| This WebPage provides an overview of the Handheld
Devices for Ubiquitous Learning Project (HDUL), the promise of
ubiquitous computing, a brief history of handheld computers, an
overview of wireless handheld devices, exemplar examples of
educational software designed for handhelds, general information
about probeware and peripherals, and exemplar uses of handhelds in
education. Please use the diagram below to navigate through the page. |
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Copyright © 2006
President and Fellows of Harvard College
|
Web-site Related Comments | Last
Updated
11/01/2006
Overview of the Handheld
Devices for Ubiquitous Learning Project
| The Handheld Devices for Ubiquitous Learning (HDUL)
project is an exploratory study that seeks to determine how wireless
handheld devices (WHDs) can enhance learning and teaching in
university settings. Our motives for investing in HDUL are based on
the devices people own and carry, society’s cultural and technical
movement towards ubiquitous computing, WHDs’ potential for harnessing
situated and distributed cognition capabilities, and emerging
media-driven learning styles. During the 2003–2004 and 2004–2005
academic years, HDUL integrated WHDs into eight diverse courses at
both the Harvard Graduate School of Education (HGSE) and the Harvard
Extension School (HES) as summarized in Table 1 below. |
|
 |
Table 1 Summary of Courses, Implementations and Sessions
|
Course |
WHDs Used For: |
Session(s) |
|
distributed learning course |
participatory simulations: 2003 –
Environmental Detectives (Klopfer, 2003); 2004 – Virus (MIT
Teacher Education Program, 2005) |
2003: Face-to-face class meeting consisted one
2-hour session; 2004: Face-to-face class meeting consisted a 1-hour
session |
|
emerging technologies pedagogy course |
creating and sharing concept maps |
Face-to-face class meeting consisted of one
90-minute session. |
|
math methods course |
learning and teaching math; comparing and
contrasting WHDs with graphing calculators |
Brief informational meeting with individual
students while they signed out and picked up WHD. Face-to-face class
meeting consisted one 2-hour session |
|
online learning course |
surveying and analyzing data in the field and in
real time |
Face-to-face class meeting with whole class
consisted on two 45-minute sessions. The first session introduced the
devices and the hands-on task. The follow up session allowed
participants to discuss their experiences with the devices and the
results of their surveys. |
|
qualitative methods and interviewing course |
capturing digital audio interviews and images |
Face-to-face class meeting consisted of one
45-minute session. |
|
science methods course |
learning and teaching science; investigating
probeware with WHDs |
Face-to-face class meeting consisted of one
90-minute session |
|
team learning course |
building collaborative capacity and completing
real time polling exercises |
Face-to-face class meeting consisted of one
2-hour session. |
|
technology and assessment course |
creating and sharing animations, evaluating
commercial assessment applications, and completing real time polling
exercises |
Face-to-face class meetings consisted of one
30-minute informational session and one 2-hour session. |
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The Promise of
Ubiquitous
Computing
In the late 1980’s, Mark Weiser began writing and
discussing the potentials of ubiquitous computing –– computing in which
computers are no longer seen and resides in the periphery of our daily
lives (Weiser, 1991). Since then, ubiquitous computing (UbiComp) has
become an area of study in computer science and electrical engineering
(see for example Abowd & Mynatt, 2000).
Furthermore, UbiComp is changing the way that people see and use
computers.
The computer-human interaction trajectory, according to Weiser (1996), can be
thought of in three waves. The first computing wave tied
many people to a single mainframe computer. Users of such computers had
highly specialized skills that were not representative of average
citizens. The second wave connected individuals to desktop and laptop
computers, thus providing a one-to-one computer-to-human ratio. The third
wave is the era of ubiquitous computing, whereby many computers interact
with one person, or many computers interact with many people.
