| Sara Price is a Research Fellow
at the London Knowledge Lab working on a project investigating the impact
of technology-enhanced learning on roles and practices in higher education.
Prior to this she worked at the University of Sussex' Interact Lab, which
was co-founded by Professor Yvonne Rogers who recently joined the School
of Informatics at Indiana University. As part of the Equator Project,
Yvonne Rogers and Sara Price - in collaboration with colleagues from the
Universities of Sussex, Nottingham, Bristol, Southampton and the Royal
College of Art - engaged in research which explored a very special approach
to ubiquitous learning. In this joint receiver contribution they
investigate the use and design of pervasive technologies and computing
devices for combined physical/digital learning environments. |
The world is witnessing a phenomenal
rise in the development and availability of mobile pervasive technologies,
such as wireless handheld computing devices and smart phones. This trend
is set to have a huge impact on the way children learn, turning existing
views about how computers are used in classrooms on their head. Imagine
you are learning about why certain organisms and plants grow or live in
particular environments. You can see how big the plant is, where it is growing,
what kind of leaves it has, but you can't see all of the processes involved
to keep the plant alive, nor can you see what it will look like at different
times of the year. This is where the new technologies can really offer something
different. Imagine being able to 'see' the plant breathing and feeding.
Imagine that you can also take measurements of the light shining on the
leaves, the nutrients in the soil and the moisture surrounding the plant.
Imagine collecting this information for several different plants and comparing
your results with where and when they grow, and in relation to one another
and other organisms in the environment. Suppose you could then review the
information you have seen and collected back in the classroom. Technologies
such as wireless computing, digital probes, sensor technologies, and handheld
devices like PDAs can help to make all this possible.
Advances in mobile and pervasive computing are providing opportunities for
thinking quite differently about how to support, encourage and motivate
children in their learning. The embedding of computers in everyday objects
and the surrounding environment means that innovative learning environments
can be designed both indoors and outdoors. A diversity of learning activities
and interactions can now be enhanced in ways not possible before. For example,
information can be presented or played via wireless speakers and embedded
displays (in objects or the environment) or mobile devices (carried or worn
by a child) at opportune times that are pertinent to the task at hand. Such
interventions and augmentations can guide, stimulate and incite children
into reflecting and remarking upon them in relation to what they are currently
engaged in – encouraging new forms of collaborative and self-initiated
learning that is 'active'. This, in turn, can lead to deeper and more integrated
understanding, even enabling the discovery of what is "going on in
their own heads" (to speak in the words of Bruner).
In our research, we have been investigating how to design and combine new
technologies to encourage new forms of active learning. Our goal is to extend
and support children in building their own understanding, based on what
they already know, together with a world of 'augmented' digital information
that is experienced through a congeries of devices and displays situated
both in the classroom and other outdoor settings. Examples of augmented
digital information include previously stored data, images, photos, sounds
and simulations. A particular emphasis is on enabling children to make personal
connections between the augmented information they gather, glean, collect
and connect in the physical spaces with the abstracted knowledge that is
imparted to them in the classroom. |