Near Field Communication Mobiquitous Learning System (original) (raw)

NFC-based pervasive learning service for children

Proceedings of the 14th International Conference on Computer Systems and Technologies - CompSysTech '13, 2013

In this paper we present the design, development and implementation of the pervasive learning system for children. The required hardware is a Near Field Communication (NFC)-enabled mobile phone with built-in accelerometer. Trainers (teachers or parents) describe the objects from the learning environment through their voice and associate this voice-based description to a specific object by using the radio frequency identification (RFID) tags. They are able to sync their audio recordings, to share and reassociate with their own RFID tags (clone) audio recordings of other trainers through Google App Engine cloud environment. Children can later use the service to scan surrounding augmented objects and verbalize their identity and characteristics. The service allows the development of a variety of learning scenarios, such as getting started with the colors, letters and numbers, shape recognition, recognition of objects from learning environment, learning foreign languages, and many others. Interaction between children and objects from learning environment should be simple and intuitive. To meet this goal for invisible computing, we simulate human-human interaction than use well known human-computer interaction models. We use a tangible user interface (TUI) based on following interaction techniques: touch, gesture recognition, natural voice-based output. Preliminary results show that the service can be used easily by young children, thanks to its tangible interface that is simple, easy to use, useful, accessible and invisible to technology.

Near Field Communication - Which Potentials Does NFC Bring for Teaching and Learning Materials?

International Journal of Interactive Mobile Technologies (iJIM), 2013

Near Field Communication (NFC) is deemed to be a future technology with a lot of potential in many areas. One of those areas, learning and teaching, will be covered in this article, showing possible usages of NFC with teaching and learning materials. With a lot of new NFC capable devices presented recently, this technology can be utilized in many areas, including the arbitrarily growing field of mobile learning. Mobile devices, especially smartphones, can help to close the gap between printed media and online media. Several methods, e.g. two-dimensional barcodes, have already been used to connect the digital world with printed media but almost all of them caused inconveniences or difficulties. NFC presents an easy to use way to share and communicate directly between capable devices or tags that can be applied almost anywhere. In this publication a first insight to the potential of NFC for teaching and learning content is given. A prototype is programmed to allow data transformation between the print media and the smartphone. It can be summarized that NFC will be the logical successor of QR-Codes.

NFC APPROACH: TOWARDS A SIMPLE INTERACTION

Nowadays, there are devices with great computing capabilities and these in different places around us. This technology opens us new possibilities and allows us the simple and easy interaction between user and computer. We propose in this work an approach to make it easier to handle information in the educational context; we have adapted Near Field Communication (NFC) technology which provides a simple input to the system to come from the own context like of the environment. For this, it is necessary only the user bring his/her mobile phone, equipped with a radiofrequency reader, and near it to tag obtaining services like localization, access, presence and, the most important for us, the visualization of information.

Touching nametags with NFC phones: A playful approach to learning to read

2013

Near Field Communication (NFC) technology was developed for mobile devices from RFID technology. It enables new kinds of learning applications that are based on touching objects with phones. When an object is touched, a phone reads data from the object's NFC tag. An application interprets the data and acts consequently. We report our first pilot study of an NFC-based learning application that supports children in their efforts in learning to read. We tested the application in one kindergarten with 23 three-tofive-year-old children with their two teachers. The results suggest that NFC is a suitable technology for learning applications and that the tested application had an effect on the children's emergent letter knowledge although the activity period lasted only for two weeks. NFC is a short range wireless technology for data transfer between two devices within five to ten centimeter distance from each other. NFC operates in the 13.56 MHz band and permits a data rate between 106 and 424 kbps. This technology is fully compatible with existing RFID tags working in the high frequency (HF) band. Actually, NFC technology can be viewed as an extension to RFID since it allows halfduplex communication between two NFC readers. NFC supports three different communication modes, namely, Reader/Writer mode, Peer-to-Peer mode and Card Emulation mode. In the Reader/Writer mode an NFC reader can read data stored in an NFC tag and write data to it. The Peer-to-Peer mode permits a bidirectional communication between two active NFC devices (i.e. readers, not NFC tags). This NFC mode is quite similar to Bluetooth technology. The main advantage over Bluetooth is that the handshake (initialization) process is much faster and easier, while the main disadvantage is the lower speed. Finally, the Card Emulation mode permits using an NFC device as a contactless card (e.g. a credit card). This mode

