• 沒有找到結果。

07-無所不在學習環境的建置與教學策略

N/A
N/A
Protected

Academic year: 2021

Share "07-無所不在學習環境的建置與教學策略"

Copied!
72
0
0

加載中.... (立即查看全文)

全文

(1)

Chapter 07

情境感知無所不在學習環境

的建置與教學策略

國立臺南大學 黃國禎 數位學習科技系 教授 理工學院 院長

(2)

Learning in the In-Class age

Mass education

Print technology

Textbook

Learning as

knowledge

transmission

(3)

Learning in the computer/Internet

age

Individualised learning

Computer technology

Virtual learning

environment

Learning as knowledge

construction

(4)

Learning in the mobile/ubiquitous

age

Mobile learning

Handheld wireless

technology

Virtual+Real learning

environment

Learning as

conversation in

context

(5)

Definition of mobile learning

learning with portable technologies

focusing on the portable technology

could be in a fixed location, such as a

classroom

learning across contexts:

focusing on the mobility of the learner

interacting with portable or fixed technology

learning across locations

 taking advantage of learning opportunities

offered by portable technologies (e.g., accessing web contents at any place)

(6)

Characteristics of U-learning

(Chen et al., 2002; Curtis et al., 2002; Hwang, 2006)

Permanency:

 Learners can never lose their work unless purposefully.

 Learning processes are recorded continuously.

 Accessibility

 Learners have access to their data from anywhere.

 Information is provided based on requests. That is, the learning is active.

Immediacy:

 Learners get any information immediately at any where.

(7)

Interactivity:

 Learners can interact with experts, teachers, or peers via synchronies or asynchronous communications.

 Experts are more reachable and Knowledge is more available.

 Situating of instructional activities

 Learning could be embedded in our daily life.

 Problems encountered and the knowledge required are presented in the nature and authentic forms.

 Adaptability:

 Learners can get the right information at the right place with the right way.

(8)

M-Learning vs. U-Learning

M-Learning

emphasizing on the portability of the learning

device and the mobility of the learner.

U-Learning

Focusing on functionalities (e.g., accessibility

and Immediacy) of the learning environment.

Basically, both m-learning and u-learning

aim to accomplish the same goal in

(9)

Mobile Technologies

 Wearable devices

 Watch, GPS, organiser, music player, thermometer, barometer

 Mobile phones

 Phone, music player, camera, organiser, games

Handheld computers

 Organiser, wireless web, email, video, messenger, games

 Pen tablet computers

 Multimedia computer, notepad

(10)

Computing with Natural Interfaces

(11)
(12)

SmartPhones

(e.g., Sprint PPC 6700)

(13)

Pen Tablet Computers

http://www.rentacomputer.com/rentals/tablet-pc.asp

(14)

Features of Mobile/Ubiquitous

Learning

Learner centred  Individualised  Collaborative  Situated  Ubiquitous  Lifelong

(15)

Mobile/Ubiquitous

(16)

Situated learning

 Learning is a process of social participation

 Knowledge should be presented in authentic

contexts

 Learners participate within a community of

practice

Problem-based (or enquiry-based) learning

 Explore problems rather than test mastery of skills

 Students refine and examine problems and develop solutions

(17)

The Ambient Wood Project

It was designed to enable children

to switch from their experiences of the

physical world (e.g. observing a butterfly

drinking nectar (花蜜) from a thistle (薊類植物)

to reflect upon the ecological processes that

lie behind this interdependency, eg.

(18)

The Ambient Wood Project

Learning experience was designed that

encouraged children to explore and

hypothesize about different habitats (棲

息地) found in a woodland.

Mobile devices was provided for the

children to access and share contextually

relevant digital information when indoors

and outdoors.

