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Ubiquitous Computing
How Anytime, Anywhere, Anyone Technology Is Changing Education

Here are some links to other websites related to ubiquitous computing and education. This is a work in progress and not meant to be comprehensive. If you have any links you would like to see added, please send them to the webmaster.

General Sites about Ubiquitous Computing:

Wikipedia entry on ubiquitous computing

 

Literature about Ubiquitous Computing

Dourish, P. & Bell, G. (2007). The Infrastructure of Experience and the Experience of Infrastructure: Meaning and Structure in Everyday Encounters with Space. Environment and Planning B

Bell, G., & Dourish, P. (2006). Yesterday's tomorrows: Notes on ubiquitous computing's dominant vision. Personal and Ubiquitous Computing, 11, 133-143.

Greenfield, A: (2006). Everyware: The dawning age of ubiquitous computing.

Rogers, Y. (2006). Moving on from Weiser's vision of calm computing: Engaging ubicomp experiences. In P. Dourish and A. Friday (Eds.): Ubicomp 2006, LNCS 4206, pp. 404 – 421.

 

Selected Blogs about Ubiquitous Computing Topics:

Web 2.5: The always-on-you-web: Web 2.5 is the fusion of web 2.0 tools with mobile tech.This blog tracks the spread of web apps from the always-on net to always-on-you devices.


Ubiquitous Computing in Higher Education Settings:

 

Ubiquitous Computing in Non-School Educational Settings:

 

Ubiquitous Computing in K-12 Settings:

Ubiquitous Computing Consortium: A coordinated effort by several research institutions who studied the impact of ubiquitous computing in K-12 classrooms from 2003 to 2005. The consortium was funded by the National Science Foundation.

 

Related Topics

Games for Learning:

Center for Computer Games Research: Located at the IT University of Copenhagen, its research focuses on game aesthetics, game design, game spaces, game worlds, gaming cultures, and learning in games.

Digital Games Research Association (DiGRA): the association for academics and professionals who research digital games and associated phenomena. It encourages high-quality research on games, and promotes collaboration and dissemination of work by its members

The Education Arcade: The Massachusetts Institute of Technology and University of Wisconsin-Madison have joined forces to catalyze new creative, teaching, and learning innovations around the next generation of commercially available educational electronic games. The Education Arcade, a research and educational initiative established by leading scholars of computer and video games and education at both universities, plans to focus efforts by partnering with educational publishers, media companies, and game developers to produce new educational electronic games and make them available to a larger audience of students and their teachers and parents.

Game Research: attempts to bring together knowledge on computer games from the areas of art, business, and science.

Game Studies: An international, crossdisciplinary journal dedicated to games research, web-published several times a year. Its primary focus is aesthetic, cultural and communicative aspects of computer games.

Ludology.org: an online resource for videogame researchers.

The Serious Games Initiative: The Serious Games Initiative is focused on uses for games in exploring management and leadership challenges facing the public sector. Part of its overall charter is to help forge productive links between the electronic game industry and projects involving the use of games in education, training, health, and public policy.

 

Highly Mobile Computing (handhelds, cell phones, GPS/location-based etc.):

Handheld Learning. Arguably the largest and most active wireless mobile learning site and forum in the world.

MyArtSpace. An interactive service helping visitors to museums & cultural venues in the United Kingdom to 'collect' exhibits using mobile phones. A presentation about this project done by Mike Sharples at HandheldLearning 2006 (including video), can be downloaded here.

Online Learning:

 

Podcasting:

Broadcast Your Podcast (BYP): enables and encourages podcasters to break out of the net and use local radio space (FM) to broadcast their podcasts. BYP bridges the gap between old and new media, bringing the net to radio. By connecting a BYP broadcast unit to a computer or mp3 player podcasts can be transmitted on FM, enabling podcasters to reach not just an international audience but also their own local community.

The Education Podcast Network: The Education Podcast Network is an effort to bring together into one place, the wide range of podcast programming that may be helpful to teachers looking for content to teach with and about, and to explore issues of teaching and learning in the 21st century.

Educational Podcasting: a UK directory that lists podcasts for educational use - suitable for use by children and young people at school, college and elsewhere.

Learninginhand.com: Tony Vincent's site has a very nicely done section on podcasting, including instructions on how to get started, and the OurCity Podcasts, created by and for kids.

Wikipedia entry for podcasting

 

Social Software:

Edublogs.org: provides free blogs for teachers, researchers, librarians and other educational professionals.

Wikipedia entry for social software

 

 

 

 

 

 

 

 

 

 

Last updated on 9/16/2008