TY - GEN
T1 - A Cyber-Physical Learning Environment Design for Study Trajectory Creation
AU - Hayashi, Yasuhiro
AU - Nakamura, Ryota
AU - Hasegawa, Osamu
AU - Kitano, Yuichi
AU - Kiyoki, Yasushi
N1 - Funding Information:
Acknowledgments. Bernd Gutmann is supported by the Research Foundation-Flanders (FWO-Vlaanderen). This work is supported by the GOA project 2008/08 Probabilistic Logic Learning and by the European Community under contract number FP7-248258-First-MM. We thank Vìtor Santos Costa and Paulo Moura for their help with YAP Prolog.
Publisher Copyright:
© 2019 IEEE.
PY - 2019/9
Y1 - 2019/9
N2 - Until the 20th century, education is focused on increasing productivity in labor and economy. Education in the 21st century is required to educate people on how to create a sustainable society and systems and rules for it from the viewpoint of natural and social environmental issues. Technology progress has brought learning and creation more effective. E-learning and video teaching materials have made learning easier. These could be enabled knowledge retrieval in various fields, easier interactive and cooperative classes, and learning analysis. In the future, if the creativity and experience of people are promoted by the IoT technology, it will be possible to drive people's creation by a global society. New "creation" requires new "experience" and "learning". Creativity and learning are two elements of human experience, which is a dynamic relationship between learning and creativity. Learning and creation brings us a lot of awareness with the changes of space, location and time. In order to realize study trajectory creation for effective and efficiency learning and experience, our research group focuses on learning environment design based on "human creativity" and "experience" from the integrated area of education, mobility and entertainment. Study Trajectory Creation enriches one's learning with reference to one's and others' past learning. Learning in the future is done for knowledge creation while dynamically connecting the elements of time, place, experience, sensibility, meaning, expressed as "when", "where", "who", "what", "how". For this reason, we have been designing a data-driven and creative learning environment using cyber-physical technology. In this paper, we'll report the current status of our work named MUSCLE project.
AB - Until the 20th century, education is focused on increasing productivity in labor and economy. Education in the 21st century is required to educate people on how to create a sustainable society and systems and rules for it from the viewpoint of natural and social environmental issues. Technology progress has brought learning and creation more effective. E-learning and video teaching materials have made learning easier. These could be enabled knowledge retrieval in various fields, easier interactive and cooperative classes, and learning analysis. In the future, if the creativity and experience of people are promoted by the IoT technology, it will be possible to drive people's creation by a global society. New "creation" requires new "experience" and "learning". Creativity and learning are two elements of human experience, which is a dynamic relationship between learning and creativity. Learning and creation brings us a lot of awareness with the changes of space, location and time. In order to realize study trajectory creation for effective and efficiency learning and experience, our research group focuses on learning environment design based on "human creativity" and "experience" from the integrated area of education, mobility and entertainment. Study Trajectory Creation enriches one's learning with reference to one's and others' past learning. Learning in the future is done for knowledge creation while dynamically connecting the elements of time, place, experience, sensibility, meaning, expressed as "when", "where", "who", "what", "how". For this reason, we have been designing a data-driven and creative learning environment using cyber-physical technology. In this paper, we'll report the current status of our work named MUSCLE project.
KW - Cyber-Physical Campus
KW - Meta-Level System
KW - Mystery Solving Learning
KW - SPA Technology
KW - Speculative and Creative Learning Environment
KW - Study Trajectory Creation
UR - http://www.scopus.com/inward/record.url?scp=85075835473&partnerID=8YFLogxK
UR - http://www.scopus.com/inward/citedby.url?scp=85075835473&partnerID=8YFLogxK
U2 - 10.1109/ELECSYM.2019.8901640
DO - 10.1109/ELECSYM.2019.8901640
M3 - Conference contribution
AN - SCOPUS:85075835473
T3 - IES 2019 - International Electronics Symposium: The Role of Techno-Intelligence in Creating an Open Energy System Towards Energy Democracy, Proceedings
SP - 76
EP - 81
BT - IES 2019 - International Electronics Symposium
A2 - Zainudin, Ahmad
A2 - Yunanto, Andhik Ampuh
PB - Institute of Electrical and Electronics Engineers Inc.
T2 - 21st International Electronics Symposium, IES 2019
Y2 - 27 September 2019 through 28 September 2019
ER -