(19)

Probe tool

designed to enable

children to collect real-time measurements of light and moisture in the area

 PDA display as dynamic

visualizations

 stored all the readings

(20)

Ambient horn

a handheld device the

children held to their ears to hear the sounds

 triggered via location

pingers, according to the

children’s location, but was

(21)

Wireless speakers

hidden in sections of the woods

realistic sounds of animals in the habitat

and abstract sounds that represented

various plant processes

pinger technology was used to deliver the

sounds and trigger the ambient horn

(22)

Visualization tools

enable students to

reflect upon their

outdoor discoveries in indoor settings

reconstruct what they

had seen, collected, and heard

(23)

Mixed-Reality Learning

MyArtSpace project

Aim: to make school museum

visits more engaging and educational

 Combines

 personal space (mobile phones)

 physical space (museum, classroom)

 virtual space (online store and gallery)

(24)

Mixed-Reality Learning

MyArtSpace project

Children as curators, create their

own interpretations

They use mobile phones to

collect content, take photos, make recordings, share notes

 They create, share and publish

their own online collections

 Full-scale deployment in test

(25)

Collaborative learning

Learning through

technology-mediated collaboration

Mobile Computer-supported

Collaborative Learning (MCSCL)

Communication between handhelds

assists and structures communication

between learners

(26)

Collaborative learning

example

MCSCL developed by

Pontificia Universidad

Católica de Chile

Tested in four schools

and at teacher training

college

(27)

Teacher's PocketPC

1. The teacher downloads the

activity from the project web site to his PocketPC.

Teacher's PocketPC

Students's PocketPCs

2. In the classroom, the teacher

transmits the activity to the students using the MANET.

3. The collaborative activity

is launched by the teacher and the students are assigned to teams that work collaboratively.

Teacher's PocketPC Students's

PocketPCs

4. When the class is finished, the teacher's

Teacher's PocketPC

5. The teacher downloads the data collected onto

(28)

Ubiquitous Computing

& Context-Aware

(29)

Ubiquitous Computing (u-computing)

Technologies

在1988年美國Mark

Weiser,首先提出u-computing的觀念

小型電腦將嵌入我們周遭日常用品裡,不需

人類主動操控,即可感知我們的行為與可能

的需求,並作出反應。

又稱為「寧靜技術」(Calm Technology)。

(30)

各國推動的u-computing計畫

Organic Computing 漢諾瓦大學資訊系 系統工程中心 德國 Connected Singapore 新加坡政府 新加坡 U-City 三星(Samsung) U-Korea 南韓政府 南韓 U-Japan 日本政府 日本 Ambient Intelligence 歐盟 歐洲 Pervasive Computing IBM Proactive Computing Intel 美國

(31)

Relevant Technologies of

U-Computing

 Proactive Computing - working towards environments in which networked computers proactively anticipate our needs and, sometimes, take action on our behalf.

 Pervasive computing - imploding processors, sensors, and actuators into small devices and appliances, or large scale walls, buildings and furniture, and combined with new visualization devices via high-speed networks.

 Organic computing –Components and subsystems of the system are well coordinated in a purposeful manner, such as to be able to meet upcoming challenges by goal-oriented reactions.

(32)

From User View

Computing with Natural Interfaces

Context Aware Computing

Automated Capture and Access to Live

Experience

Everyday Computing

(33)

Context Aware

Computing

minimal set of necessary

context:

Who : User and other people in the

environment.

When : User activity relative changes in time.

Where : The physical location of the user.

What : Interpretations of user activity.

(34)

Automated Capture and Access to

Live Experiences

Not only trying to remember the important pieces

of information

Tools to support automated capture and access

to live experiences

Remove the burden of doing something humans

are not good at (i.e., recording) so that they can focus attention on activities they are good at (i.e., indicating relationships, summarizing, and

(35)

Mobile devices & sensors

Wireless communications

(36)

Everyday Computing

 Support the informal and unstructured activities of our everyday lives.

Providing continuous interaction moves computing from a localized tool to a constant presence.

(37)

How u-computing technologies

benefit learning activities?

A u-computing environment is able to sense

personal behaviors in the real world

 It is able to provide more information to support adaptive learning

 It is able to guide the learner in the real world

 It is able to judge the learner’s behaviors in the real world

is correct

 It is able to more actively provide necessary information to the learner

(38)

U-learning

U-Computing in

Learning

U-learning

 E-learning support is available in any place at any time

 U-computing technology is not a necessary criterion

 U-computing in learning

 Applying the u-computing technology to the learning process

 Context awareness belongs to such a category: context-aware u-learning

(39)

Mobile/Ubiquitous Learning

U-Computing in Learning

(40)

