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25/10/2017
Research issues in
IoT for Education
Pr. Radouane Mrabet
mrabet@um5s.net.ma
ENSIAS, Mohammed V University in Rabat
CloudTech’17, October 25th, 2017
25/10/2017
IoT in brief
A global infrastructure for the information society, enabling
advanced services by interconnecting (physical and virtual)
things based on existing and evolving interoperable information
and communication technologies. Rec. ITU-T Y.2060 (06/2012)
Note 1: Through the exploitation of identification, data capture, processing and
communication capabilities, the IoT makes full use of things to offer services to all kinds of
applications, whilst ensuring that security and privacy requirements are fulfilled.
Note 2: From a broader perspective, the IoT can be perceived as a vision with technological
and societal implications
25/10/2017
IoT in brief
Thing: With regard to the Internet of things, this is an object of
the physical world (physical things) or the information world
(virtual things), which is capable of being identified and
integrated into communication networks.
Device: With regard to the Internet of things, this is a piece of equipment
with the mandatory capabilities of communication and the optional
capabilities of sensing, actuation, data capture, data storage and data
processing.
25/10/2017
The new dimension introduced in IoT
25/10/2017
The IoT
reference
model
25/10/2017
IoT is
transverse
IoT may be used in
several domains
25/10/2017
IoT is
transverse
25/10/2017
IoT is
transverse
Source : https://31663966digitalinnovation.wordpress.com
/2016/05/08/3-the-internet-of-things-iot/
25/10/2017
IoT is
transverse
Source : http://dx.doi.org/10.1016/j.future.2013.01.010
25/10/2017
What about IoT for Education?
Education is not a priority.
• Economic and financial reasons
• Education is a Human and Social Science
• Lack of interest from the education actors
Why:
25/10/2017
Economic
and
financial
reasons
25/10/2017
Education is a Human and
Social Science
Pedagogy Psychology Linguistic Sociology
25/10/2017
Lack of interest
from the
education actors
25/10/2017
Survey of 315
CIO and IT
managers
worldwide
(2017)
Source : https://content.extremenetworks.com/extreme-networks-blog/internet-of-things-is-soaring-into-classrooms
25/10/2017
Survey of 315
CIO and IT
managers
worldwide
(2017)
Source : https://content.extremenetworks.com/extreme-networks-blog/internet-of-things-is-soaring-into-classrooms
25/10/2017
Survey of 315
CIO and IT
managers
worldwide
(2017)
Source : https://content.extremenetworks.com/extreme-networks-blog/internet-of-things-is-soaring-into-classrooms
25/10/2017
Examples of IoT devices for schools
IoT Camera Student ID Card School bus tracking
Interactive whiteboard Attendance trackingSmart podium
IoT Pen
Multitouch table
25/10/2017
Education main actors
Student
pupil
scholar
learner
apprentice
Professor
teacher
instructor
tutor
lecturer
educator
faculty member
Administrator
rector
vice chancellor
principal
dean - provost
academic affairs
director
25/10/2017
What are
the
potential
benefits of
IoT in
education?
Student
• Adaptive / personalized learning
• Just in time learning
• It refers to making learning available
when needed by the student, and at
the time that the student needs the
information or knowledge. He can
also have a personal assistant to
help him to use the various contents.
• Increases student engagement
• Better students outcomes
25/10/2017
What are
the
potential
benefits of
IoT in
education?
Professor
• Better tools to explain subjects and theories
• Help professor to run educational activities
in various educational scenarios
• Better professor engagement
• Reduce administrative procedures (e.g.
attendance tracking)
• Better tools for measuring students
performance and achievements
• Better tools to elaborate experiments (e.g.
improve STEM teaching)
25/10/2017
What are
the
potential
benefits of
IoT in
education?