Using the foundation of UbiComp, Chris Dede suggested the potential of
UbiComp in education through the characters of Alec and Arielle as they
explore a museum with their handheld devices (Dede, 2002).
|
Vignette 2
Alec and Arielle strolled through Harvard Yard on their way to the
museum, to collect data for their class assignment. Each carried a
handheld device (HD) that softly pulsed every time they walked past
a building in the Yard. The vibration signaled that the building
would share information about its architecture, history, purpose,
and inhabitants, using interactive wireless data transfer. Sometimes
Alec would stop and use his HD to ask questions about an interesting
looking location. Today, he was in a hurry and ignored the pulses.
Inside the museum, Alec and Arielle split up to work on their
individual assignments. When Alec typed his research topic into the
museum computer, it loaded a building map into his HD, with flashing
icons showing exhibits on that subject. At each exhibit, Alec could
capture a digital image on his HD, download data about the artifacts
and links to related websites, and access alternative
interpretations about the exhibit. His HD automatically supplied
information about Alec’s age and background to ensure that the
material he received was appropriate in native language, reading
level, and learning style. While the museum-supplied information was
interesting, Alec always enjoyed the comments posted about each
exhibit by other kids. Sometimes, he added a few remarks of his own
to the ongoing discussion. Seeing a cool artifact related to
Arielle’s topic, Alec paused to link to her HD, sending a digital
image of the exhibit and information on its location. Alec’s
favorite exhibits were those augmented by virtual environments. For
example, at a panorama showing the bones found at a tar pit, Alec’s
HD depicted a virtual reconstruction of the dinosaurs that were
trapped at that prehistoric location. In the virtual environment, he
could assume the perspective of each species and walk or fly or swim
through its typical habitat. Other types of exhibit-linked virtual
environments enabled “time travel” to show how a particular spot on
the earth’s surface had changed over the eons. For each epoch, Alec
used virtual probes on his HD to collect data about temperature, air
pressure, elevation, and pollutants. Walking back from the museum,
Arielle and Alec shared what they had found. Both wondered what
learning was like before augmented reality and ubiquitous computing,
when objects and locations were mute and inert. How lifeless the
world must have been! |
In
addition, Dave Keefe, Phoebe Farag
and Andy Zucker's (2003) "Ubiquitious
Computing Project: A Brief History" summarizes the histories
and findings of various initiatives and how they played out in educational
settings.
Return to the top
The History of Handheld
Computers
| Video
footage of early examples of handheld
computers developed by Mark Weiser and his research group in the early
half of the 1990's have survived and are available as short
QuickTime movie clips .
Please note that the images to the
right are only a sampling of the many handheld devices that have been
released over the years.
- The "Little Professor"
calculator produced by Texas Instruments and introduced in 1976.
- The TI Graphing Calculator
produced by Texas Instruments and introduced in 1990.
- The Palm Pilot PDA
produced by Palm, Inc. and introduced in 1996.
- The Toshiba Pocket PC e750
produced by Toshiba and introduced in March 2003.
- The Palm Tungsten C
produced by Palm, Inc. and introduced in April 2003.
- The Samsung SCH-i600 Smart
Phone produced by Samsung and introduced in November 2003.
- The Samsung SPH-i700
Pocket PC Phone produced by Samsung and introduced in November 2003.
For more information regarding the
history of handheld devices, please see Ken Polsson's (2003) "Chronology
of Handheld Computers." |

Return to the top
|
Wireless Handheld
Devices
While the literature on
ubiquitous computing is purposely device non-specific, wireless handheld
devices (WHDs) offer many of the features theorized by Weiser and
discussed by Dede. As a broad class of devices, WHDs include but are not
limited to cellphones, personal digital assistants, handheld gaming
devices, and portable music players. Despite their dissimilarities, WHDs
share five commonalities: 1) Connectability – they connect to the
Internet wirelessly via wireless fidelity, or WiFi, 2) Wearability
– they are wearable and therefore always at the fingertips of the user, 3)
Instant Accessibility – they turn instantly on and off, 4)
Flexibility – they can collect data by accommodating a wide variety of
peripheral extensions, and 5) Economic Viability – they have much
of the computing capability and expandable storage capacity of laptops at
a fraction of the cost (Dieterle, 2004).
If you are interested in
learning how to operate a wireless handheld device, please visit the
HDUL Handheld Computer Getting Started page.
