4 What Are The Education And Training Requirements For Animation Mobile Phones – Not Just a Phone

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Mobile Phones – Not Just a Phone

Six out of ten people (more than 4 billion individuals) worldwide carry a powerful computing device in their pockets and purses. They don’t realize it, but today’s cell phones have the computing power of a personal computer from the mid-nineties, while consuming a fraction of the power and being produced at significantly lower cost.

In India, the mobile phone has revolutionized communication and India is now one of the fastest growing markets for mobile phone services, with increasing usage and increasing penetration. According to TRAI, there are 286 million wireless subscribers in India, June 2008, of which 76 million were able to access data services. The growing ubiquity of the mobile phone calls for it to be used as a learning tool. It would be a shame if we were not able to use it to improve the socio-economic conditions in our large population.

Mobile phones are not only communication devices that ignite new modes of interaction between people; they are also particularly useful computers that fit in your pocket, are always with you, and are almost always on. Like all communication and computing devices, cell phones can be used for learning. The content delivered will depend on the capabilities (features) of the device accessing it.

There are many types of learning and many processes that people use to learn, but among the most frequent, time-tested and effective of them are listening, observing, imitating, questioning, reflecting, trying, evaluating, predicting, speculating and practicing. . All these learning processes can be supported through mobile phones. In addition, cell phones complement the short attention span, casual, and multitasking style of today’s young learners.

Simply viewed; phones are able to:

1. voice – These are the most basic phones, they are still widespread even though they are being replaced rapidly. Such phones with voice-only technology can be used to teach language, literature, public speaking, writing, storytelling and history among a variety of subjects. We’ve known audio-based learning to work for millennia now.

2. SMS – Widely used in India, literally billions of short text messages are sent over telephone networks. These messages can be written quickly and provide great learning opportunities. SMS can be used to provide timely information of almost any type, such as reminders. (eg, someone undergoing a formal mentoring process) SMS can be used for informational quizzes. There are also innovative SMS-based games that have strong learning potential.

3. Graphics screens – Almost every mobile phone has a graphic display, even if it only shows signal and battery strength. Most phones today have much more graphics power and are able to display words, pictures and animations. Such displays also allow the display of significant amounts of text, supporting the rapid serial presentation of context-appropriate information. You can use this type of display for almost any type of lesson. Eventually, these screens will deliver content that is delivered today on personal computers.

4. Downloadable programs – With cell phones that have memory and can accept and install downloaded programs, a new learning space opens up on the phone. Almost any type of learning content and interaction technology can be delivered to the phone using this method.

5. Mobile Internet browsers – Web browsers are now built into an increasing number of phones, especially those that benefit from 3G or enhanced data networks such as GPRS. Having a browser on the phone opens up all the learning resources available on the web, including Google, LMS apps, typical e-learning programs, and other tools/apps.

Without proper research it is difficult to arrive at the market value of m-learning in India, any projection is unfounded; and it is also due to the impossibility of being able to predict the rate of technological adoption and penetration (read network). However, empirically, we are seeing a growing interest in mLearning.

Similar to India, it is difficult to quantify adoption in more developed markets. It is well known that Asia and Europe are far ahead in mLearning adoption compared to the North American market. The US market for Mobile Learning products and services is growing at a five-year compound annual growth rate (CAGR) of 21.7% and revenues reached $538 million in 2007. It would be fair to say that revenues in Europe and Asia will be equal to if not larger than the North American market.

Almost every sector will benefit from the use of m-learning, however we feel three main areas will have the greatest impact: Education, Agriculture and Health.

Furthermore, rural communities will benefit immensely not only from mLearning, but from mobile technology as a whole. Mobile devices are much cheaper than personal computers and do not depend on a continuous power supply to function.

There is a certain appeal in games for learning using mobile phones. Currently, several companies are experimenting with game-based learning technology for mobile phones. However, the feasibility of such an approach depends on the cost of developing and deploying such applications, which are quite high at this time. With increasingly capable devices and connections available and costs falling, it’s only a matter of time before mobile gaming learning becomes mainstream.

In the future, we will see cell phones, computers, and various other computing/media devices (iPods, digital cameras, PDAs, etc.) converge into a single mobile computing device. At such a time, the differentiation between eLearning and mLearning will cease to exist; all learning will be electronic and mobile.

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