Mobile Sensemaking: Exploring Proximity and Mobile Applications in the
Classroom
Gustavo Zurita
(Management and Information Systems Department, Faculty of Economy
and Business University of Chile, Santiago de Chile, Chile
gnzurita@fen.uchile.cl)
Pedro Antunes
(Department of Informatics, Faculty of Sciences, University of Lisboan,
Lisboan, Portugal
paa@di.fc.ul.pt)
Nelson Baloian
(Computer Science Department, University of Chile, Santiago de Chile
Chile
nbaloian@dcc.uchile.cl)
Felipe Baytelman
(Management and Information Systems Department, Faculty of Economy
and Business University of Chile, Santiago de Chile, Chile
felipe@baytex.net)
Abstract: We propose mobile sensemaking as a collaborative mechanism
to explore and understand information in highly mobile and fluid situations,
where people engage in multiple parallel, rapid and ad-hoc interactions,
rather than participating in large highly-structured decision processes.
Mobile sensemaking is explored in the classroom context, where it has been
recognized that the traditional lectures should be reconstructed as active
processes centered on collaborative activities. Mobile sensemaking relies
on mobile computing devices and a proximity model, both organizing collaborative
activities according to the domain context and physical proximity. The
paper describes in detail the proposed proximity model and the developed
mobile application.
Keywords: Mobile Computing, Computer Supported Learning, Collaborative
Learning, Proximity.
Categories: H.4.0,
H.5.3
1 Introduction
Over the last recent years many systems based on mobile computing technology
have been developed for supporting collaborative learning of students in
the classroom. The goal of these systems has been to improve the quality,
effectiveness and satisfaction of teaching, leveraging the synergies found
in small collaborative groups.
With the help of appropriate mobile technology and applications, teaching
and learning procedures are expected to achieve higher levels of engagement,
better adjustment to individual and group learning needs, higher learning
rates, and better quality of time utilization and a better flexibility
of teaching for the instructors.
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However, in spite of such new technology, the basic learning processes
have remained largely unchanged throughout this time. Furthermore, to date,
researchers have mostly focused on bringing technological innovation to
the classroom, while giving relatively little attention to the more broad
aspect of improving the in-class instruction using technology in order
to enrich the existing "best practices" or create new ones.
Many educators agree that the main disadvantage of the traditional classroom
lecture the one placing teachers as the major focus of attention and
most critical resources is the reduced level of interactivity between
teachers and students, and among the students themselves. The limited interaction
possibilities in classroom lectures originates a set of problems regarding
students attention and motivation, reduced teachers awareness of the
actual learning accomplishments, and lack of flexibility for handling the
necessary adjustments regarding the teachers and students goals.
From a pedagogic-psychological point of view, it has been considered
that learning in the classroom should be reconstructed and redefined as
an active process with more involvement of the student in meaningful learning
activities [Ernest, 95], [Honebein,
96]. This reconstruction would include [Kafai, 96]:
a) promoting students engagement in stimulating collaborative activities;
b) increasing teachers awareness of students progress; and c) enriching
the learning process with more sophisticated activities such as brainstorming,
creative thinking, decision making, planning, and critical evaluation of
the outcomes [Sass, 89].
Interacting with their peers by being engaged in collaborative learning
activities also represents an opportunity for the learner to take hand
in shaping the informational, communicational and learning process, rather
than remaining a passive and individual recipient. As far as the success
of interactivity in the classroom is concerned, empirical results indicate
that: a) lectures are not generally ineffective, but are unsuitable to
a global knowledge transfer [Gage, 96]; and b) the
diverse learner-centered measures positively affect learning success [Hasan,
01].
Nevertheless, the classroom lecture remains as the most frequent teaching-learning
scenario, since it has also important advantages compared to other settings.
Especially important is the economic aspect regarding the teachers cognitive
effort: only in a classroom lecture a teacher can economically deliver
knowledge to a large number of students, regarding the resources involved
and the time invested.
Our endeavor is to improve interactivity in the classroom while still
keeping the learning process efficient in terms of resources and time.
We have strong reasons to believe that mobile technology provides a technological
platform capable to support the levels of interactivity required by the
active learning process, and we are building software mechanisms to conserve
the teachers effort in this process.
In this paper we show how wirelessly interconnected handheld computing
devices may improve interactivity in the classroom involving university
students in more sophisticated interactions than those expected in classic
lectures, which in turn will foster collaborative learning. The focus of
this technology is to improve sensemaking in the classroom, i.e. the students
ability to collectively explore and understand information [Thilliez,
03] while shifting the teachers role to the backstage, performing
supporting activities but not coordinating the assigned tasks.