Administrator
• Smart buildings and a better
management of equipment
and resources (HVAC, light,
locks, displays, …)
• Provides a safer learning
environment
• Enrich LMS content
• Lowering costs of STEM labs
25/10/2017
IoT for
students
to learn
IoT allow the creation
of context-aware
ubiquitous learning
environments known
also as “smart
learning”
25/10/2017
IoT for
students
to learn
Context-aware ubiquitous
learning environment
• Detects and takes into account the real-world
contexts and multiple personal factors (e.g.,
learning needs, preferences, … ) ;
• Adapts learning content for individual
students ;
• Provides personalized feedback or guidance ;
• Interacts with students via multiple channels:
mobile devices, wearable devices, or other
ubiquitous computing devices embedded in
everyday objects.
25/10/2017
IoT for
students
to learn
First challenging research
issue is to design generic
frameworks of context-aware
ubiquitous learning
environments dealing with
the IoT emerging
technologies.
25/10/2017
IoT for
students
to learn
Second challenging research issue is
pedagogical.
Smart learning needs to reconsider existing
pedagogical theories, such as constructivism,
motivational theory, the technology
acceptance model, cognitive load theory, etc.
It’s also a good opportunity for researchers to
develop new strategies for helping students
more efficiently to gain knowledge and solve
problems
25/10/2017
IoT for
students
to learn
Researchers are trying to find
answers to the following
questions:
• Can students’ engagement be
generated and maintained in a such
environment?
• Is this type of environment enhance
collaboration and communication
among students?
• Is this type of environment improve
the quality of learning?
25/10/2017
IoT for
professors
to teach
25/10/2017
IoT for
professors
to teach
A context-aware ubiquitous
learning environment, is capable to
record every detail of the students’
learning activities.
It provides a good opportunity for
professors to acquire valuable and
detailed information via analyzing
the recorded data.
25/10/2017
IoT for
professors
to teach
Researchers have to deal with
three main issues:
1)How to capture the data related to
students’ learning activities?
2)Which tools need to be created to help
professors to analyze these data?
3)How long-term observations and
analysis of learning behaviors can be
used to know more about the social
impacts of these new educational
technologies?
25/10/2017
IoT for
professors
to teach
When applied to education, analytics
and data mining are referred to as
learning analytics and educational
data mining.
25/10/2017
Learning analytics
Help the three main actors of
the education system :
professor, student and
administrator.
Important research issue
25/10/2017
IoT for
professors
to assess
students
achievements
25/10/2017
IoT for
professors
to assess
students
achievements
Assessment of students in context-aware
ubiquitous learning environments has
two opposite facets:
1- creation of new innovative ways to
assess students achievements ;
2- giving new cheating tools for students.
Theses two facets are two main
research trends.
25/10/2017
IoT for
professors
to assess
students
achievements
1- creation of new innovative ways to
assess students achievements
Researchers need to find new ways for
professors to take advantage of the potential of
IoT technologies to enhance classroom
assessment.
Or, to reinforce the traditional approaches of
assessment and strengthen inquiry-based
learning.
25/10/2017
IoT for
professors
to assess
students
achievements
2- giving new cheating tools for students
Device built on biometric systems such as facial
recognition may offer ways to ensure honesty
in exams.
Routers could be enabled for exam-standard
security in designated ‘Examination Zones’.
“Security issues”
25/10/2017
IoT for
professors
to teach
25/10/2017
IoT for
professors
to teach
Affective computing is the study
and development of systems and
devices that can recognize,
interpret, process, and simulate
human affects. It is an
interdisciplinary field
spanning computer
science, psychology,
and cognitive science.
25/10/2017
IoT for
professors
to teach
Affect can significantly influence
learning. Thus, understanding a
student's affect throughout the learning
process is crucial for understanding
motivation.
With the advance of affective computing technology,
professors are able to objectively identify and
measure a student's affective status during the entire
learning process in a real-time manner, and then he is
able to understand the interrelationship between
emotion, motivation and learning performance.
25/10/2017
IoT for
professors
to teach
Research issues:
affective computing and
education
25/10/2017
IoT for
administrators
to manage
25/10/2017
IoT for
administrators
to manage
At the entrance of a school/classroom,
student attendance is automatically
tracked.
