Interesting Research

Savannah Project
The project is motivated by the question of what innovation and creativity mobile technologies and rich media delivery can bring to ways of learning in a game play environment. The project also brings together collaboration across different sectors. The idea of the game is for participants to learn what it is like to be a lion by walking around in a virtual Savannah and encountering sounds of other animals or things in the environment.

Mystery at the Museum
In this game, teams consisting of a Biologist, a Technologist and a Detective must work together to solve a crime. The infamous band of Flamingo Thieves has struck again and stole a priceless object from the Museum of Science, but players must figure out what they have stolen, how they did it, and catch the thieves before they get away. Players receive information based on their location (provided via Wi-Fi) and can interact with each other and virtual objects via Infrared data exchange.

Environmental Detectives

Students play the role of environmental engineers who are presented with a scenario at the beginning of the simulation. The spread of the toxin is simulated on a location-aware Pocket PC, which functions as a tool which students can use to investigate the toxic spill. Each Pocket PC is equipped with a GPS device, which allows players to sample chemical concentrations in the groundwater depending on their location.

Electronic Guidebook

The Electronic Guidebook is an Exploratorium research project investigating the use of handheld computing devices and wireless networks to support a richer learning experience for science museum visitors. In collaboration with HP Labs and the Concord Consortium, and with funding from the National Science Foundation, the Exploratorium is testing a network of mobile devices, wireless systems, and Web-based content that supplement the Museum’s interactive science exhibits. The goal of the project is to investigate how such a network will allow individuals and groups to engage in a continuum of activities before, during, and after a museum visit to support a deeper engagement with the exhibits and the ideas they can communicate.

CHIMER Project

CHIMER is one of the Heritage for All projects from the Sixth Call, funded by the European Commission's Information Society Technology R&D programme(see more at Digicult site).It sets out to capitalise on the natural enthusiasm and interest of children in developing new approaches to the use of evolving technologies for documenting items of cultural interest in their local communities. Twelve-year-olds in different parts of Europe will follow the guidance of museologists and teachers in building digital maps combining geographical coordinates defined by using GPS devices with the creative use of mobile technology and digital cameras. In this way, children from Bohemia to A Coruña and from the Netherlands to Vilnius, will combine drawings and photographic images with their own comments on items of interest. In this way, little by little, they will participate solidly in creating a digital archive of their own towns, villages and surrounding communities which should enhance interest in these regions, not only for children but for other age groups.

Handheld Devices for Ubiquitous Learning Project (USA)

A project at the Harvard Graduate School of Education. The guiding principles of this project is to determine how wireless handheld devices can enhance learning and teaching for HGSE's faculty and students, adult participants in the School’s professional development programs, and pre-service teachers working with K-12 students in HGSE’s teacher preparation programs.

Mobile Technology in the Classroom (Chile)

The objective of the project is to improve the quality of Education, by incorporating mobile technology in the classroom, to support the instructional process, the assessment of educational contents included in the school curriculum and the teacher's role regarding the classroom management.

Palm Education Pioneers

SRI International, a nonprofit research and development organization, invited teachers in the fifty United States to apply for a PalmT Education Pioneer (PEP) grant. The grant provides Palm computers for teachers and their students and evaluates innovative uses of Palm handheld computers in K-12 classrooms. Two evaluation reports have been produced.

Learning in the Palm of your hand

Computers can be great learning tools when used effectively, but high costs have long hindered educators from providing each student with a laptop or desktop unit of their own. Today, handheld devices such as Palms are making technology accessible, affordable, and fun for teachers and students alike. Hi-CE (Centre for Highly Interactive Computing in Education at the University of Michigan) have developed a collection of Palm applications for the classroom along with instructions for each.

Ultralab - Learning in the New Millennium

A long term longitudinal project with Nortel, Learning in the New Millennium made a major contribution to policy papers like 'The Stevenson Report', 'Information and Communication Technology' in UK Schools. This project was influential at a key time and in its later days, the project shed light on wireless and portable computers in learning, which is still useful reading.

MOBILearn

This project explores new ways to use mobile environments to meet the needs of learners, working by themselves and with others. A new m-learning architecture will support creation, brokerage, delivery and tracking of learning and information contents, using ambient intelligence, location-dependence, personalization, multimedia, instant messaging (text, video) and distributed databases.

MobiLearn - Competence Development for Nomads

Aims to understand the competence development needs of mobile learners and to support these needs with 3G or other wireless solutions as the platform. Currently developing different services for mobile learning on PocketPC Platform

NAIT/Mobile Learning project

HandLeR project

This project aims to develop personal mobile technologies for learning, based on a deep understanding of how people learn in multiple contexts over their lifetimes. The project brings together researchers with expertise in educational technology, human-centred systems design, education, psychology, communications and digital systems.

M-learning project

This M-learning Project directly relates to the European Social Agenda, addressing 3 key social/educational concerns:

  • the poor literacy/numeracy of many adults
  • non participation in conventional post-compulsory education and training
  • lack of access to computers creating ICT "haves" and "have nots".

The project will develop prototype products to provide information and modules of learning via inexpensive portable technologies which are already owned by, of readily accessible for the target audience, namely young adults with basic skill literacy or numeracy needs but who are not currently in education or training; this includes those who are unemployed, mobile, casual/temporary/self-employed or in low paid, low skill employment.

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                Last updated 30 April 2004