Ubiquitous computing is considered the third wave of computing integrating computation into the environment instead
of having computers as distinct objects. This is considered the age of calm technology and is in the infancy of the technological
spectrum, basically the third paradigm of computing. The first paradigm of computing was the original mainframe computers
that involved many individuals sharing only one computer. The second wave of computing was the personal
computer age where one person utilized one computer. Then, the age of ubiquitous computing started the third model where many
computers will serve each individual. According to Weiser (1991), the ubiquitous computing paradigm is
where technology becomes virtually invisible in our lives as the computing becomes embedded in the environment.
The description of the prospect computer as an intimate computer in accordance with Kay (1991) and a human assistant
in accordance with Tesler (1991) seems to encourage the concept of this third wave of computing. It has become reality to
view this wave as a radical departure from the old tradition of computing. Instead of having the computers out for our use
and forcing an adaptation to these machines, the world of ubiquitous computing will become implicit in our lives as the computing
will become an embedded component in all the things we utilize in our daily lives, as pointed out by Weiser (1991).
The industry that this embedded computing technology could benefit all stakeholders is in the educational industry.
This type of computing tool appears to be more natural and effective for the education of students. According
to the Harvard website, there is a project that presents an overview of utilizing handheld devices with ubiquitous learning.
This project seeks to reflect the overall promise of ubiquitous computing and the benefits of wireless handheld computers.
Combined together, it is the attempt of this project to improve the education of students.
The website
of Harvard continues to indicate that the handheld devices for ubiquitous learning project the determined how these wireless
devices will enhance the learning environment and teaching methodologies in the university setting. The chief reason for this
ideology were based on the devices that a lot of students own and carry as a part of their everyday life, overall society
acceptance, culture, and technical movement towards the world of ubiquitous computing, and the new emerging media-driven learning
styles of future students. The math course could integrate this third wave by students utilizing wireless handheld devices
with graphing calculators that enhances the overall learning of math skills. The implementation of this computing in the math
course reduced the class room meeting times to a single two-hour class meeting. In the technology and assessment course, the
class utilizes the devices to create and share animations, evaluated various commercial assessment applications, and completing
actual real-time exercises, which reduced the class meeting times to a thirty-minute session and a two-hour session. This
Harvard website presented several other classes where this technology has improved the learning environment for students and
instructors, reducing the face to face meeting times as a result.
While ubiquitous computing is
non-device specific, Harvard feels that the wireless handheld devices offer several features that Weiser has theorized. According
to Dieterle (2004), there are five commonalities between all wireless handheld devices, which include:
o
Ability to connect to the internet easily
o Provides the ability for the user to wear the device for easy access
o Allows for instant access
o Provides for flexibility
o Ensures
economic viability by providing computing capability at a low cost
Therefore, wireless handheld devices reflect a
broad class of devices and are not limited to personal digital assistants (PDA’s), gaming devices, portable musical
players, and cell phones, according to Dieterle.
As we further look into the paradigm
shift for mobile computing in education, we must consider that student demands for “on-demand” computing have
encouraged many higher educational institutions to take steps in creating a radical vision, according to a Business Wire (2006,
May 16) article. There are primary forces that are forcing this paradigm shift toward ubiquitous computing in the educational
marketplace. These forces include the tight competition necessities in the higher educational market has driven institutions
to consider satisfying students needs and preferences. This has been addressed by some innovative institutions with adoption
of cutting-edge technology as an attractive differentiation strategy. In this light, the students have been an influential
driving force for this technology undertaking, resulting in a paradigm shift towards ubiquitous computing in higher education.
The article further indicates that the extraordinary adoption of mobile devices have provided new educational tools to reach
students and affected the developments in consumer technology that impact educational institutions. The
article further reveals that ubiquitous computing will dramatically provide a connection between instructors and students
by providing a purpose-driven model for ubiquitous computing with considerable flexibility of information technology. The
article also provides the ability to ensure that distance learning has no barriers and change will continue to unfold as mobile
technology improves, becomes cheaper, and allows for faster access. This supports Harvard’s project of improving education
through ubiquitous computing. The key is to maintain flexible expectations which seem to be the best method to allow instructors
to work out ways to deal with this new concept of ubiquitous technology. According
to Olsen (2001, January 26), Wake Forest University's research has revealed that eighty-seven percent of faculty members
and students think learning has increased because students have more communication with their professors and many more opportunities
to collaborate with classmates across the campus with this type of learning.
Prior to the introduction
of this embedded computing process, students had to meet in the traditional style of classrooms for a full amount of time
and at a pre-determined date and time. The traditional style assumes machines are placed for our use forcing individuals to
adapt. Instead, ubiquitous computing is technology that insists technology will be implicit in our daily lives. As such, education
should utilize this implicit view to better educate students familiar with this technological advancement. It will become
a more natural tool making it a more effective and efficient manner to better educate the students.