Inside the school, airflow, air quality,
temperature and humidity are constantly
monitored and optimized in every
possible learning space.
Outside of the school, buses are tracked
and activities running in different spaces
used for learning (Zoo, museum, …)
25/10/2017
IoT for
administrators
to manage
Smart identity cards with biometric
features for all public school
students to improve service delivery
(Nigeria).
Biometric clocking device to
improve teacher attendance in real-
time (South-Africa)
25/10/2017
IoT for
administrators
to manage
Research results found in the
context of “smart cities” and
“smart homes” can be
adapted to the education
institutions
25/10/2017
Wearables
technologies
25/10/2017
Wearables technologies
25/10/2017
Wearables technologies
• Wearable technologies can incorporate a wide variety of
sensors for measuring:
– mechanical information (position, displacement,
acceleration, force),
– acoustic information (volume, pitch, frequency),
– biological information (heart rate, temperature, neural
activity, respiration rate),
– optical information (refraction, light wave frequency,
brightness, luminance),
– environmental information (temperature, humidity).
25/10/2017
Wearables devices
• Wearable devices may recognise, adapt and react to
their owner, their location and the activity being
performed.
• Wearable digital devices may incorporate wireless
connectivity for the purposes of seamlessly
accessing, interacting with and exchanging
contextually relevant information.
25/10/2017
Affordances of wearables technologies
To harness the pedagogical opportunities of
wearable technologies it is crucial for professors
to develop an understanding of their potentials,
or ‘affordances’.
25/10/2017
Affordances of wearables technologies
• In situ contextual information : the ability to provide in
situ contextual information. This could include “giving the
student the ability to search for additional background
information, or using links to the real world to trigger
augmented events”.
• Recording of information : Students could “record not
only class sessions, but could also use wearable technologies
out in the field to show what they are doing, either as
individuals or as a group. WT can be used, for instance, to
automatically scan (record) and index notes taken in class.
25/10/2017
Affordances of wearables technologies
• Simulation : It could enable students to “experience riskier
scenarios and perhaps fail at them, without suffering real
world consequences”. Example simulation scenarios included
surgical procedures, providing a working engine of any size,
enlarging and manipulating very small objects (such as
molecules), ...
• Communication : It includes the opportunity to integrate
communication streams into the daily work routines of study
and participatory learning. For example students could “work
together in the field, on study tours of institutions, on work
placement, and in focused study activities/projects”.
25/10/2017
Affordances of wearables technologies
• In situ guidance: This extends upon the provision of
contextual information to provide “real time guidance” of a
process.
• Feedback : the ability of wearable technologies to provide
discreet and contextualized feedback. For instance, teachers
could “receive instant feedback during lectures from students
via “local chat”, enabling the flow of the class to continue
without question interruptions, but still providing students
with answers to their questions”.
25/10/2017
Issues relating to the use of wearable
technologies
• Privacy
• Cost
• Distraction
• Technical problems
• Cheating
• Overreliance on wearable technology
• Technology before pedagogy
25/10/2017
Source : http://dx.doi.org/10.1016/j.compedu.2015.07.013
25/10/2017
Some research issues
• How to determine what can and should be measured with
wearables in order to support the learning process?
• How to develop measures that are relatively light touch,
because if it is too much effort students will not provide
enough data to the smart learning system?
• How best to develop systems which enable
students/professors to engage with the data to ensure
maximum learning/teachning benefit?
• How to address legal and ethical issues when combining
student’s data from multiple data sets?
25/10/2017
Augmented
and virtual
reality
25/10/2017
Mixed Reality Continuum
• Its a spectrum which covers all possible variations and compositions of real
and virtual objects. On the spectrum, beginning from far-left, is the real world
where nothing is computer generated. The most-right point on the spectrum,
is the virtual environment where everything is computer generated.
