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Workshop at the Joint European Summer School on Technology Enhanced Learning

The proposal for our workshop "How do you feel? Sampling of experiences within a mobile field trip support system" has been accepted for this year's Joint European Summer School on Technology Enhanced Learning. Together with my colleague Bernardo Tabuenca I plan to offer a hands-on session on our open source application platform for mobile learning ARLearn.

In the context of the weSPOT project we plan to gain some insights on how to make use of ARLearn to collect data as part of an inquiry-based learning process. We are especially interested in implementing the experience sampling method (Larson & Csikszentmihalyi, 1983) together with the workshop participants. More information on the summer school and the workshops offered can be found at http://www.prolearn-academy.org/Events/summer-school-2013/

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Larson, R., & Csikszentmihalyi, M. (1983). "The experience sampling method". New Directions for Methodology of Social and Behavioral Science, 15, 41-56.

25 predictions for the next 25 years

In his WMUTE special keynote on A Perspective on Wearable and Ubiquitous Computing: How Does It Impact on Daily Life? Prof. Masahiko Tsukamoto from the University in Kobe came up with 25 predictions for the next 25 years. Although he insisted that innovations can not be predicted, but should be started by us, his predictions are an inspiring starting point of discussion. So here it goes:

 

  1. E-books will eradicate paper media in 2 or 3 years
  2. HMD market rises within 1 or 2 years (everybody will come to use)
  3. Street information distribution will spread in 1 or 2 years and AR will become a standard platform of computers
  4. Wearable game machines permeate various generations in 2 years
  5. The mega market of wearable sensing will rise in 3 years and it will become impossible for people to part with sensors
  6. Air conditioning wear will be developed explosively in 3 years and air conditioning of a room will disappear in 5 years
  7. Cleaning robots will become multifunctional in 3 years as a moving home server
  8. IC tags will be embedded at all daily things in 5 years and will be used in various purposes
  9. "Flying computers" appear in 5 years, and their use range spreads from indoor to outdoors
  10. Mobile Phone disappears in 10 years
  11. Twitter and Facebook are soon out of use
  12. Smart Phones will disappear in several years
  13. iPad will disappear after a while
  14. Digital signage will not become popular
  15. from OTAKU (inside freak) to OSOTO (outside freak) > from digital activities to physical activities
  16. Home camera will rapidly grow this year
  17. Motion is in fashion next year
  18. See-through HMD is in fashion in 2 years
  19. Smart phone going to be fixedly used at specific places in 3 years
  20. Magical stick rod is in fashion in 3 years
  21. Car audio and car navigation will disappear in 5 years
  22. Standardization of the physical law of AR contents progresses in 5 years
  23. BMI (brain machine interface) becomes major in 7 years
  24. Signboards in a town will disappear in 10 years
  25. Paper and pens will disappear ten years later
 
WMUTE Conference Report 3

The last day of the WMUTE conference was dedicated to a session on Evaluation and Analysis in Mobile Learning and thus one of the great challenges in this research field. The session included the presentation and discussion of a multimodal analysis of spatial characteristics of a realworld learning field, the case of a mobile business game, the evaluation of interaction with mobile devices in mobile inquiry-based learning, and the support of place/space based patterns of citywide mobile learning through a multi-agent framework. Finally Prof. Masahiko Tsukamoto from the University in Kobe concluded the conference with his special keynote on A Perspective on Wearable and Ubiquitous Computing: How Does It Impact on Daily Life?

Notably the presentation on the mobile business game by the University of Auckland illustrated nicely the complete workflow from developing an idea, over the actual implementation, to the prototype evaluation. The game uses location-based anchors to augment business cases with real-world interactions and also includes an authoring environment. The whole approach reminded me a bit of the EMERGO toolkit, almost like a possible mobile extension. Another interesting presentation dealt with an offen neglected aspect of mobile learning - the evaluation of the interaction with mobile devices. Within the mVisible Outdoor Activity project the researchers developed an interaction evaluation framework that can be used to refine activities and tasks given.

If you are interested in one of the presentations or would like to have some more information, please do not hesitateto contact me.

WMUTE Conference Report 2

Throughout the week at the WMUTE conference a range of presenters from different international universities and institutes presented their research on mobile and ubiquitous learning in sessions on Context-aware and Personalized Learning ApproachesMobile Human-Computer Interaction, as well as Mobile Social Media and Emerging Mobile Technologies in Education.

In the first session the prototypes [MY]story and hi[STORY] were presented. Both mobile digital storytelling systems were developed with the overall goal to facilitate new media literacy as key competence and promote creative collaborative learning. More technically oriented the Open Device Control (OpenDC) framework for interactive applications in ubiquitous environments, an architecture for supporting heterogeneous multi-device learning environments, and the concept of a decentralized and self-adaptive system for mobile learning applications were introduced. 

In the second session a device-free personal response system based on fiducial markers, the mobile applications Lotus, Uz, and Touch & Read for the cognitive support of children with disabilities, and a gesture-based interaction system to support the collaborative exploration of visualizations using Microsoft Kinect were presented. Interestingly the response system utilizes augmented reality (AR) markers in reverse, similar to what we did when implementing our social learning game and the AR business cards. More information on the response system can be found at http://ist.mns.kyutech.ac.jp/miura/awareresponse/index.php. Furthermore the timer based cognitive support applications Lotus and Uz are available for iOS in the App Store.

Finally in the last session new approaches for nomadic inquiry, the recommendation of helpers based on personal connections, and a folksonomy-based indexing for retrieving resources were presented. Furthermore a study on a augmented reality based butterfly ecology learning system and (especially interesting) the utilization of IMS LD to author authentic learning examples in a mobile context were presented. If you are interested in one of the presentations or would like to have some more information, please do not hesitate to contact me.

WMUTE Conference Report 1

The first day of the WMUTE conference was opened by a keynote of Prof. David Cavallo from the University of Maryland iSchool and College of Education on Liberating Learning: How Ubiquitous Access to Connected Computational Devices Releases Education from the Tyranny of Information Recall. In his keynote he explained why the focus on mostly trivial information recall is the wrong educational focus for the ubiquitous age and that different approaches are needed. Furthermore he showcased some projects where he guided students to solve real-world problems using open engineering environments to foster their expression, construction, design & collaboration rather than presenting and recalling information.

The following sessions were then devoted to Mobile Learning Activity Design and Mobile Collaborative Learning. In the first session a design for mobile activity support across learning contexts, a scaffolded participatory and collaborative reading application, as well as the results of a survey covering the possibilities and challenges in mobile learning for K-12 teachers were presented. In the second session 3 collaborative system prototypes (i.e., SCROLL a context-aware ubiquitous learning-log system, LETS GO a system to support ecology field work for upper secondary schools, and SMS-HIT an approach to integrate SMS components into CSCL scripts) as well as a conceptual framework towards the support of field and in-class collaborative learning were presented. If you are interested in one of the presentations or would like to have some more information, please do not hesitate to contact me.

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