the world as their understanding increases in depth and detail.
Such environments encourage students to constantly try out
new ideas, propose challenging questions, reflect on
feedback, and make sense of the new situations and fit it to
their existing imaginary world. Thus, when a student's
imaginary world correctly reflects the objective real world,
he or she can make rational decisions when solving problems.
III. UBIQUITOUS LEARNING VIA MOBILE DEVICES
The activities enabled by mobile devices happen outside
the traditional classroom most of the time. For instance, they
could occur at home, in the office, during a vacation, or on
the road. We call it informal learning, which Coombs [10]
defines as the spontaneous, unstructured learning that goes
on daily in the home and neighborhood, behind the school
and on the play field, in the workplace, marketplace, library
and museum, and through the various mass media (p. 92). In
such a setting, students may not even realize that learning is
involved when they interact with materials or others. Weiser
[11] states "the most profound technologies are those that
disappear. They weave themselves into the fabric of
everyday life until they are indistinguishable from it." With
the affordances of ubiquitous computing, technology can
remain in the background, pervading our physical surround
on a variety of scales. Users obtain ever-present connectivity
and access to capture, process, send, and receive information
through multiple devices anytime and anywhere [3]. Mobile
devices are the exact learning tools we'd like to adopt to
enable the embodiment of ubiquitous learning.
Mobile phone is the most widely used electronic devices
in the world. The smartphone market is set to exceed
computer users by 2014 when its market is expected to reach
30% of the worldwide cellphone market [12]. Mobile
devices have much of the computing capability and
expandable storage capacity of laptops at a fraction of the
cost [3]. A national survey by the Kaiser Family Foundation
found [13] that the amount of time young people spend with
entertail nment media has risen dramatically- an average of 7
hours, 38 minutes to daily media use - an equivalent of a
full-time job! It also found that heavy media use is associated
with several negatives, including behavior problems and
lower grades. Therefore, teachers' active participation and
effective intervention via a ubiquitous mobile learning
channel is much needed.
the world as their understanding increases in depth and detail.
Such environments encourage students to constantly try out
new ideas, propose challenging questions, reflect on
feedback, and make sense of the new situations and fit it to
their existing imaginary world. Thus, when a student's
imaginary world correctly reflects the objective real world,
he or she can make rational decisions when solving problems.
III. UBIQUITOUS LEARNING VIA MOBILE DEVICES
The activities enabled by mobile devices happen outside
the traditional classroom most of the time. For instance, they
could occur at home, in the office, during a vacation, or on
the road. We call it informal learning, which Coombs [10]
defines as the spontaneous, unstructured learning that goes
on daily in the home and neighborhood, behind the school
and on the play field, in the workplace, marketplace, library
and museum, and through the various mass media (p. 92). In
such a setting, students may not even realize that learning is
involved when they interact with materials or others. Weiser
[11] states "the most profound technologies are those that
disappear. They weave themselves into the fabric of
everyday life until they are indistinguishable from it." With
the affordances of ubiquitous computing, technology can
remain in the background, pervading our physical surround
on a variety of scales. Users obtain ever-present connectivity
and access to capture, process, send, and receive information
through multiple devices anytime and anywhere [3]. Mobile
devices are the exact learning tools we'd like to adopt to
enable the embodiment of ubiquitous learning.
Mobile phone is the most widely used electronic devices
in the world. The smartphone market is set to exceed
computer users by 2014 when its market is expected to reach
30% of the worldwide cellphone market [12]. Mobile
devices have much of the computing capability and
expandable storage capacity of laptops at a fraction of the
cost [3]. A national survey by the Kaiser Family Foundation
found [13] that the amount of time young people spend with
entertail nment media has risen dramatically- an average of 7
hours, 38 minutes to daily media use - an equivalent of a
full-time job! It also found that heavy media use is associated
with several negatives, including behavior problems and
lower grades. Therefore, teachers' active participation and
effective intervention via a ubiquitous mobile learning
channel is much needed.
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