25/10/2017
Augmented reality
Augmented reality brings aspect of the
virtual world into the real world.
AR users remain in the real world while
experiencing enhanced virtually created
visuals, aurals, and feelings.
AR does this by layering virtual information
and/or graphics on top of a user’s view of a
real world scene.
25/10/2017
Types of AR
technologies
Handheld
mobile devices such
as mobile phones or
tablets
25/10/2017
Types of AR
technologies
Wearable AR
(glasses)
AR glasses permit to
display 3D objects
and information in
front of the user, and
manipulate them
using gesture or
voice.
25/10/2017
Types of AR
technologies
Spatial AR
permit to display an
augmentation directly
in a space or on an
object.
It’s based on many
technologies such as
projective displays or
holograms.
25/10/2017
Virtual reality
A medium composed of
interactive computer
simulations that sense
the participant's position
and actions and replace
or augment the feedback
to one or more senses,
giving the feeling of being
mentally immersed or
present in the simulation.
25/10/2017
Types of VR
technologies
Desktop VR
displays
is a computer that has
the ability to generate
stereoscopic display,
often combined with
other devices such as
mouse and camera, to
track the user
movement.
25/10/2017
Types of VR
technologies
Head Mounted
Devices
They are adapted to
individual users, they
adapt the image by
tracking the user’
head or eyes.
25/10/2017
Types of VR
technologies
Workbench
Operates by projecting
a 3D image onto a table
surface that is viewed
by a group of users.
Using stereoscopic
glasses users observe a
3D image displayed
above the tabletop
25/10/2017
Types of VR
technologies
Immersive room / cave
It is a small surround-
screen projection space in
which audio and visual
media are projected in
order to present users with
a walk-in feeling, as if they
are in a certain
geographical or historical
space.
25/10/2017
AR/VR technologie for education
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Learning benefits from AR/VR
• Makes students highly motivated, they enjoy learning,
they retain lessons and understand spatial structures ;
• AR/VR is a good tool to promote collaboration between
peers and encouraging discussion and interaction among
them ;
25/10/2017
Learning benefits from AR/VR
• AR/VR permits learning situations that are :
– too expensive to implement in reality ;
– Dangerous (chemical or radioactive experiences)
– where the internal structure is important to help understanding (the
internal functioning of a machine) ;
– where phenomena are not normally visible to the eye: macroscopic
and microscopic (eg, astronomical events and molecular motions);
– Where phenomena are very fast or very slow (e.g. explosions and
drift of continents);
– in which to explain abstract and / or complex concepts (magnetic
fields) ;
25/10/2017
Limitations
• The use of AR/VR systems can pose a problem for lesson
administration and monitoring students' progress ;
• Some systems are beyond the scope of most school budgets
• Social isolation of the students who are not aware of their real
surrounding environment (handheld device) ;
• Difficulties of the professors to redefine the objectives of “on
the shelf” AR/VR systems ;
• Other limitations : Health issues (VR), technological issues,
distraction issues
25/10/2017
Research issues
• Are these technologies good enough to improve the
learning of students or are they simply “gadgets - toys” ?
• Which is the best AR/VR for education ? And in which
learning situation or scenario ?
• How to simplify the usage of these technologies for
students and professors who are not techies.
• How to enrich the school LMS with students data coming
from AR/VR technologies ?
• …
25/10/2017
Other research
issues
Architecture of
Internet of
Learning-Things
IA (chatbot,
pedagogical
agent)
Serious games
and gamification
Web of objects
Learning
Management
Systems
3D holographic
and telepresence
interfaces
25/10/2017
My convictions for the future of education in
the world for the next two decades
• It is difficult to predict the future knowing that the hallmarks
of the modern world are uncertainty and complexity.
• Schools and universities will remain the main places for
education and learning ;
• Face-to-face education will still be the preeminent type of
training mainly for primary and secondary levels ;
• Technology will play an important role in the future but not as
disruptive as you can imagine ;
• Quality of pedagogical contents and privacy will be the main
problems facing all education actors.
