Learning in Smart Environments – From Here to There
Peter Mikulecky
University of Hradec Kralove, Hradec Kralove, Czech Republic
peter.mikulecky@uhk.cz
Abstract: Recently, ten years after the Information Society Technologies Advisory Group (ISTAG)
Report (Ducatel et al 2001) was issued with several visions of smart environments for various
purposes, we could already evaluate the results achieved. One of the original scenarios by ISTAG was
the Scenario 4: Annette and Solomon in the Ambient for Social Learning . The vision presented in the
scenario started an intensive research resulting in a number of projects aiming at design and
utilization of various smart learning environments. In the paper, which is based on our ongoing
research, we wish to remind several recent important attempts in the area of smart environments
designed for learning.
Keywords: Smart environments, ambient intelligence, ubiquitous learning, scenarios.
1. Introduction
The famous ISTAG Report started from 2001 a decade of various research initiatives covered by the
recently very successful area of Ambient Intelligence (AmI). The AmI vision can be applied to a
number of diverse application environments, varying from homes, offices, or cars to homes for the
elderly and hospitals. It refers to a wide range of human emotional and intellectual needs, from
comfort, pleasure, and entertainment to safety, security, and health. AmI scenarios provide examples
of such environments. They are included in the ISTAG report (Ducatel et al 2001) that introduced
four scenarios of the future development in information society.
One of the ISTAG scenarios – Scenario 4: Annette and Solomon in the Ambient for Social Learning –
brought a vision of a smart learning environment, based on a position that learning is a social
process. According to the original description in the ISTAG report, the Ambient for Social Learning
(ASL) is an environment that supports and upgrades the roles of all the actors in the learning process,
starting with the roles of the mentor and the students as most concerned parties. The systems that
make up the ASL are capable of creating challenging and interacting learning situations that are
codesigned by the mentor and students in real-time. Students are important producers of learning
material and create input for the learning ‘situations’ of others. In other words, the ASL is both an
environment for generating new knowledge for learning and a ‘place’ for learning about learning
(Ducatel et al 2001, p. 7).
Recently, ten years after the ISTAG Report was issued with several similar visions of smart
environments for various purposes, we could already evaluate the results achieved. An intensive
research has been provided since that time with a number of interesting results. However, recent
experience with new achievements in the area of smart classrooms and other similar smart
environments seems not to be always satisfactory.
Smart environments for learning, as a result of intensive research in the area of Ambient Intelligence,
deserve also attention of the large community oriented on e-learning and technology enhanced
learning. Smart environments could be naturally considered a new degree of computer enhanced
learning, with a number of new facilities. The area of Ambient Intelligence can be studied from
several perspectives. As (Bureš, Čech, and Mls 2009) pointed out, besides its technological
perspective, social perspective, or ethical perspective, we can also identify an educational
perspective. The educational perspective deals with problems and challenges related to proper
education in relevant AmI areas.
In the paper we intend to map the recent state of the art in the area of smart environments designed
for learning. On the basis of our ongoing research we wish to present a number of open problems
and possible ways to their solutions, as well as a critical view on the research of smart environments
for learning.
In: Proc. of the 10th European Conference on E-learning ECEL 2011, Brighton, U.K., pp. 479-484,
Academic Publishing Ltd., Reading, 2011, ISBN: 978-1-908272-23-2 CD
2. Context-aware Ubiquitous Learning
The context aware and ubiquitous learning as being naturally close to the educational perspective of
AmI as well as to the idea of smart learning environments, was defined and studied by several
authors. (Winters et al. 2005) pointed out that ubiquitous computing has tremendous potential for
framing learning, particularly in informal and socially constructed contexts. To reach this potential
according to (Winters et al. 2005) it is necessary for the current desktop-focus development of
technology in education to be challenged through the design, development and testing of new
ubiquitous prototypes for learning.
For instance, according to (Yang et al 2008), context-aware and ubiquitous learning is a computer
supported learning paradigm for identifying learners' surrounding context and social situation to
provide integrated, interoperable, pervasive, and seamless learning experiences. The objective of
context-aware and ubiquitous learning is to enhance Web-based learning a step further from learning
at anytime and anywhere to learning enabled at the right time and the right place using right
resources and right collaborators. Alternatively, according to (Hwang et al 2009) context-aware
ubiquitous learning is an innovative approach that integrates wireless, mobile, and context-awareness
technologies to detect the situation of learners in the real world and provide adaptive support or
guidance accordingly.