Examples of Context-Aware

U-Learning

以聲境技術 (SoundScape Technology)設計情境教育的探索 Joiner et al.(2006) 以U-Learning概念規劃並建置一套 單晶X光繞射研究人員訓專家系統 Hwang et al.(2006) 藉由U-Learning整合室內(indoor) 及室外(outdoor)森林實地考察的 學習經驗 Rogers et al.(2005) 建置JAPELAS和TANGO兩套系 統,以支援語言學習的U-Learning 環境 Ogata & Yano(2004)

(41)

Four steps of providing context-aware

u-learning system services

Setting instructional requirements for each of the

learner’s learning actions

Detecting the learner's behaviors

 Comparing the requirements with the

corresponding learning behaviors

(42)

Context-Aware u-learning vs

M/U-Learning

System can record the real world information of the learner.

Learning portfolio records the on-line behaviors of the

System can more actively provide personalized information or services to the learners based on real world context

Learners need to actively access the system via wireless networks.

In addition to access the on-line database, it is able to sense the learner’s situation in the real world. understands the learner’s

situation by accessing the

on-line database.

Context-Aware U-Learning M/U-Learning

(43)

More parameters in a context-aware

u-learning portfolio

Personal situation in the real world: learner’s location, time of arrival, temperature, heartbeat, blood pressure, etc.

Environmental situation : the sensor’s ID and location, the temperature, humidity, air ingredients, and other parameters of the environment around the sensor

Feedback from the sensor : the sensed values of the target, e.g. PH value of water.

Personal data in the database : learner’s profile and learning portfolio, such as the predefined schedule, starting time of a learning activity, the longest and shortest acceptable time period, place, learning sequences.

(44)

More Intelligent Tutoring

& More Adaptive Learning

with u-computing

(45)

Problem Solving Support

Main duty and main value of ITS

technology

Three technologies

(1) Intelligent analysis of student solutions (2) Interactive problem solving support

(3) Example-based problem solving support

E/M to U: Problems solving scenery moves from virtual world to real world

(46)

(1) Intelligent analysis of student solutions

deals with students' final answers

 decide whether the solution is correct or not

find out what exactly is wrong or incomplete

 identify which missing or incorrect knowledge

may be responsible for the error (knowledge diagnosis)

 provide student with extensive error feedback

and update the student model (eg: PROUST [Johnson, 1986])

(47)

(2) Interactive problem solving support

provide intelligent help on each step of problem

solving Instead of waiting for the final solution

The levels of help vary from signaling about a

wrong step, to giving a hint, to executing the next step for the student

The systems (often referred to as interactive

tutors) can watch the actions of the student,

understand them, and use this understanding to provide help and to update the student model.

(48)

(3) Example-based problem solving

support

helping students to solve new problems by

suggesting them relevant successful

problem solving cases from their earlier

experience

eg: ELM-PE [Weber, 1996], ELM-ART

[Brusilovsky, 1996] and ELM-ART-II [Weber, 1999]

(49)

Student Model Matching

adaptive collaboration support

use system's knowledge about different

students to form a matching group for different kinds of collaboration

intelligent class monitoring

identify the students who have learning

records essentially different from those of their peers

to find students who need special attention

(50)

Example 1: Arrange the students to

Learn in the real world with on-line

guidance

U-learning system:

Now we are going to learn to

identify the TYPE of a plant. Can you see the plant in front of you?

Your Ans: Yes.

U-learning system: Can you identify the type of the plant.

> Your Ans : No.

> U-learning system: What is the color of the plant?

> Your Ans : Green.

> U-learning system: Is the plant one trunk?

(51)

Example 2: Evaluate the students by

asking them to identify real world

objects

U-learning system:

Now we are going to evaluate

your knowledge concerning the TYPE of plants. The time limit of the first test item is 15 minutes. Are

you ready?

Your Ans: Yes.

U-learning system: Find all of the plants with

“Herb”type in the campus by clicking the

“Confirm”bottom of your learning device while you are in front of the plants.

(52)

Example 3: Conduct Real world

observations with online information

supports

U-learning system:

Now we are going to learn to

recognize the plants in the campus via identifying their features. Can you see the plant in front of you? Your Ans: Yes.

U-learning system: Do you know the name of this

plant?

> Your Ans : No.

> U-learning system: Connect to the plant database, which will help you in recognizing the plant. When you are ready to answer this question, click the “Ready”bottom.