25/10/2017
My team work
• Future Smart Classroom – Future Smart School
– Ayoub Assaid
– Houda El Koubaiti
• AR/VR in education
– Houda El Koubaiti
• Assessment with IoT devices
• Gaming and gamification with IoT devices
25/10/2017
Thank you
Pr. Radouane Mrabet
https://twitter.com/radouane_mrabet
http://ma.linkedin.com/in/radouanemrabet/

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Research issues in IoT for education

  • 1. 25/10/2017 Research issues in IoT for Education Pr. Radouane Mrabet mrabet@um5s.net.ma ENSIAS, Mohammed V University in Rabat CloudTech’17, October 25th, 2017
  • 2. 25/10/2017 IoT in brief A global infrastructure for the information society, enabling advanced services by interconnecting (physical and virtual) things based on existing and evolving interoperable information and communication technologies. Rec. ITU-T Y.2060 (06/2012) Note 1: Through the exploitation of identification, data capture, processing and communication capabilities, the IoT makes full use of things to offer services to all kinds of applications, whilst ensuring that security and privacy requirements are fulfilled. Note 2: From a broader perspective, the IoT can be perceived as a vision with technological and societal implications
  • 3. 25/10/2017 IoT in brief Thing: With regard to the Internet of things, this is an object of the physical world (physical things) or the information world (virtual things), which is capable of being identified and integrated into communication networks. Device: With regard to the Internet of things, this is a piece of equipment with the mandatory capabilities of communication and the optional capabilities of sensing, actuation, data capture, data storage and data processing.
  • 4. 25/10/2017 The new dimension introduced in IoT
  • 6. 25/10/2017 IoT is transverse IoT may be used in several domains
  • 8. 25/10/2017 IoT is transverse Source : https://31663966digitalinnovation.wordpress.com /2016/05/08/3-the-internet-of-things-iot/
  • 9. 25/10/2017 IoT is transverse Source : http://dx.doi.org/10.1016/j.future.2013.01.010
  • 10. 25/10/2017 What about IoT for Education? Education is not a priority. • Economic and financial reasons • Education is a Human and Social Science • Lack of interest from the education actors Why:
  • 12. 25/10/2017 Education is a Human and Social Science Pedagogy Psychology Linguistic Sociology
  • 13. 25/10/2017 Lack of interest from the education actors
  • 14. 25/10/2017 Survey of 315 CIO and IT managers worldwide (2017) Source : https://content.extremenetworks.com/extreme-networks-blog/internet-of-things-is-soaring-into-classrooms
  • 15. 25/10/2017 Survey of 315 CIO and IT managers worldwide (2017) Source : https://content.extremenetworks.com/extreme-networks-blog/internet-of-things-is-soaring-into-classrooms
  • 16. 25/10/2017 Survey of 315 CIO and IT managers worldwide (2017) Source : https://content.extremenetworks.com/extreme-networks-blog/internet-of-things-is-soaring-into-classrooms
  • 17. 25/10/2017 Examples of IoT devices for schools IoT Camera Student ID Card School bus tracking Interactive whiteboard Attendance trackingSmart podium IoT Pen Multitouch table
  • 18. 25/10/2017 Education main actors Student pupil scholar learner apprentice Professor teacher instructor tutor lecturer educator faculty member Administrator rector vice chancellor principal dean - provost academic affairs director
  • 19. 25/10/2017 What are the potential benefits of IoT in education? Student • Adaptive / personalized learning • Just in time learning • It refers to making learning available when needed by the student, and at the time that the student needs the information or knowledge. He can also have a personal assistant to help him to use the various contents. • Increases student engagement • Better students outcomes
  • 20. 25/10/2017 What are the potential benefits of IoT in education? Professor • Better tools to explain subjects and theories • Help professor to run educational activities in various educational scenarios • Better professor engagement • Reduce administrative procedures (e.g. attendance tracking) • Better tools for measuring students performance and achievements • Better tools to elaborate experiments (e.g. improve STEM teaching)
  • 21. 25/10/2017 What are the potential benefits of IoT in education? Administrator • Smart buildings and a better management of equipment and resources (HVAC, light, locks, displays, …) • Provides a safer learning environment • Enrich LMS content • Lowering costs of STEM labs
  • 22. 25/10/2017 IoT for students to learn IoT allow the creation of context-aware ubiquitous learning environments known also as “smart learning”
  • 23. 25/10/2017 IoT for students to learn Context-aware ubiquitous learning environment • Detects and takes into account the real-world contexts and multiple personal factors (e.g., learning needs, preferences, … ) ; • Adapts learning content for individual students ; • Provides personalized feedback or guidance ; • Interacts with students via multiple channels: mobile devices, wearable devices, or other ubiquitous computing devices embedded in everyday objects.
