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What Does Ubiquitous Computing Look Like?

Twelve video vignettes (available only on the DVD; click here to order) provide some insight into what ubiquitous computing for teaching and learning can look like. The vignettes are organized on a sliding scale, ranging from formal to informal teaching and learning. Below is a brief description of each vignette. Note that the vignettes are rank ordered relative to each other, meaning that certain vignettes show more or less formal or informal teaching and learning than others.

Title Brief Description Related Links
Authentic Science Access to a presentation system, the Internet, and various scientific tools allow this seventh grade clasroom to access, experience, and do science in ways that are not possible without the technology.

Podcast version of this clip (mp4)
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Choices A fifth grade teacher discusses how access to technology provides students with choices for learning, such as desktops, handheld computers, and digital cameras.  

Collaboration

Peek into a fifth grade classroom to see how students choose what tools to use for learning, and how technology supports collaboration.  

Claymation

Third graders in the AT&T Classroom at Kent State University use digital tools such as handhelds, digital cameras, and animation software, to create short claymations movies that show what they've learned about force and motion. AT&T Classroom website
Hands-On Science Elementary students visiting the AT&T Classroom at Kent State University learn about sound using a variety of digital technologies. AT&T Classroom website
Water Quality Students in Ohio are part of a statewide project that monitors the water quality in local streams. Students collect data using digital probes and handheld computers, and share their findings with other schools using video conferencing. DVC Water Quality Project website
Cell Phones Two teenagers from a high school in Stow, OH interview the mayor. Using cell phones, they record the interview on video and email the clips to an elementary classroom working on a project about local land use.  
Frequency 1550 A city game using mobile phones, GPS technology, and an ultra high-speed broadband mobile phone network in Amsterdam, the Netherlands. The game teaches teenagers about local history by sending them on a trip through the city, completing tasks along the way.

Frequency 1550 website

Frequency 1550 website for 2007

CUYT The Center for Urban Youth and Technology (Albany, NY) provides disadvantaged youth with access to digital tools. Examples shown in this video include robotics, TV, music, and urban theater. CUYT website
Taiwan's NMH This clip provides an overview of how a variety of technologies can enhance a visit to Taiwan's National Museum of History, followed by a brief glimpse at the museum's use of technology to catalog and maintain its collections. The National Museum of History; Taipei City, Taiwan
Taiwan's NMS Father and daughter visit Taiwan's National Museum of Natural Science, using wireless handheld computers for supplementary information and as a tour guide. The Institute for Information Industry & the National Museum of Natural Science; Taichung, Taiwan
Games Two teenagers discuss what motivates them to play games, and how gaming may affect their learning inside and outside of school.  
     

 

Last updated on 09/24/2010