Already mentioned authors (Yang et al 2008) summarize the characteristics of context-aware and
ubiquitous learning in the following eight aspects: mobility, location awareness, interoperability,
seamlessness, situation awareness, social awareness, adaptability , and pervasiveness. More detailed
descriptions of these aspects are as follows:
Mobility: The continuousness of computing while learners move from one position to another.
Location awareness: The identification of learners’ locations.
Interoperability: The interoperable operation between different standards of learning resources,
services, and platforms.
Seamlessness: The provision of everlasting service sessions under any connection with any
device.
Situation awareness: The detection of learners’ various situated scenarios, and the knowledge of
what learners are doing with whom at what time and where.
Social awareness: The awareness of learners’ social relationship, including what do they know?
What are they doing at a moment? What are their knowledge competence and social familiarity?
Adaptability: The adjustability of learning materials and services depending on learners’
accessibility, preferences, and need at a moment.
Pervasiveness: The provision of intuitive and transparent way of accessing learning materials and
services, predicting what learners need before their explicit expressions.
On the other hand, (Bomsdorf 2005) considered ubiquitous learning as the next step in performing elearning and by some authors it was expected to lead to an educational paradigm shift, or to new
ways of learning. The potential of ubiquitous learning results from the enhanced possibilities of
accessing learning content and computer-supported collaborative learning environments at the right
time, at the right place, and in the right form. Furthermore, and this is close to the ideas of AmI
presented by (Ducalet et al. 2001), it enables seamless combination of virtual environments and
physical spaces. Ubiquitous computing leads to ubiquitous learning that allows embedding of
individual learning activities into everyday life. As Bomsdorf (2005) mentioned, early applications of
ubiquitous learning were tourist and museum guides, by means of which a visitor gets information
based on his current position, e.g., facts about a painting he is standing in front of. In most
ubiquitous learning approaches the physical environment is directly (semantically) related to learning
objectives and activities (e.g., the museum visitor gets information each time based on his current
location). As it was already stressed, the fundamental issue in a ubiquitous learning environment is
how to provide learners with the right material at the right time in the right way. Context aware
adaptation is therefore indispensable to all kinds of learning activities in ubiquitous learning
environments.
In addition to the context-aware ubiquitous learning characteristics by (Yang et al 2008) mentioned
earlier in this chapter, (Hwang et al 2008) formulated the potential criteria of a context-aware
ubiquitous learning environment as follows:
it is context-aware; that is, the learner’s situation or the situation of the real-world environment in
which the learner is located can be sensed, implying that the system is able to conduct the
learning activities in the real world.
it is able to offer more adaptive supports to the learners by taking into account their learning
behaviours and contexts in both the cyber world and the real world.
it can actively provide personalized supports or hints to the learners in the right way, in the right
place, and at the right time, based on the personal and environmental contexts in the real world,
as well as the profile and learning portfolio of the learner.
it enables seamless learning from place to place within the predefined area.
it is able to adapt the subject content to meet the functions of various mobile devices.
As (Hwang et al 2008) pointed out, researchers have different views of the term “ubiquitous learning”
till now. A popular view is “anywhere and anytime learning”, which is a very broad-sense definition of
ubiquitous learning. With this definition, any learning environment that allows students to access
learning content in any location at any time can be called a ubiquitous learning environment, no
matter whether wireless communications or mobile devices are employed or not. From this viewpoint,
the mobile learning environment which allows students to access learning content via mobile devices
with wireless communications is a special case of the broad-sense definition of ubiquitous learning.
However, if we took into account the ISTAG scenario Annette and Solomon in the Ambient for Social
Learning that could serve as an ideal case for a smart learning environment, which was undoubtedly
context-aware as well as ubiquitous at the same time, the popular view of “anywhere and anytime
learning” should be considered as impractically broad. As (ElBishouty et al 2010) pointed out, the
challenge in the information-rich world is not to provide information at anytime and at anywhere but
to say the right thing at the right time in the right way to the right person.
This approach is supported also by (Yang 2006, p. 188), stating that a ubiquitous learning
environment provides an interoperable, pervasive, and seamless learning architecture to connect,
integrate, and share three major dimensions of learning resources: learning collaborators, learning
contents, and learning services. Therefore ubiquitous learning is characterized by providing intuitive
ways for identifying right learning collaborators, right learning contents and right learning services in
the right place at the right time.