  • 24. 25/10/2017 IoT for students to learn First challenging research issue is to design generic frameworks of context-aware ubiquitous learning environments dealing with the IoT emerging technologies.
  • 25. 25/10/2017 IoT for students to learn Second challenging research issue is pedagogical. Smart learning needs to reconsider existing pedagogical theories, such as constructivism, motivational theory, the technology acceptance model, cognitive load theory, etc. It’s also a good opportunity for researchers to develop new strategies for helping students more efficiently to gain knowledge and solve problems
  • 26. 25/10/2017 IoT for students to learn Researchers are trying to find answers to the following questions: • Can students’ engagement be generated and maintained in a such environment? • Is this type of environment enhance collaboration and communication among students? • Is this type of environment improve the quality of learning?
  • 28. 25/10/2017 IoT for professors to teach A context-aware ubiquitous learning environment, is capable to record every detail of the students’ learning activities. It provides a good opportunity for professors to acquire valuable and detailed information via analyzing the recorded data.
  • 29. 25/10/2017 IoT for professors to teach Researchers have to deal with three main issues: 1)How to capture the data related to students’ learning activities? 2)Which tools need to be created to help professors to analyze these data? 3)How long-term observations and analysis of learning behaviors can be used to know more about the social impacts of these new educational technologies?
  • 30. 25/10/2017 IoT for professors to teach When applied to education, analytics and data mining are referred to as learning analytics and educational data mining.
  • 31. 25/10/2017 Learning analytics Help the three main actors of the education system : professor, student and administrator. Important research issue
  • 33. 25/10/2017 IoT for professors to assess students achievements Assessment of students in context-aware ubiquitous learning environments has two opposite facets: 1- creation of new innovative ways to assess students achievements ; 2- giving new cheating tools for students. Theses two facets are two main research trends.
  • 34. 25/10/2017 IoT for professors to assess students achievements 1- creation of new innovative ways to assess students achievements Researchers need to find new ways for professors to take advantage of the potential of IoT technologies to enhance classroom assessment. Or, to reinforce the traditional approaches of assessment and strengthen inquiry-based learning.
  • 35. 25/10/2017 IoT for professors to assess students achievements 2- giving new cheating tools for students Device built on biometric systems such as facial recognition may offer ways to ensure honesty in exams. Routers could be enabled for exam-standard security in designated ‘Examination Zones’. “Security issues”
  • 37. 25/10/2017 IoT for professors to teach Affective computing is the study and development of systems and devices that can recognize, interpret, process, and simulate human affects. It is an interdisciplinary field spanning computer science, psychology, and cognitive science.
  • 38. 25/10/2017 IoT for professors to teach Affect can significantly influence learning. Thus, understanding a student's affect throughout the learning process is crucial for understanding motivation. With the advance of affective computing technology, professors are able to objectively identify and measure a student's affective status during the entire learning process in a real-time manner, and then he is able to understand the interrelationship between emotion, motivation and learning performance.
