2. Accessibility (also called accessibility): The forms of learning materials that learners can access include text, pictures, videos, audio and other forms.
3. directness (also called timeliness): learners can get information directly from the server or peer-to-peer network no matter where they are, which is usually timely. For example, clicking on learning online video can realize instant playback (while ensuring the network speed).
4. Interaction: Learners can discuss and communicate with other learners in a synchronous or asynchronous way to realize information interaction and learning interaction.
5. Initiative: When the server locates that a user has entered the area, it will actively send the service content for the user to choose and actively provide the service.
6. Scenery of teaching behavior: Learning can be integrated into learners' daily life. The problems that learners encounter or the knowledge they need can be presented in a natural and effective way. This will help learners pay more attention to the characteristics of problem situations.
Extended data:
The concepts of ubiquitous and pervasive were first put forward by Dr. Mark weiser, chief scientist of Palo Alto Research Center of Xerox Company in California, USA, in 199 1.
"Everywhere" was originally Latin, meaning "God is everywhere". It is used to describe that the ubiquity of the network stems from the progress of computer technology, and computers have been completely integrated into people's lives, providing people with ubiquitous services. To promote the ubiquitous society, it is generally believed that there are three popularization tasks, including the popularization of computers, the popularization of connecting networks and the popularization of service enjoyment.
The research plan based on ubiquitous/pervasive computing was widely carried out in the middle and late 1990s, and most famous universities and research institutes in the United States and Europe started related plans, such as MIT, CMU, Stanford and University of California, Berkeley. In America. University of Karlsruhe GMD; , Germany; Cambridge, Lancaster and so on. Related research has been carried out in Britain.
It means integrating computers into people's living space and forming a "ubiquitous, ubiquitous and invisible" computing environment. In this environment, computing is no longer limited to the desktop, and users can enjoy computing power and information resources without barriers through handheld devices, wearable devices or other conventional and unconventional computing devices.
Baidu encyclopedia-ubiquitous learning