The purpose of this talk is twofold. First, we argue, with extension of some of our previous work, that there are three research avenues of wireless, mobile, and ubiquitous technology enhanced learning, namely, dream-based research, adoption-based research, and humanity-based research. They are one after the other in time and overlapping in content. Humanity-based research strives for a long term research goal for supporting human learning with the primary concern on individuality, personal developmental potential, and the like, whether the student learns individually or socially. Second, we argue that in order to proceed to humanity-based research, we need to harness and revisit research on student modeling which is the central theme of the current artificial intelligence in education research. In particular, profile enhanced classroom learning (PECL) in a one-to-one classroom, a classroom where every student learns with at least a wireless enabled handy computing device, is an important step towards the humanity-based research avenue. Furthermore, PECL broadens the scopes of both artificial intelligence in education and computer supported collaborative learning and serves as a platform for the design and investigation of game-based learning in classroom settings. We shall illustrate some sample prototypes of PECL in this talk.
BackgroundIn the early 90's, that is, about 15 years ago, the desktop computer was still the only computational technology we used. However, within a decade, technology dissemination has undergone two great leaps, following the upsurge of Internet in the mid 90's and then the advent of wireless and mobile technologies in late 90's. If we regard the Internet in the last decade as technology to support globally distributed information processing and communication, then wireless and mobile technologies in this decade are extending the online enterprise to form a placeless communication world of mobile users. Today, while we are busy at choosing a suite of wireless-enabled devices, such as laptops, tablet PCs, handhelds, cellular phones, handheld phones, and the like, for our work, wireless network sensors, wearable computers, digital tangibles, etc., are within reach. In the era of ubiquitous computing, most tangible objects, places, and persons will be wirelessly interlinked in our daily lives, enabling one to interact simultaneously and unobtrusively with multiple micro-sensor embedded objects that react to external stimuli. This further extension of our communication world from the "person to person via computers" communication to incorporate "person to daily physical objects or places" communication indicates that we are fostering a generation of wearable computing communities [1]. Ultimately the entirety of human experiences is immersed in an intermingled and undistinguishable physical and virtual world. Nevertheless, technology is the media, not the aim [2]. What distinguishes humankind from other species is our ability to create and use symbolic systems and tools. Digital technology p...