  • 39. 25/10/2017 IoT for professors to teach Research issues: affective computing and education
  • 41. 25/10/2017 IoT for administrators to manage At the entrance of a school/classroom, student attendance is automatically tracked. Inside the school, airflow, air quality, temperature and humidity are constantly monitored and optimized in every possible learning space. Outside of the school, buses are tracked and activities running in different spaces used for learning (Zoo, museum, …)
  • 42. 25/10/2017 IoT for administrators to manage Smart identity cards with biometric features for all public school students to improve service delivery (Nigeria). Biometric clocking device to improve teacher attendance in real- time (South-Africa)
  • 43. 25/10/2017 IoT for administrators to manage Research results found in the context of “smart cities” and “smart homes” can be adapted to the education institutions
  • 46. 25/10/2017 Wearables technologies • Wearable technologies can incorporate a wide variety of sensors for measuring: – mechanical information (position, displacement, acceleration, force), – acoustic information (volume, pitch, frequency), – biological information (heart rate, temperature, neural activity, respiration rate), – optical information (refraction, light wave frequency, brightness, luminance), – environmental information (temperature, humidity).
  • 47. 25/10/2017 Wearables devices • Wearable devices may recognise, adapt and react to their owner, their location and the activity being performed. • Wearable digital devices may incorporate wireless connectivity for the purposes of seamlessly accessing, interacting with and exchanging contextually relevant information.
  • 48. 25/10/2017 Affordances of wearables technologies To harness the pedagogical opportunities of wearable technologies it is crucial for professors to develop an understanding of their potentials, or ‘affordances’.
  • 49. 25/10/2017 Affordances of wearables technologies • In situ contextual information : the ability to provide in situ contextual information. This could include “giving the student the ability to search for additional background information, or using links to the real world to trigger augmented events”. • Recording of information : Students could “record not only class sessions, but could also use wearable technologies out in the field to show what they are doing, either as individuals or as a group. WT can be used, for instance, to automatically scan (record) and index notes taken in class.
  • 50. 25/10/2017 Affordances of wearables technologies • Simulation : It could enable students to “experience riskier scenarios and perhaps fail at them, without suffering real world consequences”. Example simulation scenarios included surgical procedures, providing a working engine of any size, enlarging and manipulating very small objects (such as molecules), ... • Communication : It includes the opportunity to integrate communication streams into the daily work routines of study and participatory learning. For example students could “work together in the field, on study tours of institutions, on work placement, and in focused study activities/projects”.
  • 51. 25/10/2017 Affordances of wearables technologies • In situ guidance: This extends upon the provision of contextual information to provide “real time guidance” of a process. • Feedback : the ability of wearable technologies to provide discreet and contextualized feedback. For instance, teachers could “receive instant feedback during lectures from students via “local chat”, enabling the flow of the class to continue without question interruptions, but still providing students with answers to their questions”.
  • 52. 25/10/2017 Issues relating to the use of wearable technologies • Privacy • Cost • Distraction • Technical problems • Cheating • Overreliance on wearable technology • Technology before pedagogy
  • 54. 25/10/2017 Some research issues • How to determine what can and should be measured with wearables in order to support the learning process? • How to develop measures that are relatively light touch, because if it is too much effort students will not provide enough data to the smart learning system? • How best to develop systems which enable students/professors to engage with the data to ensure maximum learning/teachning benefit? • How to address legal and ethical issues when combining student’s data from multiple data sets?
  • 56. 25/10/2017 Mixed Reality Continuum • Its a spectrum which covers all possible variations and compositions of real and virtual objects. On the spectrum, beginning from far-left, is the real world where nothing is computer generated. The most-right point on the spectrum, is the virtual environment where everything is computer generated.
  • 57. 25/10/2017 Augmented reality Augmented reality brings aspect of the virtual world into the real world. AR users remain in the real world while experiencing enhanced virtually created visuals, aurals, and feelings. AR does this by layering virtual information and/or graphics on top of a user’s view of a real world scene.