The main characteristics of ubiquitous learning are permanency, accessibility, immediacy,
interactivity, and situating of instructional activities. (ElBishouty et al 2010) mentioned that the
ubiquitous environment should be personalized according to the learner’s situation. They defined
personalization as the way in which information and services can be tailored in a specific way to
match the unique and specific needs of an individual user. While a learner is doing learning task or
activity, she usually looks for some knowledge. In a ubiquitous learning environment, as (ElBishouty
et al. 2010) stressed, it is very difficult for a learner to know who has this knowledge even though
they are at the same place. In this case, the learner needs to be aware of the other learners’ interests
that match his request.
There are only a few studies that have attempted to induce the educational affordances of contextaware ubiquitous learning environment. (Liu and Chu 2009) devoted attention to the problem of what
educational affordances can be provided by a context-aware ubiquitous learning environment. They
proposed a system named EULER that can provide eight educational affordances: knowledge
construction, apply, synthesis, evaluation, interactivity, collaborative learning, game-based learning,
and context-aware learning. Moreover, they stressed that ubiquitous learning provides context-aware
information and self-learning opportunities for learners. Therefore, it not only enables students to
achieve learning goals anytime and anywhere, it is also cultivating their ability to explore new
knowledge and solve problems. This should be considered to be one of most important characteristics
of ubiquitous learning.
Interesting ideas about learning in smart environments can be found in (Winters et al. 2005).
According to them, learning is no longer viewed only as a form of delivered instruction, undertaken
within the confines of traditional educational environments. It is now understood as a social process
that happens at a time and place of the learner's choosing, continuing throughout one’s life. It is
collaborative, evolving and informed by a process of self-paced development.
(Winters et al. 2005) define a smart environment as any space where ubiquitous technology informs
the learning process in an unobtrusive, social or collaborative manner. Thus a smart environment can
be an ‘aware’ room or building, capable of understanding something about the context of its
inhabitants or workers; it can be a digitally enhanced outdoor space – park, cityscape or rural
environment; or it can be the environment created when peoples’ meetings or interactions are
augmented by wearable devices. These ideas are very close to that of original Scenario 4: Annette
and Solomon in the Ambient for Social Learning from the ISTAG Report (Ducatel et al 2001).
3. Examples of ubiquitous learning environments
There is a number of interesting attempts to propose ubiquitous learning environments of the type
discussed in previous chapters. For instance (Chen, Kinshuk, Wei, and Yang 2008) proposed a
wireless communication based network called GroupNet. It is a Group Area Network that is proposed
on the basis of P2P wireless network connection to fit with this type of mobile scenario. GroupNet
consists of a set of interconnecting handheld devices with wireless access, carried by a group of
people within proximity.
GroupNet works with wireless modules of the handheld devices to achieve the best of ubiquitous
networking. Ubiquitous networks enable secure access to data from everywhere on multiple devices
to achieve the ubiquitous learning environment. The ubiquitous learning environment can connect,
integrate and share learning resources in the right place at the right time by an interoperable,
pervasive and seamless learning architecture. P2P networking used in GroupNet is one approach of
creating ubiquitous networks for supporting ubiquitous learning.
Another interesting proposal of intelligent learning environments published (Mhiri and Ratté 2009).
They proposed an intelligent environment for human learning (the AARTIC project) that assists
software engineering students in their assignments. The system resolve real problems: for the
students, too much time to complete each assignment, for the teacher, too many students to offer
any personalized help. Moreover, because students find themselves in a precarious situation (the
concepts are new and complex), they rely on old primary reflexes: zero collaboration or planification.
The proposed system aims to help the student in the understanding of concepts by suggesting
examples. Two pedagogical agents compose the adaptive aspect of the system. The first monitors
students’ activities in the environment. The second allows the teacher to observe the performance of
each student and of the class as a whole. The environment also emphasizes collaboration.
(ElBishouty et al 2010) present a model of personalized collaborative ubiquitous learning environment
in order to support learners doing learning tasks or activities. It utilizes RFID tags to detect the
surrounding physical objects and provides personalized recommendations based on the detected
objects. It provides the learner with social knowledge awareness map for the peer helpers. The map
visualizes the learners’ surrounding environmental objects, peer helpers and the strength of the
relation in the social network perspective. The learner can contact, interact, and collaborate with the
peer helpers to address the learning goal.
