As another illustration of ubiquitous computing for learning, Klopfer and his colleagues12 are developing augmented reality simulations that embed students inside lifelike problem-solving situations. The goal is to help them understand complex scientific and social dynamics (http://education.mit.edu/
ar). Participants in these distributed simulations use location-aware handheld computers (with Global Positioning System [GPS] technology), allowing them to physically move throughout a real location while collecting place-dependent simulated field data, interviewing virtual characters, and collaboratively investigating simulated scenarios. The “Environmental Detectives” augmented reality simulation, for example, engages high school and university students in a real-world environmental consulting scenario not possible to implement in a classroom setting.13 Students role-play environmental scientists investigating a rash of health concerns on the MIT campus linked to the release of toxins in the water supply.