(53)

Example 4: Conduct Cooperative

problem solving in the real world

with on-line assistance

U-learning system: John, now you are in the

northern-west area of the campus. You can see the locations of your team members on the screen of the learning device. There is a communication window in the up-right corner of the screen that allows you to communicate with them. What you need to do is to complete the map of the campus by locating each building and avenue in the correct position.

(John walking………..)

(54)

Minimal Requirements for building a

context-aware u-learning environment?

 A set of readers (or sensors) that sense the

situation (at least location) of the learner (e.g., RFID readers)

 A set of tags that can be used to identify each

learner

 A server that can access the user’s situation

from the readers

A mobile device that can display the messages

(55)

RFID (

Radio Frequency Identification

)

- an available sensor

RFID系統包含標籤(Tag)、閱讀器(Reader)、天 線(Antenna)與應用軟體(Application System)。  RFID的基本特性可以區分為以下六大項  數據的讀寫(Read Write)機能  容易小型化和多樣化的形狀  耐環境性  可重複使用  穿透性  數據的記憶容量大

(56)

RFID TAG

被動式Tag

接收讀取器所傳送的能量,轉換成電子標 籤內部電路操作電能,不需外加電池 優點:體積小、價格便宜、壽命長、數位 資料可攜帶。 

主動式Tag

使用電池推動 優點:訊號發射的距離遠優於被動式Tag

(57)

RFID TAG Reader

讀取器(Reader):

利用高頻電磁波傳遞能量與訊號,電子標籤的 辨識速率每秒可達50個以上。可以利用有線或 無線通訊方式,與應用系統結合使用。 被動式TAG、主動式TAG工作頻率不同,同一 Reader無法同時讀取

(58)
(59)

When should the context-aware

technology be applied?

Do the learners need supports from the system?

 Do we need personalized instructions?

Do the instructions or supports need to be given

actively?

 Do the learners need to move from places to

places during the learning process?

 Do the learners need to learn in the real world?

(60)

Case Study on Training Single-Crystal

X-ray Diffraction Researchers

 Single-Crystal X-ray Diffraction is the most

effective method for analyzing 3D structure of

compound materials

 The researchers need to move from places to

places to operate different equipment

 It is time-consuming to train a new researcher

(usually 1-2 years)

 The operations could be dangerous, and hence

the learner requires full-time guidance during the training process

(61)

Microscope products –examining, selecting, crystal mounting leaner Indexing, data collecting Centering and aligning the sample Single Crystal X-ray Diffractometer

Instructing Data transmitting

Data transmitting Data processing & Structure determination PC (1) (2) (3) Location: 1st floor, R 126 Expert System Ubiquitous learning environment Give advice or hints based on the context Context of learner RFID Temperature meter

(62)
(63)
(64)
(65)

 台南縣成功國小蝴蝶標本展示館

(66)

蝴蝶學名測驗

(67)
(68)

Potential Applications of

Mobile/Ubiquitous Learning

美勞-寫生

體育-運動技能

語文-識字、會話、作文

自然科-動植物及生態觀察

E-training-工廠作業流程

音樂欣賞

(69)

References

 Brusilovsky, P. (1996). Methods and techniques of adaptive hypermedia. User Modeling and User-Adapted Interaction, 6 (2-3), 87-129

 Brusilovsky, P., Eklund, J., & Schwarz, E. (1998). Web-based education for all: A tool for developing adaptive courseware. Computer Networks and ISDN Systems, 30 (1-7), 291-300

 Brusilovsky, P.: Adaptive educational systems on the World Wide Web. In: Ayala, G. (ed.) Proc. of Workshop "Current Trends and Applications of Artificial

Intelligence in Education" at the 4th World Congress on Expert Systems, Mexico City, Mexico, ITESM (1998) 9-16

 Brusilovsky, P (1999). Adaptive and Intelligent Technologies for Web-based Education. Künstliche Intelligenz, Special Issue on Intelligent Systems and

Teleteaching, 1999, 4, 19-25.

H. L. Burns, & C. G. Capps, Foundations of intelligent tutoring systems: an

introduction, M.C.Poison, J. J.Richardson (Ed.) Foundations of intelligent tutoring

systems. (Lawrence Eribaum, London, 1988), 1-19.

