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Ubiquitous Computing

Ubiquitous Computing: Classrooms and Learning in the Third Wave of Technology

Ubiquitous defined: Widely present; found everywhere.


 WHAT?     WHY?  HOW?
The Third Wave of computing is a move from the personal home computer to computing power moved to the network. This type of networked computing began when the Internet became useful to the public. Backbone technologies and connection technologies have advanced to create a broad electronic environment that allows people and computers to interact in ways that has expanded the power of computing. As more and more people become part of the network, and technologies continue to advance, ubiquitous computing will be realized.
It seems that if ubiquitous computing is on the horizon (many writings about it are from at least 5 years ago) or here already, it is important for students to know how to function and learn in this type of environment.
Cellphones, netbooks and GPS devices, combined with web 2.0 tools should be the focus of educators looking to move toward ubiquitous computing in the classroom. Students will (have) embraced these devices quickly!


Ubiquitous Computing: Big Brother's All-Seeing Eye - Part 1

Ubiquitous Computing: Big Brother's All-Seeing Eye - Part 2




Ubiquitous Computing Tools

  • GPS

Geocaching is an activity that using GPS technologies to 'play' hide and seek around the world. Participants hide 'treasures' and provide the coordinates needed for others to locate them. Once located, the finder replaces the item and can check it off their geocaching list and share the location information online. Anyone with a GPS can participate. This blog posts information about geogaching in education.

Mission Statement: To create educational opportunities for the world's poorest children by providing each child with a rugged, low-cost, low-power, connected laptop with content and software designed for collaborative, joyful, self-empowered learning. When children have access to this type of tool they get engaged in their own education. They learn, share, create, and collaborate. They become connected to each other, to the world and to a brighter future.

The Give One, Get One project means that for $399 a person can give a laptop to a child in a developing country and receive one for a child in thier life. Or, a buyer can make a cash donation for $199, the cost of a laptop, to help OLPC's mission to provide laptops to children. A third option is to participate in the Give100 or Give1000 program and make a difference to a whole school or community. ~From Amazon.com
  • CellPhones & Smart Devices

A smartphone is a mobile phone offering advanced capabilities beyond a typical mobile phone, often with PC-like functionality. A smartphone can be a phone that runs a complete operating system software with a standardized interface and platform for application developers. Other smartphones are simply a phone with advanced features like e-mail and Internet capabilities, and/or a full keyboard. ~From Wikipedia


These devices are capable of being used in the classroom, but are banned from many, if not all. Thought to be a distraction, school policies have been enacted to force students to unplug/disconnect once inside school. Phones have to be in a locker or in a pocket and are not to be seen by the teacher. With many phones now handling calendaring, photo storage, messaging, and even video, it would be wise for schools to rethink their policies and find ways for students to utilize existing equipment within the curriculum.


Cellphones ~ Resource Links


Cellphone Links