e-Learning Ecologies Case Studies’s Updates

Ubiquitous computing in e-Learning environment

Ubiquitous computing in e-Learning environment.

 

 

Introduction

 

Ubiquitous computing is essentially anywhere, any time and on any device computing. As per definition given in Wikipedia “Ubiquitous computing (or "ubicomp") is a concept in software engineering and computer science where computing is made to appear anytime and everywhere. In contrast to desktop computing, ubiquitous computing can occur using any device, in any location, and in any format.” (https://en.wikipedia.org/wiki/Ubiquitous_computing). Ubiquitous computing is sometimes also known as pervasive computing.

 

Mark Weiser, who is credited with introducing ubiquitous Computing in 1988 has said “"Ubiquitous computing names the third wave in computing, just now beginning. First were mainframes, each shared by lots of people. Now we are in the personal computing era, person and machine staring uneasily at each other across the desktop. Next comes ubiquitous computing, or the age of calm technology, when technology recedes into the background of our lives."

 

It is a paradigm in which the processing of information is linked with each activity or object as encountered. It involves connecting electronic devices, including embedding microprocessors to communicate information. Devices that use ubiquitous computing have constant availability and are completely connected.

 

Ubiquitous computing applications are everywhere present in modern life. A few examples are Apple Watch or Fitbit, Smart speakers like Amazon Echo or Google Assistant,Self Driving Cars Smart Bulbs Smart Locks, Home automation systems and remote monitoring and surveillance systems.

 

Ubiquitous Computing and e-Learning ecosystem

 

Computer Based Education (CBE) was one of the initial stages of implementations in new learning, leading to online education and e-learning in the mid-1990s. With ubiquitous computing, CBE evolved in to anywhere, anytime and any device, e-Learning environment. It is a rapidly developing area of ICT. It enables authorized access to anytime-anywhere, any device-any network-any data. The unbelievable growth in hardware technology has fulfilled the vision of ubiquitous computing. In mobile learning, devices such as Smart Phones, tablets, and Laptops are connected to Internet with wireless communication technologies like WiFi, BlueTooth etc, and this enables the learning at anytime and anywhere. This learning is further enhanced with intelligent environment and context awareness. The information about the learner’s context is obtained from the learning environment which is embedded with sensors, tags and so on. While the learner is moving with his/her mobile device, the system dynamically supports his/her learning by communicating with embedded devices in the environment.

 

The classroom of the future will be based on the operation of ubiquitous computing with a single authentication, which include components that all are interrelated and interconnected. Main components of this system will support all the forms of learning: classroom and online courses, ubiquitous learning environments based on ubiquitous technologies, m-Learning, blended-learning, before, during, and after the lesson. Content handling will be done online, and in real time. (Employing ubiquitous computing devices and technologies in the higher education classroom of the future Catherine Marinagia *, Christos Skourlasb , Petros Belsis, Sicience Direct, 2013)

 

A case Study

 

Codetantra (www.codetantra.com) provides an ubiquitous computing based virtual university platform was developed by a startup at Hyderabad, India. Using various sensor related technologies, smartphones and other computing devices, it can provide following e-learning services.

1. Virtual university / school

2. Online Classes + LMS + Assessments + Remote Proctoring + Interactive Courses

3. Organizations & user management with role based access control with secure multi-factor authentication

4. Curriculum management, controllable at individual as well as organization hierarchy level

5. Rich online course authoring & design with support for rich media, animations, etc.

Currently it is in use by over 2,00,000 students of Engineering Colleges of Telangana and Andhra Pradesh states of India.