Another aspect
of ubiquitous computing includes the use of electronic whiteboards. According to Young (2002, February
8), these whiteboards offer a display in spaces about five feet wide which appear to be an oversized touch screen computer
monitor. Young continues to indicate that many of these devices have hit the market by ensuring every mark made on the board
can be saved on the computer and uploaded easily onto the appropriate website or broadcast for students’ access over
vast distances. Imagine the ability to manipulate the display, which means students
have the ability to tap the board to advance slides in PowerPoint presentations and then scribble notes over them as they
go. This means that student note taking takes on another role of improving the quality and efficiency in the learning process.
The article has reflected that the devices were originally designed for business meetings, but their use in the academic world
appears to be growing. This makes "electronic whiteboards" a computing power that improves one of the oldest and
most ubiquitous teaching tools within the classroom. Prior to this electronic whiteboard, students had to manually write the
notes and if they missed a concept, then they would not be able to obtain the information at a later date.
The last area of ubiquitous computing in education will be presented in the
ideology of utilizing games for improving the learning process. According to the Education Arcade Organization
website, the educational arcade style games are innovative ubiquitous computing tools that improving student learning through
educational computer and video games. The creative gaming design, instructive development,
and student evaluation activities inform the production of the efficient and effective computing tools in the current classrooms.
The website presented that researchers in the past have explored key issues in the use of a wide variety
of media in teaching and learning through the Games-to-Teach Project, a Microsoft-funded initiative with MIT Comparative Media
Studies that ran between 2001 and 2003. The project resulted in a suite of conceptual frameworks designed to support learning
across math, science, engineering, and humanities curricula. The future will involve the development of ubiquitous tools and
game devices that will include:
o creative contextual development
o pedagogical and learning framework development
o curricular and teacher support
o assessment and student evaluation studies
By utilizing the embedding
computation into the environment and normal objects, students will be able to interact with information-processing devices
that appear to be more natural than students have done in the past. The primary advantage is that this
learning process can be done in any location or under any circumstance that the student finds themselves. Prior
to this third wave of computing, students did not have the ability to choose their method of learning style. Students usually
will learn best when they are allowed to choose their mode of learning.
In the seventies and
eighties, it was not unusual for students to attend and listen to a two- to four-hour class being taught. In today’s
educational arena, students cannot maintain their attention throughout an entire two- to four hour-class lecture. Lecture
classes were the normal process and technology was not part of the classroom. Students had to take notes
manually and access to educational materials was limited to when the students were in the classroom. Tutoring of students
was limited to the actual instructors via office hours or other students in a learning center environment. Today’s students
are easily distracted. The younger, full-time students grew up in an age of instant gratification. Most of their childhood
life included cable or satellite television with access to over sixty channels, video games, internet availability, and a
lot of entertainment opportunities. If one mode of entertainment starts to bore them; they easily change to another mode of
entertainment. The other type of students include the working adult, has to wake up early in the morning, commute to the job,
work eight to nine hours, and then attend a three to four hour lecture at night. Most of these students have families and
bills to be concerned about. The time element for learning is affected.
Ubiquitous computing
is one way to achieve the educational goals of teaching as it brings into being a
change in the assembly of the classroom framework and the practices of those contributing to that framework. Many
resources should be made available to instructors in order to properly integrate the ubiquitous technology into the classrooms
and continued education for instructors to ensure they have the same technological skill level as their students, according
to Christiansen (2002). As embedded computing has become increasingly integrated into daily life, it is important for the
learning environment to match a similar technology. Students will learn more when they are educated in an environment to which
they are accustomed.
Reference:
Burns,
Kathleen & Polman, Joseph (2006). The impact of ubiquitous computing in the internet age. Journal of Technology and
Teacher Education, 14, 2, 363 – 385.
Business Wire
(2006, May 16). A paradigm shift for mobile computing in higher education is gaining momentum. 1.
Dieterle, E. (2004).
Wearable computers and evaluation. The Evaluation Exchange, 10, 3, 4–5.
Education Arcade Organization
website. Retrieved on August 25, 2006 from http://educationarcade.org/
Harvard Graduate School of Education website retrieved on August 25, 2006 from http://gseacademic.harvard.edu/~hdul/whd-overview.htm
Kay, Alan (1991, September). Computers, Networks, and Education. Scientific American, 138-148.
Olsen,
Florence (2001, January 26). Colleges differ on costs and benefits of ubiquitous computing. The Chronicle of Higher Education,
47, 20, A45.
Tesler, Lawrence G. (1991, September). Networked Computing in the 1990's. Scientific American,
September 1991. pp. 86-93.
Weiser, Mark (1991, September). The Computer for the Twenty-First Century. Scientific
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Kay, Alan (1991, September). Computers, Networks, and Education. Scientific
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Olsen, Florence (2001, January 26). Colleges differ on costs and benefits of ubiquitous
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The Computer for the Twenty-First Century. Scientific American, 94-104.
Young, Jeffrey R. (2002,
February 8). Electronic whiteboards’ add flexibility to classrooms. The Chronicle of Higher Education, 48, 22, A36.