As enthusiasm for m-learning grows around the world, and more mobile content gets developed, the problem of "re-use" keeps growing. If I build for an iPhone, what about Android? How can I ensure that all possible learners benefit from my awesome app? What happens with that great learning content I optimised for an earlier platform that is no longer popular?
We have been working with researchers and techies in UK, USA and Europe trying to understand the options, and build them into real apps which have been deployed across over 20 nations, via iTunes and Play app stores.
The bad news: there is no specific set of standards for m-learning to solve this
The good news: there are quite a few OTHER sets of standards that are very useful, if applied right.
The first step is to clarify exactly where you want to sit on the "native app, one device" <-> "simple media, all devices" spectrum. In our work we found huge benefits in making content as richly interactive as possible, so we have narrowed our focus to high-end devices only (smartphones, tablets, wifi devices), but because we invest a lot of our energy into the media quality, it is essential to us that it travels well between Android - iOS - Windows Phone - others->