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Educational
Software for Handheld Devices
Table 2.1
Examples of Commercial and Research-based Educational Software
|
Title |
Producer |
Operating System |
Application Information and Link to
Download |
|
Cooties |
The Center for Highly
Interactive Computing in Education |
Pocket PC |
Cooties
is a virus-transfer simulation program designed for Pocket PC handheld
computers. Cooties supports socio-kinesthetic learning, incorporating
social interaction with hands-on activity. Teachers determine
variables such as incubation time of the simulated virus, individual
immunity levels, and the number of initial carriers in the simulation.
The program is appropriate for students from Grades 3 and up and can
be used in science, anthropological, and mathematics activities.
|
Download |
Documentation
(PDF) |
|
EasyTrac |
Public Consulting Group, Inc. |
Palm |
Using Public Consulting Group's EasyTrac, special education
clinicians can quickly and efficiently document health services
delivered to special needs students via handheld devices. After
collecting information in real-time and on site, it is then uploaded
to an online database, which is easily accessible to authorized
parties through a web-based interface. In addition, service log data
may then be aggregated and used to compare services prescribed in a
student's Individualized Education Plan (IEP) to the services actually
delivered, to bill third party insurance companies for services
rendered, and to assist in making data-driven decisions. Public
Consulting Group, Inc. (PCG) is a consulting firm that serves public
sector clients, including nearly 1,000 public school districts across
the country. Information on PCG’s Education Services Practice Area can
be found at
http://www.pcgus.com/espa.asp. |
|
GraphData |
Dr. Russell Herman, Department of
Mathematics and Statistics, University of North Carolina at Wilmington |
Pocket PC |
GraphData is an application designed to plot experimental data from
Pocket Excel and fit the data to a variety of mathematical models. |
Download | If you have a Windows Mobile 2003
device, you will also need a copy of the
eMbedded Visual Basic Runtime. |
|
MRI Graphing Calculator |
MathResources Inc. |
Pocket PC |
MRI Graphing
Calculator software makes use of a menu-driven interface. It is
capable of calculating over 130 mathematical functions and plotting 11
different graphing functions. MRI Graphing Calculator is designed for
middle school, high school, and college math and science courses. |
Download Shockwave Demonstration |
Documentation |
|
MIT's PDA Participatory Simulations |
MIT Teacher Education Program |
Palm |
Games include: Big Fish - Little Fish | Discussion | Live Long
and Prosper | Sugar and Spice | Tit for Tat (Prisoner's Dilemma) |
Virus.
Click here to learn more about each game. |
|
Pencil Box 1.1 |
Mental Motions |
Pocket PC |
Pencil Box is an extremely light and
simple drawing tool for your Pocket PC. It does not have tons of
features, however, it allows to create really nice pictures, quick and
easy! Pencil Box consist of only necessary things: eight pencils,
eraser and canvas to draw on. |
Download |
|
PiCoMap |
The Center for Highly
Interactive Computing in Education |
Pocket PC |
PiCoMap is a concept-mapping
program that enables you to express the connections you see between
ideas. A Concept Map is a set of concepts linked by directional links.