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The paper is organized as follows. Section 2 describes
the scenario we want to support. Section 3 defines
the context and proximity concepts in this scenario. Section
4 describes our proposed proximity model for mobile sensemaking. Section
5 presents the application implementing a sensemaking activity in the
classroom. Section 6 discusses this solution and concludes
the paper.
2 Scenario
Our working scenario considers a common classroom situation where a teacher
assigns the task of analyzing a large collection of papers to a large group
of students. These papers are related in some way, but the relationships
must be found out by the students through exploration and collaboration.
When the task is successfully accomplished, the students should have built
a coherent list of topics and identified their most significant relationships,
thus defining a strategic view over the proposed research topic, without
having every student to read all the papers.
The task enfolds as follows. Each student receives one or two papers
from the teacher and is encouraged to find out the main topics addressed
by those papers. This individual task should then contribute to the collaborative
effort. Students are expected to share their findings with others, identifying
common topics, establishing relationships, and avoiding misjudgments. This
should enfold in a paced and informal way, avoiding wasting time waiting
for individual students to deliver their contributions, and in particular
avoiding spending too much time discussing their divergences as a group.
Instead, students are encouraged to engage in parallel negotiations with
multiple parties to resolve their differences and reach consensus. Overall,
the students assume the central role in the decision process, while the
teacher is sent to backstage, coaching and encouraging students, assessing
their accomplishments, although not coordinating the assigned task.
The fundamental aim of this task is to engage students in the sensemaking
process. The sensemaking process was proposed by [Weick,
93] as a primary mechanism for organizations to explore and understand
information. Sensemaking is an ongoing process aiming to create order and
make retrospective sense about some event or collection of events. It has
also been associated to preliminary decision-making activities like "understanding
the situation" or "getting the picture" [Hasan, 01].
Sensemaking is also inherently collaborative [Larsoon,
03], meaning that the several mechanisms defined by sensemaking (ecological
change, enactment, selection, retention) rely on the capabilities of a
community of people to identify cues, update and share information, identify
possible actions and provide feedback on those actions.
We argue sensemaking precisely captures the decision process defined
by our working scenario. When students identify new main topics, they contribute
to an ecological change. These new events may be sensed by other students,
who enact their responses, looking for similarities, relationships, or
even misjudgments. Then, collaboratively, they may try to make sense out
of such events and construct a shared and coherent view. In summary, this
scenario involves students exchanging information, moving around the classroom
to engage in discussions with the other parties, negotiating common interests,
and ultimately making sense of information.
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3 Context and Proximity in the Proposed Scenario
According to [Dey, 01], context is defined as any
information that can be used to characterize the situation of an entity.
An entity is anything relevant to the interaction between a user and an
application, such as a person, a place or an object, including the user
and the application themselves. In general terms, context is typically
the location, identity and state of people, groups, and computational and
physical objects [Guerrero, 06].
Dix et al. [Dix, 00] describe four generic forms
of context that influence interaction with mobile devices: infrastructure,
system, domain and physical context. The infrastructure context addresses
issues like the variability of services, user awareness of available services,
or liveness of data. The system context is related to the management of
feedback and feedthrough, support to distribution, and support to emergent
behavior. The domain context considers the semantics of the application
domain, e.g. the definition of the relationships between the mobile devices
and their users, and how these relationships can be used to determine the
application behavior. Finally, the physical context is related with the
possibility that mobile devices are likely to be aware of their physical
surroundings. For instance, the mobile devices may know that they are proximate
to other devices (if some network connectivity is available) or in a specific
classroom (e.g. if the classroom has a router installed).
Our approach explores two forms of context defined by [Dix,
00]: the domain and physical contexts. The domain context in our scenario
is relatively complex because it combines individual and group work in
a very fluid way. Students serendipitously move around the classroom forming
temporary groups and holding ad-hoc interactions. The information about
when groups were set up, who belonged to those groups and what interactions
occurred characterizes the domain context in our scenario. This domain
context should be maintained by technology to facilitate sensemaking, since
it improves the retrospective understanding of the situation. The absence
of domain context would represent an additional effort from the participants,
who would have to search endlessly for hints about previous interactions
with other students, the common topics that were found and decisions made.
