The research direction of this group regards studying the companion as the centre ,Derive out relevant research field ，EX：wireless mobile learning、 Ubiquitous Computing 、game-based learning、 education robot、The 1-to-1 digit content designed。
Tak-Wai Chan is One of the promoters with initial research Learning companion field . ? Tak-Wai Chan in his thesis for the Doctorate , propose in the intelligent agent's system , the role who the computer can act is not only expert's teachers, in the course of study, it is also very important to be of the same generation and interaction. Learned and studied the companion by the computer, and students interaction each other, then will help students learning .
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1. Develop the one to one digit learning and study the teaching material used on the environment
In accordance with course,and to tie in the one-to-one for a study activity designed toward an environment.
Develop the corresponding teaching material, enable each activity of studying to produce the greatest result.
2. Develop course and activity management system
This system in the one to one digit learning environment is the entry which studies the activity, act the part of system combination at the same time . All study activities must be entered through this system, student and teacher can be in this system, have a guide look of the intact course structure , study the activity , studying the content . The system also record teacher's and student's teaching and activity , after the analysis , become the core of the model of students (user ) , develop the righter study platform further.
Our researches about ubiquitous computing include tangible learning companions, digital tangibles, and digital playrooms. A tangible learning companion embodies the concept of learning companions, and is a real character with which students can learn and interact in their real life. Digital tangibles are tangible user interfaces that students can use their inborn senses to manipulate. Digital tangibles are also students' everyday-objects in which are embeded computing powers. A Digital playroom is a joyful classroom with wireless sensor networks which enables students to use their body languages to play as well as to learn.
Learning companion is a computer-simulated character, which has human-like characteristics and plays a non-authoritative role in a social learning environment, such as the student’s collaborator, challenger, peer tutor, peer tutee, reflector, goal-setter, motivation-sustainer, and mediator for a group of students. The concept of learning companion explores research fields from the cognitive domain to that include emotional, social, and attitudinal domains. In other words, this research intends to extend how the learning companion reacts to the student according to the student’s trait from considering the student’s cognitive domain only to that including emotional, social, and attitudinal domains.
There are three aspects in that taxonomy of learning companion, namely, constituent, similitude, and social role. For constituent aspect, a companion is either a cyber companion or tangible companion. A cyber companion is purely software, including its outlook, which may be represented in text, graphic, image, or animation. Contrary to cyber companion, tangible companion can be touched, possibly with a physical body. That is, tangible companion has explicit representation in the physical world. Moreover, for the similitude aspect, a companion is either an animal companion (including monsters) or a human (human-like) companion. A companion must allegorize, resemble, or share characteristic of something or somebody. Social roles govern what sort of social rules or behavior a companion is expected while interacting with the learners. Also, a role represents a stereotype when a learner interacts with that social role.
The dream of learning companion is “a lifelong learning companion”, which is like a friend that stays with the student from childhood to adulthood, and its appearance differs at different stages of the learner’s life. For instance, a learning companion may look like a pet in childhood, a peer in juvenile, a mentor in adulthood, and an animal companion again, like a dog, when the learner is aging. Of course, it is possible that one can simultaneously possess multiple companions at any stage of life. The companions store one’s lifelong learning profiles in many different domains, which can then be combined for simulating a lifelong learning companion.
The educational robot is one way to present Tangible Learning Companion , The educational robot can proceed activity with students and exchange each other.After combining Digital Tangibles,can is it let student have original fictitious teaching environment deep several entity of impression learn the environment to evolve, after robot development will be popularized in the future, educational robot can is it go on 1-to-1 digit teaching with student to reach even more.
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