You may elaborate about your concepts and your Map by taking notes, or
share these Maps with your peers through the power of infrared
beaming. |
Download |
Documentation
(PDF) |
|
PLE (Pocket Learning
Environment) |
The Center for Highly
Interactive Computing in Education |
Pocket PC |
PLE is the Pocket
Learning Environment, a new step in educational software, where you
can organize and access all of your files from one screen. PLE works
similarly to PiCoMap (a concept mapping application), using nodes and
links to illustrate concepts, except with PLE, you can attach files to
these nodes, making them viewable and editable in one tap. This means
you can move between files easier than ever before on the Pocket PC. |
Download |
Documentation (PDF) |
|
RDcalc Graphing and Programmable
Calculator 1.9 |
Raven Digital |
Pocket PC |
Turn your Pocket PC into a Programmable
Scientific Calculator with algebraic expression entry. Give the trial
version a spin to see if it meets your needs. |
Download |
|
Sketchy |
The Center for Highly Interactive
Computing in Education |
Pocket PC |
Sketchy is a drawing and animation
program that features many pen options, geometric objects, numerous
frames, and an easy-to-use interface. Helpful features such as
duplicate, insert and delete allow for easy animation creation. |
Download
|
Documentation
(PDF) |
Table
2.2
Handheld Drivers and Systems Software
|
Title |
Producer |
Operating System |
Application Information and Link to
Download |
|
ActiveSync 3.7.1 |
Microsoft |
Pocket PC |
In general,
synchronization software allows your handheld device to freely
communicate with your PC desktop or laptop computer. Microsoft's
ActiveSync 3.7.1 is the latest synchronization software for Windows
Mobile-based Pocket PCs (as of April 26, 2005). While Microsoft's
website suggests that this process is straight forward and that you
will be able to install ActiveSync with as few as six mouse clicks,
please contact
Ed Dieterle if you are having problems. |
Download
|
|
Data Harvest Probeware |
Data Harvest Educational Incorporated |
Pocket PC |
Drivers for
Data Harvest Probeware. |
Download |
|
PocketTV Classic |
Pocket Gear |
Pocket PC |
MPEG Movie Player. |
Download |
|
Remote Display Control |
Microsoft |
Pocket PC |
With the Remote Display Control application, you can display actions
on a Pocket PC, including user input, remotely on the display of a
desktop or laptop personal computer. |
Download |
|
Veo Photo Traveler |
Veo |
Pocket PC |
Drivers for
the Veo CF Camera.|
Download |
Return to the top
Probeware and Peripherals for Handheld Devices
Table
3.1 Peripherals and probeware for handheld devices.
(Prices as of March 9, 2004)
Table 3.2 Probeware base
units and probes. (Prices
as of March 9, 2004)
|
Manufacture |
Operating System |
Base Unit |
Light Sensor |
Motion
|
pH |
Temperature |
Startup Cost |
|
Data Harvest |
Pocket PC 2003 |
$159.00 |
$39.00 |
$89.00 |
$89.00 |
$39.00 |
$415.00 |
Return to the top
Exemplar Uses of Handheld Devices in
Education
Overview
In "A
Report Card on Handheld Computing," authors Jean Shields and Amy
Poftak (2002) first provide a short history of handheld devices before
examining their potentials for schools. By striking a balance between the
strengths and limitations of handheld devices, Shields and Poftak portray handhelds
objectively as they pertain to education. At the end of their article,
they provide a variety of resources designed to help educators sort out
different devices, find useful applications, and develop an implementation
strategy.
HGSE's
Technology in Education 2004 Open Seminar "Ubiquitous Handhelds: Sifting
Knowledge Through Our Fingertips" with Chris Dede, Ed Dieterle and Hal
Kingsbury. |
Streaming Video
The Center for Highly Interactive Computing in
Education’s "Stories From The Classroom." |
Promotional Video
The Center for Highly Interactive Computing in
Education’s "Air Quality Experiment." |
Promotional Video
palmOne has produced three short online movies
showing how administrators, grammar schools, and higher education can use
handhelds for teaching and learning.