We thus believe that the combination of proximity and context is a key
aspect for supporting sensemaking in the classroom using handheld computing
devices. We define two fundamental types of proximity contexts:
-
Environmental proximity - The students perform their activities
in the classroom. Environmental proximity contributes to define them as
a group and to consolidate their expected behavior as group. Environmental
proximity is thus associated to the production, sharing and sensing of
topics in the classroom.
-
Close proximity - The students engage together in very proximate
face-to-face interactions, to avoid disturbing other students who may be
engaged in their own interactions. Close proximity is associated to a face-to-face
collaborative workspace, where two or more students share information and
discuss about specific topics, their relevance and possible relationships.
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Let us now discuss these matters in the physical context. According
to [Thilliez, 03], proximity is relevant when users
are close to each other and, according to their location handheld computing
devices may support a differentiated set of services. Physical proximity
is based on the communications networks established by handheld computing
devices, which are formed dynamically by juxtaposition of wireless networks
created on demand. Physical proximity defines a context identifying who
was physically close to each other and what information was exchanged between
them. Based on these notions, we may complete our definitions of environmental
and close proximity:
-
Environmental proximity - The students perform their activities
in a confined physical space, the classroom, allowing establishing a communications
network between all students handheld devices. This allows sensing topics
in the classroom.
-
Close proximity When the students engage together in very proximate
face-to-face interactions, their handheld devices will establish a communications
network. This network is distinct from the one associated to environmental
proximity, and allows sharing a workspace between proximate students.
4 Proximity Model for Mobile Sensemaking
We will first consider the implications of the physical context in our
model, as it has direct implications on the automatic management of contextual
information. When two or more students are close to each other and wish
to collaborate, the handheld computing devices will automatically activate
a Close Proximity Context (CPC). The following rules apply to CPC management:
-
The CPC is automatically activated when two or more handheld devices are
connected together at the very proximate physical level (e.g. using IRDA).
-
The CPC will be active as long as there is physical connection between
at least two devices.
-
The students engaged in the same CPC automatically share their workspace
and the information belonging to the shared workspace is also part of the
CPC.
-
The CPC evolves according to the participants and shared information. This
allow for several students to get anytime in and out of the discussion.
-
The CPC is automatically deactivated when physical connectivity is lost.
-
The deactivated CPC will remain in the handheld devices for search and
navigational purposes. This functionality supports retrospective sensemaking.
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Figure 1: The figure shows a possible configuration of the collaborative
learning activity in a whole-classroom. The node labeled with T represents
the teacher, the rest are students. All participants can move freely across
the entire classroom. Hot-spots are known locations in the room where students
can meet face-to-face in a previously agreed appointment
Focusing on the whole classroom, we also define an Environmental Proximity
Context (EPC):
-
The EPC is automatically activated when several handheld devices are interconnected
at the physical level (e.g. using WiFi).
-
The students engaged in the EPC automatically receive indications about
the topics generated by other students that may be of interest to them.
This functionality uses similarity text matching.
-
The students might interact with their devices to request becoming proximate
to students for which some similarity has been indicated to them.
The handheld are responsible for getting the interested parties together.
The proximity model for mobile sensemaking is illustrated in figure 1 and
further discussed below according to several situations.
Environmental proximity situation. The students are identified
with letters from A to Z, while T represents the teacher. They all share
the same classroom, and their handheld devices share the same (Wi-Fi) network.
Therefore they are potentially engaged in the same EPC. However, not all
students are effectively engaged in the EPC at a specific time, because
they may be engaged in a close proximity situation (these are the cases
of, e.g., RL, GO and KD). Within the EPC, when a student produces a topic,
it is distributed to the other students handheld devices. The devices
compare their current list of topics with the distributed topic and, if
there is some similarity matching, the student will be notified. Note that
unrelated topics are filtered out, but they may become related later on,
when students change their list of topics. If a student wishes to discuss
with the student that produced the topic, she will invoke an engagement
protocol, which is described next.
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EPC is useful when the student considers that the face-to-face interactions
she made so far are not enough and whishes to find out possible relations
between her topics and those from other students present in the same classroom.
Those students may also include those with whom she already had a CPC interaction.
This may occur when after a while the students may incorporate more characterization
topics to the initial list proposed by the teacher, which can be used again.
The cases in which such a situation may occur are the following:
-
Case EPS1. Using the WiFi network, a student X (see figure 1.) searches
for the topics other students have defined for the articles they have read.
