Ubiquitous Learning and Instructional Technologies MOOC’s Updates
"Computer-mediated and ubiquitous technologies to support social and active learning"
Computer-mediated learning environments support more active learning through a number of benefits, such as interactivity, personalization, access to resources, and collaboration. These environments provide students with more opportunities to interact with course materials and each other through technologies such as virtual classrooms, discussion boards, online whiteboards, and multimedia resources.
Some key ways to support active learning include:
Collaborative learning: Students can work in groups, discuss topics, and solve problems together using tools such as Google Docs, Zoom, or Microsoft Teams.
Interactive assignments and simulations: Computer simulations, online labs, and games can be used to actively engage students.
Instant feedback: Tests, quizzes, and other automated forms of assessment allow students to receive immediate feedback on their learning and adjust their learning approach.
Adaptive learning: AI and big data can tailor the learning experience to individual students’ needs, helping them focus on areas of weakness and build on their strengths.
An example of social learning supported by ubiquitous devices
Ubiquitous learning devices (e.g. smartphones, tablets, and smart devices) play a key role in supporting social learning by making it persistent, adaptive, and accessible anytime and anywhere. One example of such learning is the use of mobile apps and social platforms for group work.
Example: Problem-based learning program
Imagine medical students using ubiquitous devices to study specific clinical cases. The instructor assigns a problem — for example, a patient with a rare disease — and the students must collaborate to develop a treatment plan. They use their smartphones to:
Exchange information in real time via messaging platforms such as Slack or Microsoft Teams.
Search for research articles and resources available online via apps such as Google Scholar and PubMed.
Collaborate and make decisions via video conferencing on Zoom.
Use augmented reality to study anatomy or medical procedures via apps that support 3D visualizations and simulations.
Such devices allow students to work on a problem regardless of their location and time, making the learning process continuous and accessible. At the same time, they support social interaction, as students can consult with each other and the teacher, making the process more interactive and meaningful.
The analysis shows that ubiquitous devices make social learning more flexible and active. Students can participate in the learning process not only in traditional lectures or seminars, but also in everyday life, which contributes to a deeper understanding of the material and the development of teamwork skills.
As a K-12 educator, I see the benefits of computer-mediated learning environments every day, especially when it comes to fostering active and social learning. Tools like online whiteboards, discussion boards, and apps such as Google Docs or Padlet help create collaborative spaces where students can engage deeply with content and each other. For instance, in my classroom, I use these tools for problem-based learning tasks, where students work together to solve real-world challenges, leveraging multimodal resources and receiving instant feedback. These environments also provide equity in access, allowing all students to participate at their own pace and through their preferred modes, such as text, video, or audio. This approach not only enriches their learning experience but also develops critical teamwork and problem-solving skills needed for the future.
This project idea has a strong foundation and aligns with the modern shift toward technology-enhanced learning.