 Weber, G.: Individual selection of examples in an intelligent learning

environment. Journal of Artificial Intelligence in Education 7, 1 (1996) 3-31

(70)

 T. Kindberg and A. Fox, “System Software for Ubiquitous Computing”, PERVASIVE computing, JANUARY–MARCH 2002, pp. 70-81.

 M. Beigl, H.-W. Gellersen, and A. Schmidt, “MediaCups: Experience with Design and Use of Computer-Augmented Everyday Objects,”Computer

Networks, vol. 35, no. 4, Mar. 2001, pp. 401–409.

 G.D. Abowd, “Classroom 2000: An Experiment with the Instrumentation of a Living Educational Environment,”IBM Systems J., vol. 38, no. 4, Oct. 1999, pp. 508–530.

 S.R. Ponnekanti et al., “ICrafter: A Service Framework for Ubiquitous Computing Environments,”Ubiquitous computing 2001: Ubiquitous

Computing, Lecture Notes in Computer Science, vol. 2201,

Springer-Verlag, Berlin, 2001, pp. 56–75.

 L. Cardelli and A.D. Gordon, “Mobile Ambients,”Foundations of Software

Science and Computation Structures, Lecture Notes in Computer

Science, vol. 1378, Springer-Verlag, Berlin, 1998, pp. 140–155.

C.E. Perkins, ed., Ad Hoc Networking, Addison-Wesley, Reading, Mass., 2001.

 L. Feeney, B. Ahlgren, and A. Westerlund, “Spontaneous Networking: An Application-Oriented Approach to Ad Hoc Networking,”IEEE Comm.

Magazine, vol. 39, no. 6, June 2001, pp. 176–181.

 L. Cheng and I. Marsic, “Piecewise Network Awareness Service forWireless/Mobile Pervasive Computing,”Mobile Networks and

(71)

 T. Uemukai, T. Hara and S. Nishio, “A Method for Selecting Output Data from Ubiquitous Terminals in a Ubiquitous Computing Environment”,

Proceedings of the 24th International Conference on Distributed Computing Systems Workshops (ICDCSW’04).

 Z. Cheng, S. Sun, M. Kansen, T. Huang and A. He, “A personalized ubiquitous education support environment by comparing learning instructional requirement with learner's behavior”, 19th International

Conference on Advanced Information Networking and Applications, 28-30

March 2005, pp. 567 - 573.

 Y. Kawahara, M. Minami and H. Morikawa, “Aoyama: A Real-world Oriented Networking for Ubiquitous Computing Environment”, IPSJ SIG Technical Reports, Vol. 2003, No.39, pp. 1-6.

 M. Minami, H. Morikawa and T. Aoyama, “The design of naming-based service composition system for ubiquitous computing applications”, 2004 International Symposium on Applications and the Internet Workshops, 26-30 Jan. 2004, pp. 26-304 - 312.

 Kwon, K. Yoo and E. Suh, “ubiES: An Intelligent Expert System for

Proactive Services Deploying Ubiquitous Computing Technologies”, the

38th Hawaii International Conference on System Sciences, 3-6 Jan. 2005.

 G.J. Hwang, “Characters, Characteristics and Strategies of Ubiquitous

(72)

參考文獻

相關文件

to introduce how teachers may enhance learning and teaching effectiveness by adopting virtual reality (VR) technology and relevant strategies in the classroom as well as

Rebecca Oxford (1990) 將語言學習策略分為兩大類:直接性 學習策略 (directed language learning strategies) 及間接性學 習策略 (in-directed

National Museum of Modern and Contemporary Art Korea. Singapore

Therefore, in this research, we propose an influent learning model to improve learning efficiency of learners in virtual classroom.. In this model, teacher prepares

Wi-Fi Supported Network Environment and Cloud-based Technology to Enhance Collaborative Learning.. Centre for Learning Sciences and Technologies (CLST) The Chinese University of

Teachers can design short practice tasks to help students focus on one learning target at a time Inferencing task – to help students infer meaning while reading. Skimming task –

DVDs, Podcasts, language teaching software, video games, and even foreign- language music and music videos can provide positive and fun associations with the language for

assessment items targeting the following reading foci: specific information, inferencing, main ideas. What syntactic and/or semantic clues would you identify in the text to guide