Prof. David Cavallo (University of Maryland iSchool and College of Education, USA)
"Liberating Learning: How Ubiquitous Access to Connected Computational Devices Releases Education from the Tyranny of Information Recall"
The ubiquity of computational devices and connectivity has enabled virtually unlimited access to information. Ubiquitous access to information potentially enables a paradigmatic shift in education. Rather than focusing on information delivery and recall, ubiquitous access to information diminishes the salience of memorization and recall and thereby facilitates deeper, more developmental learning environments that enable learners to focus on reasoning, critical thinking, and analysis of information, and not merely the information itself. Moreover, universal access to computational devices broaden representation and expression beyond static text, and provide learning environments for children access to the same computational approaches that catalyzed the unprecedented expansion of knowledge in the world. Ubiquitous access to computation and connectivity liberate learning environments from the standardized straightjacket of the methodology (how one learns), the content (what one learns), the spaces (where one learns), the time (when one learns), and the social (with whom one learns) of the current educational paradigm, and enables us to return to the first principles about learning and about why societies should care about equitable, universal public education for optimal individual and social democratic development.
This talk will present examples of learning environments where ubiquitous access to connected computational devices provides a foundation that liberates children to learn deeply and develop their passions and expertise in areas of interest to them, often far beyond not only what they have previously achieved, but at times in content far beyond what was thought possible. This talk will also discuss how ubiquitous access has the potential to overcome previous obstacles to widespread reform of the learning environment. While unfortunately so much of the use of technology in education has blindly followed past practices limited by obsolete technologies and prior theories of mind and organization and thus merely attempted to re-platform presentation of information, ubiquitous access provides us with the opportunity to truly innovate. We must re-think education, re-structure content and process, and re-evaluate what is fundamental about learning in order to create the learning environments our children deserve in order to develop to each oneʼs fullest potential, and our societies need to develop into the just, equitable, sustainable, democratic societies our planet requires.
Prof. Matthew Kam (Carnegie Mellon University, USA)
"Voice-Command Games for Literacy Learning in the Developing World"
Voice-command games such as Nintendogs and Brain Age on the Nintendo DS have sold more than 22 and 17 million copies respectively, catapulting both games among the most popular games in the history of all Nintendo games. In a voice-command game, the player issues actions that he or she wishes to perform in the game by speaking verbally, which the game then interprets using speech recognition. Existing games in this genre have so far focused on entertainment (as opposed to education), and have not received much attention from academic researchers. In this talk, we aim to encourage more members in the educational games and mobile learning communities to explore a variety of ways in which voice-command games could be designed and used to better support educational goals.
We will present results from a usability test and two subsequent experiments with two voice-command games on cellphones that we designed to help rural children in India read English words. Learning to read in a second language is challenging, but highly rewarding for economic, professional and personal reasons. The British Council estimates wage differences between salaried professionals with and without English as a Second Language skills to be between 20% and 30% in some parts of the developing world. Lower-income children in developing countries face even more challenges in acquiring second language literacy owing to poorer quality schools, even as mobile learning technology has the potential to make quality learning resources far more accessible. We will also discuss our game design methodology, especially how the design of both games have drawn on our cross-cultural analysis of the differences between contemporary Western videogames and the traditional Indian village games, which rural children enjoy and find to be significantly more intuitive.
Special Keynote for both WMUTE and DIGITEL
Prof. Masahiko Tsukamoto (Kobe University, JAPAN)
"A Perspective on Wearable and Ubiquitous Computing: How Does It Impact on Daily
Ubiquitous computing has permeated society, and two new keywords, IoT (Internet of things) and cyber-physical, are attracting attention. Moreover, wearable computing, typically using HMD (head-mounted display), body area network, and human body sensing, is also expected to explode in near future. Situations in the real world come to be collected by computers in detail by evolution of real world ICTs, such as smart phones, IC tags, and ubiquitous cameras. It is also expected that our daily lives will be highly analyzed and supported sometimes by making use of cloud computing.
From now on, the place of deployment of ICT will be the real world, and it will be thought that people's daily lives and works will change more drastically for the next 10 years compared with the past 10 years when ICT has widely penetrated their office and home. In this talk, changes of daily life of people are positively expected based on the speaker's experience of wearable computing in his daily life over 10 years and his research on wearable and ubiquitous computing for more than 15 years. His perspective is shown as several predictions as well as feedbacks from other people. They concern how HMD will be developed and come to be used, in what period human body sensor will be deployed, how IC tags will be used, what will happen on smart phones, and as a result, how future entertainment and education change.