Although many people around the
world think of m-Learning as a program with a “promising future,” we have found
that in
To many people around the world, it
won’t be a surprise to learn that
Figure 1 Paying a train fare with a mobile phone
Practically 100% of college students and working adults in Japan own a mobile phone, while only about 50% of all households have Internet-capable PCs according to the Japan Ministry of Internal Affairs and Communications,
Statistics Bureau, Survey of
Household Economy, conducted in 2006. Mobile phone-based m-Learning is a
compelling platform for targeting young adults in
This is already a boon to many application developers and content providers. But the availability of high tech handhelds does not mean that the Japanese use all or even most of the technology. In fact, nearly all surveys in Japan show that, of the many advanced capabilities available in Japanese mobile phones, the most commonly used are email, photography, Web page viewing, games, and, increasingly, music.
Why, then, are both the supply and
the demand for m-Learning in
The dominant forces driving
m-Learning adoption in
Among these key drivers, the most significant is the declining birthrate and the resultant aging population. Schools and companies compete vigorously for the declining number of young candidates. Pressures and incentives to build flexible learning organizations will continue to drive learning to technology that captures the attention, imagination, and interest of target audiences. The need to motivate the children and young adults of the twenty-first century will be the greatest driver of m-Learning.
In addition, a combination of forces continues to drive people to higher density metropolitan areas. This uneven distribution increases pressures to build nontraditional school and workplace systems. Finally, increasing energy prices and greater reliance on public transit and telecommuting will advance ubiquitous training, learning, and productivity enhancing systems.
Many m-Learning
projects, programs, and products point to the potential profits and pitfalls of
this challenging future. These ten case studies of m-Learning in
Brain Training and Adult Learning Toys
Nintendo’s highly
successful “Nowo Kitaeru Otonano DS Toreningu” (“DS Brain
Training for Adults” [DSBTA]), has led a giant wave of m-Learning games in
(Editor’s Note: For readers who aren’t up on handheld game technology, “DS” refers to the Nintendo DS, a handheld game console released in 2004. “DS” stands for both “Dual Screen” and “Developers’ System.” In June 2006, Nintendo released the DS Lite, a redesigned model.)
Of course, puzzles and mind games have existed for thousands of years. Not surprisingly, they have been popular with PC, television, and mobile game developers. Electronic versions of crossword puzzles have also been around for many years; Sudoku has rapidly become popular on game handsets and mobile phones, and the Japanese toy conglomerate Takara Tomy produces a dedicated portable Sudoku device.
Other brain-training games feature quizzes, brainteasers, and other activities. DSBTA challenges the player’s speed and accuracy in a variety of activities, including memorization, arithmetic, logic puzzles, and reading. The developers believe that these games stimulate the brain and maintain its health and “youth,” delaying or even preventing dementia and senility.
At the Tokyo
International Toy Show 2006 in July,
This phenomenon is revolutionary in that these applications and software are driving former technology agnostics to purchase hardware that would otherwise be unfamiliar and undesirable. In a classic case of the tail wagging the dog, brain-training games may well force the dog to grow many new tails. Since these new users are unlikely to turn into hardcore gamers, it is likely that hardware vendors will need to forge partnerships with application developers to create more games featuring puzzles and brain stimulating activities, as well as games that offer the chance for relaxation and peace of mind.
Bizcom-Japan: TOEIC® Test Ketai Master
Bizcom has been an
m-Learning trailblazer in
broad range of corporate and educational clients.
One of Bizcom’s most
successful implementations of m-Learning and its showcase application is the TOEIC®
Test Keitai Master (TTKM). TOEIC is the Test of English for International
Communication, taken by 4.5 million people a year, with a large percentage of that
number in
Four features of the system are significant for the way in which they enhance m-Learning and business acceptance of this new channel for learning.
First, there is perhaps no other deployment of mobile phone-based m-Learning worldwide that employs video technology as extensively as TTKM. Although in TTKM “video” uses just a still image and audio to test listening comprehension, the technology itself is capable of full audio and video. (See Figure 2) Using iMotion since 2005, Bizcom has implemented 40-second video simulations for a Japanese mobile carrier’s business-manners training for new employees.

Figure 2 Video in TTKM
Second, Bizcom not only uses the spiral approach in TTKM to master grammar and word comprehension, but also employs this same regimen of drills and assessments in a broad range of compliance training. It provides clients with analysis not only of each student’s demonstrated knowledge, but also the organization’s overall compliance aptitude. By showing a statistical performance report for its entire workforce, Bizcom provides the client with insight to the training program’s ROI. (See Figure 3)

Figure 3 Corporate Compliance Assessment Chart
Third, Bizcom’s use of community features is particularly prominent. Bizcom nearly always provides clients with a program discussion board, encouraging them to share information and study tips as they would in real-world classes. In corporate projects, communications services have included mentored forums, allowing the companies to offer m-Learning that more closely parallels offline training programs.
Fourth, TTKM uniquely deploys user-scheduled messages to serve both as a lesson reminder and as a motivational tool. The system sends messages to the user’s mobile phone with a link to the study site. Even though there is no pressure on the user to attend a scheduled class as in the real world, this arrangement psychologically reinforces the user, much as when she sets her own alarm clock.
Link and Motivation
Link and Motivation (LMI) is a Japanese consulting company that focuses on the boosting of employee motivation. Among its core services is assisting clients to recruit employees who already exhibit higher motivation and better work disposition, and who demonstrate a higher potential for success.
One of LMI’s
new-employee training programs is a two- or three-day program called
This April, LMI tested
an m-Learning program with their own recruits, designed to extend retention of
the core
The program has been
largely successful, using a unique blend of daily business insights, a
two-quizper-day ritual, and a forum for the recruits to post their own stories
about how they were able to apply
One of the program’s key components was a point system rewarding employees who log in each day, correctly answer the quiz questions, and post stories deemed beneficial by the HRD implementation team. The recruits who accumulated the highest points through the program received prizes, worth approximately $1000 for first place, $500 for second, and $300 for third.
The program lead, Yosuke Kano, indicated in an interview that incentives were invaluable for getting the recruits to buy into the program. He said, “Although it is easy to get people to participate actively in training when they are in the same room, it is more difficult otherwise. Getting them to start is the key. Once they start to use it regularly, they tend to find their own motivation for study, that is, they see real benefits without incentives. But the prizes really help to push people over the edge at the beginning.”

