The visit to CoTF was an eye opening experience as it shows how technology can amazingly be inculcated into our life. With a portable Ultra Mobile Personal Computer (UMPC) on hand, each student can stay connected to their peers, teachers, community and even to the world. I shall further discuss how UMPC are utilized in the café, laboratory, MRT, at home and in the classroom in view of student centredness.
Cafe
The layout and environment of the café encourage collaborative learning as groups of 4 students have to share a common table with a touch screen computer embedded in it. Within the computer, there is a search engine (Groker) that assists students in filtering the large pool of information from the internet according to their educational level. This caters to students with different needs to learn independently at their comfortable pace. This touch screen computer complements the UMPC by allowing their groupmates’ screen on UMPC to be seen on a common screen.
In this way, social and personal learning are facilitated because they are able to view and share information, as well as learn from the different and overlapping viewpoints of one another(Motschnig-Pitrik & Derntl, 200?). Thereby, students are able to construct meanings and build on their knowledge after the discussion. Besides sharing and interacting within the group, as a group, they can also have the opportunity to interact with people of different culture all around the world. When they communicate with people of different culture, they are exposed to the different perceptions as well. Therefore, students are able to learn to handle the similar task at a different approach.
For learning to take place with UMPC, the café must have strong wireless connections and have to invest costly on the touch screen computer.
Laboratory
Students are to experiment with skin samples in search for any presence of bacteria. After which, they can store their findings in their UMPC and share their findings on a common flat screen to their peers by scanning their UMPC. Comparisons of data are made easier with the automatic drawing of charts and graphs. Not only can they discuss their findings among their peers, they can also collaboratively discuss their findings with experts/professionals through video conferencing without any language barrier as the different languages are translated to a common language to facilitate the discussion.
In this way, students are able to further foster their understanding of their findings, generate new knowledge and evaluate the different scenarios (eg. graphs) presented to them. Therefore, social interaction guides students’ thinking and enhance cognitive development process as it encourage students to ask relevant questions or higher order questions to revise their understanding (Chan, 2007) To further enhance learning, the teacher acting as a facilitator should also be present to provide the framework and guidance whenever necessary.
MRT Train
Advertisements on the train that contain useful information for students’ learning can be downloaded in their UMPC by just tapping on the sensor beside the advertisement. Advertisements like the sale of relevant books or encyclopedia at the bookstore would attract students to purchase them. With GPS integrated into the UMPC, students can download the information and locate their friends who are near this bookstore to purchase on their behalf.
However, this feature would be more appropriate for field trips to the science centre, historical places and places of interest. Students are brought to these places to search for relevant information required for their activity. Hence, UMPC enhance learning as it allows students to download any relevant information just by scanning on their resources made available. After which, students have to self assess themselves by reflecting on what they have downloaded and at the same time know what other information they require to complete the activity. This self assessment allows students to be aware of and responsible for their own learning and productivity (Ebenezer & Haggerty, 1999).
Home
Learning can also take place conveniently at home. Students can access interactive game portals (set up by the teacher or school) to play and learn at the same time. In the process of playing, students learn about projectile motion by estimating the distance it takes to shoot the opponent from their helicopter. Different topics can be learnt through different games depending on the students’ interest. Multiple players can also play at the same time thereby creating a multi user visual environment (MUVE).
While playing games, video conferencing can occur at the same time which allows students to communicate actively and share their strategies (best way to project their shooting) to completing the game. Thereby, allowing collaborative learning and social learning to take place at home. Not only does it benefit the students, parents can also access the school portals easily to monitor their children’s progress and performance. This allows parents to intervene or assist in their children’s weaker topic. They can also join in the games to learn from one another and foster a better relationship with their parents.
Voice recognition software built in the system offer great assistance for the visually-impaired or physically disabled. They can learn more effectively by purchasing softwares that narrates the content or concept thereby not depriving them of accessing information using this technology.
Classroom
The layout and environment of the classroom is conducive for effective learning to take place. Students will be freshly welcomed with different backdrops for the different topic of the day and they are to be seated in groups which encourage collaborative learning to take place. Once seated, their class attendance is taken by the sensors in the chair which can detect their UMPC on their lap.
In their groups, they can have their screen shots of their projects on the wall so as to collaborate with their peers. Different views can be expressed freely while sharing their screen shots which help students to revise their understandings and ask higher order questions. They can also collaboratively create personalized mind maps on the touch screen table by digitally annotating graphs or pictures to their mind map to construct their conceptualizations.
Quizzes, tests and assignments uploaded by the teachers are used to assess their level of understanding in the class. With the auto grading engine, their quizzes, tests and assignment will be marked according to a marking scheme provided by the teachers. Besides that, the engine is able to tabulate the percentage of passes for each question and put it in the form of a chart. In this way, the teachers are able to identify the students’ common mistakes and provide feedback instantaneously through a common screen.Hence more time can be allocated to students with difficulty understanding the questions.
All in all, CoTF promotes student-centred learning to a large extent whereby students are active knowledge seekers, take responsibility for learning and constructs knowledge by interacting with teacher, peer, professionals across the world and the data gathered through different sources, with the purpose in mind of solving a task they have been given(Napoll, 2004).
However, there are a few issues we have to take into considerations. Firstly, owning a UMPC and the touch screen computers in the environment which complement the UMPC are very costly and needs to have strong wireless connection. Secondly, when students own a UMPC, there are dangers of straying away from the task at hand and may be tempted to play games or do anything other the task at hand. Thirdly, students become very reliant on UMPC such that when it breaks down or there are any viruses, there will be problem with continuing the lesson. Next, unless the teacher has already invited professionals from across the world, resources from online collaboration may not be reliable as students may not know who they are collaborating with.
References:
1. Motschnig-Pitrik.R & Derntl.M. (200?) Student centered eLearning(SCeL): Concept and application in a students’ project on supporting learning. University of Vienna.
2. Chan B.C. (2007). Activity-based Approach to Authentic Learning in a Vocational Institute, Educational Media International, vol. 44, 185-205.
3. Ebenezer J.V. & Haggerty S. M. (1999). Becoming A Secondary School Science Teacher. Location: Prentice-Hall, Inc.
4. Napoll R.D (2004). What is Student-centred Learning? Educational Initiative Centre, University of Westminster.