Once the student has found the topics she is interested in decides it is
not necessary to try a face-to-face meeting. Nevertheless, the following
situations may occur: a) student V has more detailed information about
topics X is interested which V is willing to share, b) X can send information
to V about the topic both are interested in, c) X and V are only interested
in exchanging information about the topic but not on discussing about why
they use them to characterize the article, and finally d) there is no interest
in sharing information.
-
Case EPS2. A student Q finds using the WiFi network that Z is willing to
share information with him. In this case, it is necessary to activate the
engaging process (request, accept, software defines hot-spot) in order
to enable Q and Z find each other in the Hot-Spot Y. After that a CP1 situation
may arise.
Engagement protocol. First, the protocol requires acceptance from
the invoked party. In case of acceptance, the parties must become face-to-face.
Since the technology does not identify the students, the engagement protocol
must utilize a scheme that does not require identification. The adopted
solution involves Hot-Spots (two Hot-Spots are shown in figure 1): the
handhelds requests both parties to move towards a specific Hot-Spots (see
Q and Z). Hot-Spots are a specific location in the environment (e.g. corners
like Hot-Spot X and Y). The Hot-Spot selection may depend on load balancing.
When students come face-to-face, we have a close proximity situation.
Close proximity situation. The students in this situation are
face-to-face and share a CPC. Their handheld devices automatically establish
a temporal ad-hoc network connection (IRDA). Furthermore, their devices
will provide a shared workspace, where topics may be collaboratively edited
and linked with other topics present in any one of the participants handheld
devices. This allows effectively exchanging and sharing topics and links
across multiple devices in an epidemic way, whenever students engage in
new close proximity situations. We shall consider several possible scenarios
within the close proximity situation:
-
Case CPS1. Students R and L engage in a social face-to-face interaction
in order to share, discuss, understand and relate the topics the application
context has found they share. After this interaction following situation
may occur: a) that R and L could define adequate relationships between
some topics specified by each one for the articles they have read, b) that
they found no relations between the common topics.
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-
Case CPS2. Students K and D are informed by their handhelds that they have
topics in common for the articles they have read. However, they decide
that a social interaction is not necessary and that is enough that: a)
K sends information to D, b) D sends information to K or c) both exchange
their information. This information is sent over the WiFi network and may
correspond to the detail generated by each student for a certain topic
and Hill be available only if there is mutual consent.
-
Case CPS3. Students C and J are informed by their handhelds that they have
not common topics on their lists so there is no need to engage in a social
interaction. However, it is still possible that: a) The information J has
is somehow relevant to C, who is willing to share it, b) the information
C has is relevant for J, who is willing to share it, c) the information
J and C have is relevant for each other and both are willing to share it,
and d) the information J and C have is not relevant for the other so there
is no transfer of information between them.
Disengagement protocol. The disengagement protocol occurs
when one student considers that the face-to-face interaction is completed,
and perhaps other students could be contacted. The disengagement occurs
when the student moves away from the face-to-face interaction and the (IRDA)
network connection is lost. Then, the student is again in the environmental
proximity situation. As mentioned, the contextual information associated
to the face-to-face interaction is preserved in the CPC.
5 Implementation of the Mobile Sensemaking Application
The application delineated in the previous sections has been implemented
using a rapid development platform for mobile applications. This platform
offers generic support for sketching, pen-based graphical objects manipulation,
automatic ad-hoc network establishment, and object distribution and replication.
The framework has been used to develop several mobile applications, such
as MCSketcher [Zurita, 06], Nomad [Zurita,
05] and Participatory Simulations [Zurita, 07].
Also, as described in [Zurita, 06], the framework
is able to recognize when to users engage in a face-to-face encounter,
aligning their handheld devices. In this section we describe how these
features were used to build the mobile sensemaking application. The application
offers several User Interfaces (UIs) allowing the teacher to assess the
classroom activity, and giving the students the ability to write topics
associated with their assigned papers, link these topics with other topics,
and engaging in collaborations with other students. Most interaction with
these UIs is done with pen gestures, because it is the natural way for
a user to control a handheld device.
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Figure 2: The teacher UI displays the list of students and available
papers. On the left side the list of students is displayed (which were
found by the participant discovery mechanism of the application based on
multicasting messages). On the right side, the list of the papers (identified
by the authors name and publication year) is displayed. A paper is assigned
to a certain student by drawing a line with the stylus from a papers bullet
to a students bullet (or vice-versa)
5.1 Papers distribution
The initial UI allows the teacher to assign papers to each student. On
the left part of the screen, a list with student-icons represents all students
attending to the activity. This list is populated automatically by recognizing
which devices are running the application within the wireless network range.