  • 58. 25/10/2017 Types of AR technologies Handheld mobile devices such as mobile phones or tablets
  • 59. 25/10/2017 Types of AR technologies Wearable AR (glasses) AR glasses permit to display 3D objects and information in front of the user, and manipulate them using gesture or voice.
  • 60. 25/10/2017 Types of AR technologies Spatial AR permit to display an augmentation directly in a space or on an object. It’s based on many technologies such as projective displays or holograms.
  • 61. 25/10/2017 Virtual reality A medium composed of interactive computer simulations that sense the participant's position and actions and replace or augment the feedback to one or more senses, giving the feeling of being mentally immersed or present in the simulation.
  • 62. 25/10/2017 Types of VR technologies Desktop VR displays is a computer that has the ability to generate stereoscopic display, often combined with other devices such as mouse and camera, to track the user movement.
  • 63. 25/10/2017 Types of VR technologies Head Mounted Devices They are adapted to individual users, they adapt the image by tracking the user’ head or eyes.
  • 64. 25/10/2017 Types of VR technologies Workbench Operates by projecting a 3D image onto a table surface that is viewed by a group of users. Using stereoscopic glasses users observe a 3D image displayed above the tabletop
  • 65. 25/10/2017 Types of VR technologies Immersive room / cave It is a small surround- screen projection space in which audio and visual media are projected in order to present users with a walk-in feeling, as if they are in a certain geographical or historical space.
  • 78. 25/10/2017 Learning benefits from AR/VR • Makes students highly motivated, they enjoy learning, they retain lessons and understand spatial structures ; • AR/VR is a good tool to promote collaboration between peers and encouraging discussion and interaction among them ;
  • 79. 25/10/2017 Learning benefits from AR/VR • AR/VR permits learning situations that are : – too expensive to implement in reality ; – Dangerous (chemical or radioactive experiences) – where the internal structure is important to help understanding (the internal functioning of a machine) ; – where phenomena are not normally visible to the eye: macroscopic and microscopic (eg, astronomical events and molecular motions); – Where phenomena are very fast or very slow (e.g. explosions and drift of continents); – in which to explain abstract and / or complex concepts (magnetic fields) ;
  • 80. 25/10/2017 Limitations • The use of AR/VR systems can pose a problem for lesson administration and monitoring students' progress ; • Some systems are beyond the scope of most school budgets • Social isolation of the students who are not aware of their real surrounding environment (handheld device) ; • Difficulties of the professors to redefine the objectives of “on the shelf” AR/VR systems ; • Other limitations : Health issues (VR), technological issues, distraction issues
  • 81. 25/10/2017 Research issues • Are these technologies good enough to improve the learning of students or are they simply “gadgets - toys” ? • Which is the best AR/VR for education ? And in which learning situation or scenario ? • How to simplify the usage of these technologies for students and professors who are not techies. • How to enrich the school LMS with students data coming from AR/VR technologies ? • …
  • 82. 25/10/2017 Other research issues Architecture of Internet of Learning-Things IA (chatbot, pedagogical agent) Serious games and gamification Web of objects Learning Management Systems 3D holographic and telepresence interfaces
  • 83. 25/10/2017 My convictions for the future of education in the world for the next two decades • It is difficult to predict the future knowing that the hallmarks of the modern world are uncertainty and complexity. • Schools and universities will remain the main places for education and learning ; • Face-to-face education will still be the preeminent type of training mainly for primary and secondary levels ; • Technology will play an important role in the future but not as disruptive as you can imagine ; • Quality of pedagogical contents and privacy will be the main problems facing all education actors.
  • 84. 25/10/2017 My team work • Future Smart Classroom – Future Smart School – Ayoub Assaid – Houda El Koubaiti • AR/VR in education – Houda El Koubaiti • Assessment with IoT devices • Gaming and gamification with IoT devices
  • 85. 25/10/2017 Thank you Pr. Radouane Mrabet https://twitter.com/radouane_mrabet http://ma.linkedin.com/in/radouanemrabet/