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What Is Ubiquitous Learning?: Origins of UL
What Is Ubiquitous Learning?: Origins of UL
There is a lot of talk at the moment about Ubiquitous Learning. But what exactly is it,
should we care, and how should it be implemented? This article by Edutech Associates
member Nick Fekos explores these questions.
Imagine you are a high school physics teacher and you are teaching concepts like
gravity, friction, velocity and inertia. In a classic learning environment, you would be in
your classroom with your students at a preset school period. But what if you could teach
these concepts by taking your students to a soccer game or baseball game –
Origins of UL
Mark Weiser from the Xerox PARC Lab ‘fathered’ UL more the twenty years ago. He
envisioned three computer waves: mainframes which were prevalent at the time,
personal desktop computers which were just appearing, and ‘Ubiquitous’ computing
(also known as ‘ubicomp’), as the future. This third step is often referred to as reaching
a point where the user is not aware of the computer, whatever form it has taken, but
focuses only learning and the related materials.
Wearable
Handheld
Interactive Boards
Helpers/Servants
Quite and Invisible
User not necessarily aware of their presence, just the interaction
Should not demand attention
Pedagogical Basis of UL
The main pedagogical premise of Ubiquitous Learning is related to ‘situated learning’
(see J. Lave and E. Wenger, 1991) which is a general theory of knowledge acquisition
that is based on the notion that ‘true’ learning occurs in the context of real life activities.
In contrast, formal classroom learning implies knowledge abstraction and
decontextualization. This abstraction may not be such a problem, but learning in context
(as illustrated at the beginning of the article) can certainly improve learning (as does
engaging learners in authentic tasks).
The proliferation of personal mobile devices, starting from smart mobile phones and
currently progressing to tablets, has created an important shift in the direction of
innovation as an intrinsic aspect of technology. Perhaps not yet widely apparent in
terms of the potential, but the shift has happened and is irreversible.
We now have a hardware device (a tablet) that is highly ‘personal’, similarly to how
personal a mobile phone is, but much more personal than a desktop pc or a laptop.
2. Cloud Computing
Cloud platforms can now provide the server side ‘omnipresent’ aspects of UL. Any
system with UL characteristics would have to be fully cloud based so as to ensure
reliability and seamless scalability. If design and development is originally geared
towards maximizing efficiency by keeping required cloud power low, ‘lean’ cloud
applications can be developed that can then be scaled much more powerfully, thus
enabling efficient and robust UL.
In order to truly implement UL and make ‘real’ use of available hardware and software
platforms, the implementation of a personal knowledge object/agent that is ‘intelligent’ is
essential. Using Artificial Intelligence Techniques, this object/agent would take part in a
‘learning network’ (i.e. learn automatically) and would contain a rule base from which to
make decisions.
This knowledge object/agent would model the ‘learner’ and would be dynamic. It would
have attached processes that would implement functionality like the ability to interface
with other objects like itself, or to other non-intelligent objects (e.g. Word document) or
to other systems (e.g. SharePoint) or devices (e.g. a telescope).
This interface functionality would be implemented using standardized file formats and
access languages, like HTML5, SQL, RDF and OWL which are available today. The
latter two introduce the idea of semantic processing, moving beyond the ‘text’ level into
concepts and conceptual organization schemes (Ontologies). Once we move into the
conceptual processing realm (Artificial Intelligence), then very important and exciting
functionality, like knowledge inference (reasoning) can be provided, which will mark a
true technological turning point.
Although seemingly too ‘futuristic’, the proliferation of wearable online devices will
further the implementation of UL. A good example is Google Glasses
(http://en.wikipedia.org/wiki/Project_Glass), with many more on the way.
A specific example
The telescope then transfers information that is appropriate for that particular student
about itself, what it can do, and perhaps showing on the tablet screen what it is seeing
right now. Also, the telescope connects to a cloud astronomy app, or to the Microsoft
World Wide telescope for added experience and information.
Finally the telescope proposes a small interactive game from which it can assess the
student to see what has been learned or not, and then perhaps contacting a fellow
student to join the game online.
One thing is certain: the students would enjoy this, and so learning and assessment will
have been achieved. This of course would be part of a broader educational strategy that
would include other forms of learning, including classic learning paradigms.
Many of the pieces of the UL puzzle are now starting to fall into place, as summarised in
the diagram below: