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Transcript of 1 Ubiquities Computing and the Learning environments The bridge between technology and learning Ana...
1
Ubiquities Computing and the Learning environments
The bridge between technology and learning
Ana Ivanovic, Maria Lijding and Joachim Wetterling
University of Twente, the Netherlands
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Introduction
University of Twente
Faculty of Computer Science • IS group -> Ana Ivanovic • Embedded systems -> Maria Lijding
Faculty of Behavioral Science• Department of Education -> Joachim Wetterling
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Ubiquitous Computing
• Ubiquitous computing: “the calm technology, that recedes into the background of our lives” [Marc Weiser, 1988]
• Smart Surroundings help us in our daily tasks, health, entertainment, household, learning
• “Intelligent” interaction with the environment• Unobtrusive, invisible technology• Anywhere, Anytime, in the best way• www.smart-surroundings.nl • Settings: SmartOffice, Well-Being
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SmartOffice•The system assists the nomadic worker with:
localizing facilities,services and people,
providing optimal communication channels
personalization of user’s environment
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Well-Being Model
Arousal
Co
mfo
rt
Indifferent
Relaxed
Vigorous
Tense
Fatigued
Mentally andPhysically Ill
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SmartOffice-PersonasFull name: John Barlett
From: Hungary
Age: 35
Occupation: Architect
Family: wife – Sara, a coffee-house owner and manager,2 children: daughter Flora, age 5; son Eric, age 3
Full name: Martha Vink
From: The Netherlands
Age: 32
Occupation: Senior Software Engineer
Family: Single
Full name: Michael Shrubs
From: The Netherlands (born in the US)
Age: 34
Occupation: Business Manager
Family: Single, girlfriend Ana, a tour guide
FLEX
WORLD
OFFICE
OFFICE
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Big Brother is watching• Government control of
reading• Your teacher and parents
constantly check where you are and what you are doing
• The bookshops controls the prices and make a personalized offer
Possible Futures
A bright future• Better care for disabled
children• Intelligent classrooms• Access to (relevant) data
in high quality anywhere • Personalized
environments anywhere• Ubiquitous use of
resources
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Scenarios
• Knowing in the Classroom
• Knowing how in the study landscape
• Applying in the community of practice
• Integrating in the workplace
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Scenario characteristics• Product:
– smart classroom • Participants:
– teacher/expert– learners
• Process:– Knowing, building knowledge
• Flexibility low: – Fixed meetings at specific locations– Predetermined rosters
• Passive learners: – low interaction, pre-cooked one-way communication
• High level of structure: – Teacher-led scenario of lesson
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Knowing how in the study landscape
learner learner
Learner learner
learner
Teacher/expert
source
sourcesource
source
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Scenario characteristics
• Product:– Smart study landscape
• Participants:– Teacher/expert– Learners– External sources
• Process:– Knowing, building knowledge
• Flexibility medium-low: – Less need for large rooms– Smaller groups easier time planning
• Semi-passive learners: – teacher provides sources but promotes active knowledge management
from learners• Semi-structured:
– structure made by teacher in collaboration with learners
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Applying in a community of practice
learner learner
learner learner
learner source
sourcesource
source
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Scenario characteristics• Product:
– Shared workspace with ‘smart interfaces’ • Participants:
– Learners– External sources
• Process:– Knowing, building knowledge
• Flexibility medium high: – Opportunities for virtual collaboration– No teacher less need for formal meetings
• Active learners: – learners build knowledge
• Semi-structured: – learners determine workflow and knowledge framework
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Scenario characteristics• Product:
– Smart interfaces, individually adaptable• Participants:
– Learner– External sources
• Process:– integration of knowledge in the workplace activities
• Flexibility high: – Time schedules to be determined by the learner– Learner can learn at any place at any time
• Active learners: – the learner builds a knowledge framework based on individual
interpretation of information from external sources• Individually structured:
– the individual learner as decision maker in the learning process
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Interactive session
• Four groups
to each group is assigned a scenario
• Brainstorming (25min)Address problems
Possible Solutions to the problems
• Presentation of the ideas (15min)the chairman of each group presents the ideas