integrated suite of conceptual frameworks to guide designers to pragmatic and effective solutions.

"Quinn takes you by the hand and leads you carefully and comprehensively through the m-learning maze of devices, models, examples, and designs, at the same time demonstrating that mobile learning is more than being about learning, but is also about performance."
--Jane Hart, founder & CEO, Centre for Learning and Performance Technologies

"Stop thinking mLearning is miniaturized eLearning. Just as digital video has enabled entirely new forms of entertainment and communication, mLearning enables powerful new (and old) performance solutions at very low costs. Clark omits the deafening hyperbole and delivers today's best source of clear, complete, and useful mLearning guidance for us all."
--Michael Allen, CEO, Allen Interactions

"The future is mobile. It will rock you more than the web did. And Clark Quinn has written the missing manual."
--Jay Cross, CEO, Internet Time, and author, Informal Learning

"Those of us in learning and development know we spend a disproportionate amount of time on formal training, missing opportunities to support workers where real learning occurs: in work, every day. With a wealth of examples, Clark Quinn provides a clear, useful guidebook for using 21st-century tools to support our performers as they enact their work and apply new learning."
--Jane Bozarth, Ed.D., author, Social Media for Trainers and Better Than Bullet Points

"Yes, this is a handy book about mobile learning and support. But it's also a thoughtful nudge towards rethinking what we mean when we say we are educators."
--Allison Rossett, San Diego State University

"Clark Quinn sets the pace for a swift race toward mobile everything. His thought-leadership and focus on solutions that work make him the one to watch, to read, and to learn from now!"
--Marcia Conner, advisor in business culture and collaboration, co-author of The New Social Learning: A Guide to Transforming Organization Through Social Media


Clark Quinn, Ph.D., leads learning system design through Quinnovation, providing strategic solutions to Fortune 500, education, government, and not-for-profit organizations. An in-demand consultant and speaker, he has previously held management and academic positions. He is the author of Engaging Learning, Designing e-Learning Simulation Games.


List of Figures and Tables.




Section I. Why mLearning.

Chapter 1. Overview.

Chapter 2. The Details.


The Business Case.

Questions to ask.

Section II. Foundations.

Chapter 3. A Brief History of Learning and Cognition.

Formal Learning.

Media Psychology.

Beyond Cognition.

Informal Learning.

Social Learning.

Questions to Ask.

Chapter 4. The Technology It's Not About.

From the Calculator to the Smartphone.

The Convergent Model.

Come Together.

Questions to Ask.

Chapter 5. Getting Contextual.


Higher Ed.



The Global Perspective.

Questions to Ask.

add a little space here.

An Interview with Mobile Learning Leader Judy Brown.

add a little space here.

Chapter 6. Getting Concrete.

Learning Augment.

Pharmaceutical Sales.

Flexible Delivery.

Multiplatform Mobile Simulation/Game Templates.

Addressing STEM via Mobile.

Making Mobile at St. Marys.

Learning WWW (Wherever Whenever Whatever).

Ubiquitous Games.


An Interview with Mobile Learning Leader David Metcalf.

Chapter 7. Mobile Models.

The Four C's of Mobile Capability.

Being Opportunistic.

Spaced Practice.


Supporting Performers.

Data Delivery.

Let Me Elaborate.

Distributed Cognition.

Augmented Reality.

Let’s Get Informal.

Push Versus Pull.

Least Assistance Principle.

Zen of Palm.

Questions to Ask.

Section III. Brass Tacks.

Chapter 8. A Platform to Stand On.



Questions to Ask.

Chapter 9. Mobile Design.


Design Generalities.

Design Specifics.

Get Your Hands Dirty.

Questions to Ask.

Chapter 10. The Development It's Not About.

The Good, the Bad, and the Ugly.

Delivering Capability.

Questions to Ask.

Chapter 11. Implementation and Evaluation.

Implementation Planning.

Organizational Change.

Management and Governance.


We Have Issues Here!

Questions to Ask.

Section IV. Looking Forward.

Chapter 12. Being Strategic.

The Performance Ecosystem.

eLearning, Strategically.

Being Opportunistic.

Questions to Ask.

Chapter 13. Trends and Directions.

Mobile Extensions.

The “Cloud”.


Sensor Nets.

Gaming to Go.

Blurring Boundaries.

Smart “Push”.

Slow Learning.

Meta-Cognitive Mobile.

Questions to Ask.

Chapter 14. Get Going (Mobile).







About the Author.