Another example of a different approach towards intelligent learning environments presented
(Winters et al. 2005). They defined an intelligent environment as any space where ubiquitous
technology informs the learning process in an unobtrusive, social or collaborative manner. In their
paper, two ubiquitous devices for use in such an environment were presented: the Experience
Recorder and the iBand. The Experience Recorder is an embedded system that records the paths
travelled by users – i.e. trails – in a particular place, for example at a museum or trade fair. It then
recreates this visit in digital form, for example as a personalised website, enhanced for learning. The
iBand is a wearable bracelet-like device that exchanges information about its users and their
relationships during a handshake. (Winters et al 2005) stressed that the challenge of ubiquitous
computing was to design and build systems for augmenting human capabilities rather than to replace
them. In the context of learning, any ubiquitous computing tool cannot be viewed as deskilling the
user. It must encourage skills development in a manner in which the learner is comfortable and
engaged with. We cannot agree more.
The last example of a smart environment is the system ISABEL described in (Garruzzo et al., 2007).
The ISABEL is a new sophisticated multi-agent e-learning system, where the basic idea is in
partitioning the students in clusters of students that have similar profiles, where each cluster is
managed by a tutor agent. When a student visits an e-learning site using a given device (say, a
notebook, or a smart phone), a teacher agent associated with the site collaborates with some tutor
agents associated with the student, in order to provide him with useful recommendations. Generally,
these systems use a profile of the student to represents his interests and preferences, and often
exploit software agents in order to construct such a profile. More in particular, each student is
associated to a software agent which monitors his Web activities, and when the student accesses an
e-learning site, his agent exploits the student’s profile interacting with the site. In this interaction, the
site can use both content-based and collaborative filtering techniques to provide recommendations to
the student’s agent by adapting the site presentation.
4. On the Way to the Annette and Solomon Scenario
Quoting (Weiser 1991), the most profound technologies are those that disappear. They weave
themselves into the fabric of everyday life until they are indistinguishable from it. As a matter of fact,
ubiquitous learning could be a good example of such a technology.
Without any doubts any AmI application bringing new ideas and approaches into educational process
at every level of education deserves a special attention. One of educational applications is the Smart
Classroom project (Shi et al. 2010). It aims to build a real-time interactive classroom with teleeducation experience by bringing pervasive computing technologies into traditional distance learning.
The goal of Smart Classroom project is to narrow the gap between the teacher’s experience in teleeducation and that in the traditional classroom education, by means of integrating these two currently
separated education environments together. The used approach was to move the user interface of a
real-time tele-education system from the desktop into the 3D space of an augmented classroom
(called Smart Classroom) so that in this classroom the teacher could interact with the remote
students with multiple natural modalities just like interacting with the local students.
A more general overview of the AmI possibilities in education brings our recently published book
chapter (Mikulecky et al. 2011). The objective of the paper is to identify and analyze key aspects and
possibilities of AmI applications in educational processes and institutions (universities), as well as to
present a couple of possible visions for these applications. A number of related problems are
discussed there as well, namely agent-based AmI application architectures. Results of a brief survey
among optional users of these applications are presented as well. The conclusion of this research was
that introduction of Ambient Intelligence in educational institutions is possible and can bring us new
experiences utilizable in further development of AmI applications.
The scenario Annette and Solomon was considered in the time of its origin as a long term future.
However, we presented a lot of examples and arguments in favour of the idea, that the scenario can
be nowadays implemented, as the relevant technology has matured enough.
5. Conclusions
Taking advantage of AmI technologies educational institutions can become real “knowledge centres”,
which are formed by intelligent applications, devices, or technologies. Such a technologically intensive
system, whose significant attribute is an intelligent interaction with its users, can support following
activities:
plan classroom instructions in a way that increases individual attention in critical areas,
identifying training needs for teachers,
aim to develop competence (opposed to awarding certificates, which cannot be an end in itself),
enable students to learn in a way that promotes interest in learning & continue learning in
environments other than the institute which imparts formal education etc.
The idea of enhancing educational environment by suitably chosen AmI solutions has been already
sketched e.g. in (Mikulecky 2009) and for the case of e-learning education more elaborated in a
number of sources we mentioned (see e.g. (Bomsdorf 2005), (Bureš, Čech, and Mls 2009), (Mhiri and
Ratté 2009) and others). In this paper, we presented a whole range (from here to there) examples of
smart environments, which certainly can be implemented and used by any modern university which
uses nowadays information and communication technology. The basic principle of any further
development lies, apart of its technological basis, also in understanding and using new approaches,
new ways how these technologies can be utilized. We are deeply convinced, that AmI solutions are,
among other recent approaches, the right way of achieving a new quality of educational process,
which will be both motivating and effective for anyone.
Acknowledgement
The research has been partially supported by the Czech Grant Foundation, grant No. P403/10/1310.
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