Luokat: Kaikki - computing - teacher - collaboration - boundaries

jonka Laura Daniela 4 vuotta sitten

361

Ubiquitous computing

The integration of laptops in classrooms represents a shift towards ubiquitous learning, characterized by several key moves: blurring traditional educational boundaries, recognizing learner differences, and fostering collaborative knowledge cultures.

Ubiquitous computing

Redefining the Teacher's Role

the teacher still plays an important role in developing the social behavior of children

the teacher to apply "wisdom"

teachers must still exercise true leadership in the classroom.

Tool

Helps you to learn

Helps you to produce

Forces you to think criticall

Expands your horizons by exposing you to new concepts and informatio

Challenges your assumption

Serves as a sounding board for your ideas

Digital Teaching Assistants

This term may evoke concern because it bestows a certain "human" dimension to computers. The rap on technology today is that it is dehumanizing society by limiting social interaction.

It is also an accurate description of what computers do for children within and outside the classroom

The Student Laptop Computer in Classrooms

Seven moves which are characteristic of ubiquitous learning

Move 7

Build collaborative knowledge cultures

Move 6

Connect one’s own thinking into the social mind of distributed cognition

Move 5

Develop conceptualising capacities

Move 4

Broaden the range and mix of representational modes

Move 3

Recognise learner differences and use them as a productive resource

Move 2

To shift the balance of agency

Move 1

blur the traditional institutional, spatial and temporal boundaries of education

the pervasive presence of computers in our lives

a new educational paradigm made possible in part by the affordances of digital media.

affordance

means you can do some things easily now, and you are more inclined to do these things than you were before simply because they are easier

the new machine of the information age

Ubiquitous learning

Ubiquitous computing

social effects

Intuitive Computing
Cognitive Computing
Temporal Computing
Spatial Computing
Participatory Computing
Interactive Computing
Situated Computing