Exploring Touching Learning Environments

IFIP – The International Federation for Information Processing, 2008

There are several ways for learning, but in actual society, the proliferation of technology alternatives enables multiple learning scenarios and environments. Part of the most important technologies for this, are associated to mobile phones. Classically, the mobile were expected to deliver content, but they were not specifically designed for interacting with real objects and context. This paper proposes the concept of Touching Learning Environments as part of the evolution of M-learning and Ubiquitous Computing, enabling touching technologies in mobile devices; this technology is known as Near Field Communication NFC.

Employing Ubiquitous Computing Devices and Technologies in the Higher Education Classroom of the Future

Procedia - Social and Behavioral Sciences, 2013

This paper explores the utilization of "pervasive" or "ubiquitous" computing devices and technologies in the higher education classroom of the future. Firstly, a survey on the characteristics and the applications of today's ubiquitous computing devices is presented, along with a questioning on the level of their ubiquity. Such devices include smartphones, PDAs, Tablet PCs, iPods, as well as reading appliances, Pad-type appliances, interactive whiteboards and telepresence boards. Multiple network connections such as cellular, Wi-Fi, Bluetooth, and NFC, provide long-, medium-, or short-range wireless communication for different mobile devices. In the following, we investigate how innovative ubiquitous computing devices and technologies can be employed in education learning environments to enhance active learning by anyone, anytime and anywhere, as well as to enable blended learning, individually and collaboratively. A representative use case is presented to reveal the new possibilities for learning that a classroom equipped with ubiquitous computing devices can offer to students. Interviews with experts helped us to give proposals on the utilization of the advantages of ubiquitous computing technology in the higher education classroom of the future.

BRIDGING DIGITAL AND PHYSICAL EDUCATIONAL GAMES USING RFID/NFC TECHNOLOGIES

The physical educational games and the traditional psycho-pedagogical methodologies are deeply based on the manipulation of objects. The opportunity derived by some low-cost technologies could join the physical world with the digital tools creating Augmented Reality Environments based on the concepts of Internet of Things (IoT). This connection has all the capacities to enhance the traditional educational games played in the schools or at home with the digital tools in order to create more exiting learning activities and more appropriate for the new digital natives. In this field, the RFID/NFC technology seems to be a natural candidate due to its natural predisposition to be heavily connected to real objects and send the signal to the digital devices. In this paper, we describe how the RFID/NFC technology could be used to connect digital and physical didactic materials in this hybrid approach. We present three different applications and prototypes: a) Block-Magic, it is

Enhancing usability using Near Field Communication for Mobile Application

Near Field Communication (NFC) as relatively new wireless communication technology pushes new challenges to application developers to make their applications easier to use and simpler to operate. This point of view known as usability element. Usability is one of the elements for creating good quality applications. This study aims to analyze the usability of mobile-based application embeds with NFC. We also try to evaluate usability in applications used by children. We developed an application called Receptionist which has a primary function as a communication tool between students, teachers and parents at an elementary school. To know the impact of the NFC, the Receptionist input system is designed with two methods, via conventional navigation (using buttons) and via NFC. To understand the usability of each method, we do user testing and questioners on students. The results show, using the NFC there is a significant increase in usability attributes: efficiency, effectiveness, and learnability. On the other hand, there is decreases of user satisfaction comparing to conventional method. In general, this study demonstrates the potential of new input device technologies that can improve the usability of mobile-based applications.