A learner taking a course on a mobile device is likely to be on the go. That means distractions, time limitations, and overall greater potential for disengagement. PDFs, standard training videos, and PowerPoint slides do nothing to overcome these obstacles. The most common mistakes made by instructional designers moving to mobile is that they take pre-existing courses and simply resize them to compensate for the smaller screen, or remove a lot of the text and rely much more on the audio component, or rely too heavily on PDF documents or the traditional boring training videos. But today’s consumer expects the quality of engagement to be reflective of 2014, not 1995 or even 2005.

Participants in this case-study session will learn how the leading provider of pet health-care services overcame these issues. You’ll learn how they team-brainstormed to dream big, pushing the limits of the possible. With the design in place they developed the necessary skills in their instructional-design staff, and hired additional skilled designers. You’ll learn how the convinced management to give them the budget necessary to grow the instructional-design team and purchase the required software and hardware to develop industry leading training materials. They built a virtual hospital staffed by avatars and developed customized training for all key elements within an animal hospital including customer service, new-hire orientation, product knowledge, risk and safety, and continuing-education credit courses for medical staff and hospital managers. Mobile courses use branched-learning methodology with 3-D modeling and interactions now include simulation and discovery, empowering end-users to control their learning experience. The development of VetFlix provides a combination of videos-on-demand and live telepresence.

In this session, you will learn:

  • What software is practical for an instructional designer to use to develop a virtual environment
  • How to develop a successful mobile strategy to engage the learner
  • How to maximize the potential of a mobile device for training
  • How to create interactive learning usable for all platforms

Audience:
Intermediate instructional designers, developers, project managers, managers, and directors with knowledge of adult learning theory, gamification, and graphic design.

Handout(s)

Recording