This study tries to apply wireless technologies to build a highly interactive environment. For this purpose, this study first identifies four types of interaction between the members in the technology-embedded classroom contexts, including:(I) face-to-face interaction;(2) computer-mediated interaction;(3) human-computer interaction;and (4) personal device supported simultaneous group interaction. In our analysis, each type of interaction above has its advantages and limitations, and there is no one can achieve all instructional goals along. So, the second purpose of this study is to integrate wireless local area network (WLAN), electronic whiteboard, interactive classroom server, and resource and class management serve to build a highly interactive learning environment, which can support members to flexibly proceed any type ofinteraction to achieve specific instructional goals. Finally, this study integrates the learning environment design with one of traditional pedagogical models -the Jigsaw? Model to demonstrate how such highly interactive learning environment can best promote instructor's teaching and students' learning .
We believe that with regard to the information technology applications in education, one student one computing device will be the future and long-term trend. Many related studies on learning systems have been carried out, from applying the simplest functions of the remote controller to the very powerful capabilities of the Tablet PC. Based on this research spectrum, this study focuses on the improvement of the pocket electronic dictionary, which is a very popular personal device among students to facilitate English learning, to serve as an individual's learning device called English Learning Mobile Device (ELMD). From using it simply to learn English, its functions will be expanded to provide interactions in the classroom. At the same time taking into account the teachers and parents' participation to form a completed English learning scenario. Thus, a learning-centered, classcentered, and interactive-centered wireless technology enhanced language learning environment could be realized in ordinary classroom.
In this study, an English contest event with acrossclassroom mode was held in the connected classroom equipping with wireless remote controller (EduClick). The learning scenario of contest event embedded into event-driven learning model is designed by integrating activity-centered design and learner-centered design to conduct students to learn individually before event and collaboratively participate with classmates during the event stage. The contest event is held by the activity-centered design. A web site with web-based content and online testing system is built by learnercentered design. We desire the students to learn for participating in the event. Connected classroom is an environment constructed by connecting classrooms located in the same or different schools, or schools of different countries. More various learning activities could be held in the environment. Here, we built a prototype of connected classroom using the simplest wireless and mobile technologies and held contest event.
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.