Wednesday, July 21, 2010

Benefits of I phone training on wireless mobile learning


I phone training

This section focuses on the advantages of I phone training from two kinds of wireless mobile learning, mlearning as a form of performance support and m-learning as communication that creates knowledge. These are two very different strategies for using I phone training mobile devices. One assumes that advantages are derived from providing learners with a job aid in the context of their work. Of course, these job aids can be greatly enhanced depending on the device. The device can be wired so as to get the latest information, and it can use visuals, text, and audio to deliver performance support. In contrast, m-learning as communication takes a different approach. The advantages of this approach are based on constructivist theories of learning. The advantages of m-learning as communication stem from learners and experts constructing knowledge in an authentic context.

Wireless m-Learning as Performance Support

I phone training Wireless m-learning performance support systems (PSS) are similar to traditional PSS. M-Learning solutions integrate mobile devices with the work to help the user perform a task by providing information, guidance, and learning experiences when and where they are needed. Advantages of this use include the following:

• Puts training and performance support where the actual work takes place. Look for situations in which it would be helpful to have a performance support tool available as the job is being done. It might be the case of a repair person who has an iPAQ (hand-held computer) with documentation, job aids, and diagrams available to refer to as he or she does the repair.

• Allows new skills or knowledge to be immediately applied. Consider the use of these devices in a retail environment in which there are dozens of new products to learn to sell each month. Rather than taking sales associates away from the sales floor for new product training, think about putting product training on mobile devices. This would allow sales associates to learn about the products as the products become available for sale, instead of training associates weeks in advance. The device could also be used to look things up, such as product comparisons, warranty information, and other information vital to answering customer questions. Why ask sales associates to memorize information when they can reference it with accuracy?

• Enables training when it is needed. Wireless and mobile learning can empower “teachable moments,” that is, times when those with a stake in a particular issue are attentive, willing, and receptive to learning. Using mobile devices, learners can access job aids, reference materials, or instruction when needed.

• Allows use of rich media when appropriate. Some of the wireless and mobile devices support rich media such as video, photographs, images, audio, and animation. If these media make instruction, reference material, or job aids more effective, they should be employed.

Friday, July 2, 2010

How to create full-featured iPhone apps from scratch?


Iphone training


Introduction of iphone:

iPhone, a lightweight and small portable device, has three powerful functions: Mobile, iPod, internet communications. Iphone training for iPhone delivers sharp, crisp floating imagery in 3-dimensional layering.

Iphone also introduces an entirely new user interface based on a large multi-touch display and pioneering new software, letting you control everything with just your fingers. So it ushers in an era of software power and sophistication never before seen in a mobile device, completely redefining what you can do on a mobile phone. Iphone training outlines what's involved in the development of native iPhone and iPod Touch applications. The course concentrates on a high-level overview of the moving parts of the iPhone platform.

This iPhone training is intended for students of all abilities who are unsure of whether they should begin learning how to develop apps for the iPhone or are looking for some insight into whether they can turn their ideas into a profitable product.

Configuration of Iphone:

Iphone includes a 3.5-inch 480 x 320 touchscreen display with multi-touch support and a proximity sensor to turn off the screen when it's close to your face, 2 megapixel cam, 4GB or 8 GB of storage, Bluetooth 2.0 with EDR and A2DP, WiFi that automatically engages when in range, and quad-band GSM radio with EDGE. Apple quotes 5 hours of battery life for talk or video, with a full 16 hours in music mode.

Reaction to the announcement has been mixed. Many Apple faithful were hoping for a 6th generation iPod rather than a $500-$600 touchscreen phone. I think that iPhone isn't a phone or an iPod. IPhone is a portable device, which combines three products -- a revolutionary mobile phone, a widescreen iPod with touch controls, and a breakthrough Internet communications with desktop-class email, web browsing, maps, and searching. In short, iPhone is pretty cool than any other portable devices.

Topics for iphone training

Through a series of iphone training, hands-on coding exercises, and discussion, you'll learn the fundamentals of creating iPhone apps that look and function like some of the apps already on your iPhone. Topics you should learn are

  • Intro to Objective-C: Objective-C is the object-oriented programming language that you use to write iPhone and iPad apps. While this isn't a comprehensive course on Objective-C, you'll learn enough to jump right into iPhone/iPad development. Topics include classes, objects, properties, message sending, memory management, and the Foundation classes.
  • Xcode and Interface Builder: Xcode is the IDE used for iPhone/iPad development and Interface Builder is the visual tool for designing your app's user interface. You'll learn how to use both of them effectively, and learn various tricks of the trade to work more efficiently.
  • Cocoa Touch: Cocoa Touch is a set of object-oriented libraries for creating apps that run on the iPhone, iPod Touch, and iPad. Cocoa Touch is based on Cocoa, and embodies various object-oriented design patterns also used for programming on the Mac. Understanding those patterns is essential to becoming a competent iPhone developer. You'll learn the benefits of model-view-controller (MVC), delegation, notifications, and other fundamental design patterns in Cocoa Touch.
  • Views and Their Controllers: Views represent the user interface of your app, and all the dynamic aspects of a view are handled by a view controller. View controllers are the hub of the model-view-controller (MVC) design. You'll learn how to design views and wire them up to view controllers with outlets and actions. You'll also get an introduction to some of Apple's own pre-built view controllers, which save you tons of work.
  • Navigation: Efficient and consistent navigation is especially important on a mobile device. You'll learn how to use navigation and tab bar controllers to improve the user experience of your app.
  • Table Views: Table views are central to many iPhone/iPad apps, such as the contact manager. You'll learn how to organize data in tables, insert and delete table data, and navigate between tables using navigation controllers.
  • Keyboard Input: The virtual keyboard is unique to the iPhone/iPad and it's important that your app makes it as easy as possible to enter text. You'll learn how to use delegates to design and handle keyboard input for an ideal user experience.
  • Gesture Recognizers: Take advantage of the touch screen by learning how to handle touch events with the new gesture recognizers. First introduced for the iPad and now available in iPhone 4, gesture recognizers make it easy for you to detect and respond to taps, swipes, and other gestures.
  • Core Data: Core Data offers an elegant solution to data modeling and persistence. You'll learn how to get started managing, modeling, and persisting app data using Core Data.
  • Custom Graphics: Graphics are an important element of your app's user interface. Set your app apart from the crowd by learning how to use custom images and draw text and shapes.
  • Animation: Users expect your app to look and behave like other apps on their phone. One of the keys is judicious use of animation. You'll learn how to employ simple techniques to enhance your app to animate various views. You'll also learn how to use the new blocks syntax in iPhone SDK 4 to clarify your code.
  • Performance and Debugging: Learn how to use power tools, including Instruments and the Clang Static Analyzer, to detect memory leaks and profile the performance of your app.
  • Transitioning to the iPad: You'll use the same fundamental techniques that we cover in this course to program the iPad. There are, however, some tasks and widgets that are unique to this device. We'll transform an iPhone app into a Universal application that can run on both platforms, and we'll explore the new Split-View Controller and Popovers which are iPad-specific.
  • And More! Along the way you'll learn practical tips, tricks, and techniques used by the pros to work more efficiently and create full-featured iPhone/iPad apps.