On the right part, a list with document-icons represents all papers available
for reading. In order to fill up this list, the teacher may click on the
"add document" icon or the "add folder icon," both located at the beginning
of the file list. Clicking opens a file browser dialog or a directory browser
dialog, loading a single selected file or all documents within selected
directory into the list. Figure 2 shows this UI.
To assign a paper to a student, the teacher must drag its document-icon
over the student-icon. Dragging a student over a document-icon would also
assign a paper to a student. These actions may be repeated several times,
assigning multiple papers to a student and multiple students to a paper.
Every time this is done, both icons will show an updated count of links
over their icons: the document-icon will show how many students have been
assigned to work with that paper, and the student-icon will show how many
papers have been assigned to him/her (figure 2). The
teacher can also randomly assign one paper to each student by clicking
on the dice-icon, at the upper bound of the UI. Clicking this icon repeatedly
assigns multiple papers to each student, ensuring every paper has a similar
number of students assigned.
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5.2 Paper reviewing and topics linking
Once a paper has been assigned, its icon appears in the students handheld
UI. The student may double click any document-icon to trigger the document
reader application and view the assigned paper. Document-icons appear in
the lower part of the UI, so the rest of the UI is empty and available
for writing or drawing topics related to the assigned papers. Once a topic
is typed or sketched, the student may link it to one of the assigned papers
by drawing a connecting line. When this happens, the system recognizes
the gesture and establishes a link between the topic and the paper, represented
by an arrow. A topic may be linked to several papers, and a paper may be
linked to multiple topics (figure 3). Repeating the
"link gesture" unlinks the topic from the paper, allowing the student to
correct links created accidentally. Also, drawing a "cross gesture" can
delete topics generated by the student.
The teachers UI for topics definition is normally empty. However, it
allows the teacher to type or draw generic topics that may help students
recognize what kind of sentences are meant to be considered as topics.
When the teacher creates such topics, they appear in the students devices
along with his/her own written topics. The topics created by the teacher
are displayed using different colors and borders than those created by
the students. Figure 3 shows topics created by the
teacher and the student.

Figure 3: Topics definition and linking UI. Using the stylus, students
can link papers with related topics. Icons show the user current links
configuration, which may be public, private or available only during face-to-face
encounters. Topics created by the teacher are displayed with a different
border
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5.3 Sharing privileges and information sharing
The objective or this application is to support a highly active pedagogic
activity, allowing the students to build common knowledge in a collaborative
way. Hence, participants will eventually share their ideas with others.
In this application, when a student links a topic to certain paper, he
or she may not me confident about their relation. Therefore, he or she
may not be willing to share this idea he or she is not convinced with.
The system allows students to choose in which way they want to share
generated knowledge. In this case, each link may be configured as "public",
"face-to-face only" or "private". When a connection between a paper and
a topic is configured as public, all students in the activity may access
such information through the "Topic search screen" or "face-to-face discussion",
both described next. If it is configured as face-to-face only, such information
will be revealed when two students engage into a face-to-face discussion,
allowing the unconfident student to talk about the idea with another participant.
When a topic link is configured as private it wont be available to other
students under any interaction mode until the student changes its configuration.
Students may configure a link access by double clicking it on the screen
using the handheld stylus. When this occurs, a small floating palette will
offer the three available states that the user can click. Each link between
papers and topics displays a small icon representing its sharing configuration,
as shown in figure 2. Links are created with "face-to-face
only" privileges by default.
5.4 Related topic search and environmental sharing
As described in section 4, the activity encourages
students to interact either in close proximity or environmentally. Students
may access all knowledge generated by others configured as "public" by
their authors. The "topics map" screen (figure 4) displays a diagram where
every student is represented by his/her icon, including the current user
centered in the middle of the screen. Each student icon is surrounded by
its public topics, in a star diagram fashion.
Smart text matching algorithms simplify the search process by organizing
the topics map according to the students interests. Topics similar to
the current students ones are displayed closer to the center, drawn in
darker color if their similarity reaches a high level. The participant
distribution in the screen depends on overall topics likeness: other students
may be located near the center when they have a high number of coincidences
between his/her topics and current students ones.
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Figure 4: The topics map UI. Other students similar topics are displayed
in bold and darker color. Double clicking another students icon displays
the interaction UI.
