Characteristics of ubiquitous learning

1. Continuity (also called permanence): Learners can remain in the learning state unless they cancel the learning requirements, and the learning process is continuous and seamless.

2. Accessibility (also called accessibility): The forms of learning materials that learners can access include text, pictures, videos, audio and other forms.

3. Directness (also called timeliness): Learners can obtain information directly from the server or peer-to-peer network no matter where they are, usually in a timely manner, such as clicking to learn online videos. Real-time playback is possible (when network speed is guaranteed).

4. Interactivity: Learners can discuss and communicate with other learners in a synchronous or asynchronous manner to achieve information interaction and learning interaction.

5. Initiative: When the server locates a user and enters the area it belongs to, it will actively send service content for the user to choose and actively provide services.

6. Scenario-based teaching behavior: Learning can be integrated into learners’ daily lives. The problems learners encounter or the knowledge they need can be presented in a natural and effective way. This will help learners pay better attention to the characteristics of problem situations.

Extended information:

The introduction of the concepts of Ubiquitous and Pervasive originated in the 1990s, first studied by Xerox Company Palo Alto in California, USA. Dr. Mark Weiser, chief scientist of the center, proposed it in 1991.

"Ubiquitous" is originally Latin, meaning "God is omnipresent". It is used to describe the ubiquity of the Internet due to the progress of computer technology. Computers have been fully integrated into people's lives and provide people with various services ubiquitously. To promote Ubiquitous Society, it is generally believed that there are three popularization tasks, including the popularization of computers, the popularization of network connections, and the popularization of service enjoyment.

Research plans based on ubiquitous/pervasive computing have been widely carried out since the mid-to-late 1990s. Most of the well-known universities and research institutes in the United States and Europe have launched related plans. For example, MIT, CMU, Stanford, and UC Berkeley in the United States; GMD, University of Karlsruhe in Germany; Cambridge, Lancaster, etc. in the United Kingdom have all carried out relevant research.

It means to integrate computers into people’s living spaces to form a computing environment that is “always present, everywhere but invisible”. In such an environment, computing is no longer limited to the desktop. Users can enjoy computing power and information resources without barriers through handheld devices, wearable devices, or other conventional and non-conventional computing devices.

Baidu Encyclopedia-Ubiquitous Learning