Learning in Hand: Administration |
Learning in Hand: Elementary | Wharton School of Business (currently
unavailable)
"Environmental Detectives Simulation" at the MIT
Teacher Education Program. Using wireless handheld devices, students
physically explore the MIT campus in augmented reality conducting virtual
interviews and collecting simulated data of a theoretical oil spill.|
Promotional Video
Robust Classroom Examples
Tony Vincent's fifth grade class from
Willowdale
Elementary School, Omaha, Nebraska uses handheld computers throughout
their lessons in various ways.|
Link to Mr. Vincent's Classroom
Dr. Charles R. Ward of the
UNCW
Chemistry Department began integrating Pocket PC into the laboratory
sections of his general chemistry classes back in 1999 after becoming
dissatisfied with the 3-to-1 ratio of students to laptops. Since then, he
and his chemistry colleagues have constructed a 1-to-1 student to Pocket
PC ratio for each semester’s 35 chemistry sections. |
Link to General Chemistry Labs
Examples of Handhelds and Assessment
Classroom Wizard Homepage. Retrieved April 23, 2004, from
http://www.classroomwizard.com/
Discourse Homepage. (2003). Retrieved November 3, 2003, from
http://www.ets.org/discourse/about.html
eLearning Dynamics Homepage. Retrieved April 23, 2004, from
http://www.elearningdynamics.com/
LearnStar Homepage. Retrieved April 23, 2004, from
http://www.learnstar.com/
Quizzler Homepage. Retrieved April 23, 2004, from
http://www.pocketmobility.com/quizzler/quizzler.html
Wireless Generation Homepage. Retrieved April 23, 2004, from
http://www.wirelessgeneration.com/web/
Return to the top
Additional
Resources
Abowd, G. D., & Mynatt, E. D. (2000).
Charting
past, present,
and future research in ubiquitous computing. ACM Transactions on
Computer-Human Interaction, 7(1), 29–58.
Center for Highly
Interactive Computing in Education Homepage. (2003). Retrieved October
29, 2003, from
http://www.handheld.hice-dev.org/
Dede,
C. (2002).
Vignettes about the
future of learning technologies in 2020
visions: Transforming education and training through advanced technologies.
Washington, DC: U.S. Department of Education.
Dede,
C., & Dieterle, E. (2004).
Ubiquitous handhelds: Sifting knowledge through our fingertips.
Seminar presented at the Harvard Graduate School of Education Technology
in Education Open Seminar, Cambridge, MA.
Dieterle, E. (2004).
Wearable computers and evaluation. The Evaluation Exchange,
10(3), 4–5.
Dieterle, E., & Dede, C. (2006).
Straightforward and deep effects of wireless handheld devices for teaching
and learning in university settings. Paper presented at the 2006
American Educational Research Association Conference, San Francisco, CA.
Dieterle, E., & Dede, C. (in press).
Building university faculty and student capacity to use wireless handheld
devices for learning. In M. van ‘t Hooft & K. Swan (Eds.),
Ubiquitous computing in education: Invisible technology, visible impact
(pp. 303–328). Mahwah, NJ: Lawrence Erlbaum Associates.
Dieterle, E., Dede, C., & Schrier, K. (in press).
“Neomillennial” learning styles propagated by wireless handheld devices.
In M. Lytras & A. Naeve (Eds.), Ubiquitous and pervasive knowledge and
learning management: Semantics, social networking and new media to their
full potential. Hershey, PA: Idea Group, Inc.
Keefe,
D., Farag, P., & Zucker, A. (2003). Annotated bibliography of
ubiquitous computing evaluations. Retrieved June 25, 2003, from
http://www.ubiqcomputing.org/Reference.pdf
Klopfer,
E. (2003). Environmental detectives simulation. Retrieved February
10, 2004, from
http://education.mit.edu/ED/EnvDet.mov
Klopfer,
E., Squire, K., & Jenkins, H. (2003). Augmented reality simulations on
handheld computers. Paper presented at the 2003 American Educational
Research Association Conference, Chicago, IL.
Polsson,
K. (2003). Chronology of handheld computers. Retrieved October 10,
2004, from
http://www.islandnet.com/~kpolsson/handheld/
Shields, J., & Poftak, A.
(2002). A report card on handheld computing. Retrieved August 13,
2003, from
http://www.techlearning.com/db_area/archives/TL/2002/02/handheld.html
Vincent, T. (2003). Planet 5th homepage. Retrieved June 25, 2003,
from
http://www.mpsomaha.org/willow/p5/index.html
Weiser,
M. (1991).
The
computer for the twenty-first century. Scientific
American, 265(3), 94-104.
Weiser,
M. (1996). Ubiquitous computing movies. Retrieved November 10,
2003, from
http://www.ubiq.com/hypertext/weiser/UbiMovies.html
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Copyright © 2006 President and Fellows of
Harvard College | This page was last updated
11/01/2006
|