Originally, the screen is zoomed in order to display the closest participants
only. The user can drag the screen to navigate through the entire list
of participant holding and dragging the stylus. Also, the user may zoom
in or out clicking the magnifier icons or dragging the zoom slider at the
right of the screen. Finally, the user can double click another students
icon when he/she is interested in this particular students topics or wants
to invite him/her to a face-to-face encounter. Based on these simple pen-based
gestures each student may browse all public topics.
5.5 Interacting with other students
Students enter the interaction screen by double clicking another participant
icon in the "topics map" screen or engaging in a proximity face-to-face
interaction. The first alternative allows a user to interact in an independent
and one-way only, and the second one establishes a two-way interaction.
In the interaction screen, the lower region of the screen belongs to the
current student, while the upper region corresponds to the other user.
The icons of papers assigned to both students are displayed beside the
students icons. These files icons may be double clicked triggering a secondary
reader application, as mention before. Also, such icons are surrounded
with their topics and their links to the documents. In case the interaction
is triggered by a face-to-face encounter, all links configured as public
and as available in face-to-face interactions are shown. When the interaction
is activated from the "topics map" screen and the other student is not
in front of the current user, only public topic links will be displayed.
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The bottom and the top of the interaction screen display both
students topics collection. Topics from each student are horizontally
sorted in order to be vertically aligned with topics from the other student
based on text similitude. If their texts match exactly or above a certain
peak, an automatic link between them is displayed. A student may manually
link his/her topics with the other students. To create a link between
two topics he/she has to draw a line connecting their labels, in the same
way as he/she linked the topics with the papers in the topics definition
screen. Topic to topic links show an arrowhead according to which student
created it. In case both students agree on such relation, having the two
of them drawn the same link, the line will have arrowheads in both ends
and get highlighted. Automatically created links always display as a two-way
link. Finally, students may link their papers directly to the other users
topics. Topic-papers links are created using the same link gesture available
in the "topics definition" screen. By doing this, topic label will be relocated
in the center of the screen, showing its links to papers of both students.
5.6 Engagement invitation
A student can invite another participant to a face-to-face interaction,
in order to access to his/her "face-to-face only" topics and links. Invitations
are generated in the interaction screen drawing a line between both students
icons. This will show a dialog which allow the students to make a rendezvous
appointment in a certain hot spot. The invited student will get an alert
in his/her device inviting him/her to meet at the appointed location. Such
alert has a "dismiss icon, which will cancel the invitation. In this case,
the first user will be notified of such response. In case the invited student
accepts the proposal, both participants will meet in the assigned place
and start a face-to-face interaction, as described before, entering the
interaction screen.
6 Discussion & Conclusions
The use of handheld computers to support learning has attracted the attention
of many authors. Among the earliest works we can cite is described in [Jippling, 01].
More works are described in [Zurita, 04] and [Liu,
03]. In all cases, the reason for having mobile devices is to support
the social face-to-face interaction and to achieve high levels of activity
in the classroom, avoiding passivity of the students.
The importance and potential of context in general and awareness in
particular was discovered very early in the short history of the development
of collaborative mobile applications. In [Kaasinen, 03]
the author presents a works showing how context information can be used
in different application areas, e.g. tourist guidance, exhibition guidance,
e-mail, shopping, mobile network administration, medical care and office
visitor information. In these studies, the location of the user is the
main attribute used in the context-adaptation. In [Bardram,
04] the authors show the value of context information and social awareness
for developing an application to support collaboration between experienced
and novel doctors in a hospital. In [Tähti, 04]
a mobile application which offers various services supporting office-type
work which uses context-awareness, mainly information on position of the
user and available services nearby. It seems there are no major contributions
in the field of context-aware applications for supporting collaborative
learning except for those dealing with participatory simulations, like
the one described in [Klopfer, 05].
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In this work, we apply the theoretical framework proposed by [Dix,
00] to develop a model and a whole-classroom collaborative learning
application. We think this model can also be applied to other scenarios
besides the described in section 2 where the common
element is that the information about proximity between users can be used
for having a context-aware application. Some of these scenarios may be
conference participants using handhelds during the conference to input
a list of topics reflecting their research interests, a small group of
employees performing teamwork in an ad-hoc setting (e.g. emergency management
[Alarcón, 06]), but they do not know in detail
the responsibilities and activities of their colleagues, or any kind of
activities with people doing field-work having to exchange information
among each other in a reduced surrounding.
Acknowledgements
This paper was funded by Fondecyt 1050601.
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