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The of Things is a new paradigm that is puting. It is intended that all objects around us are connected to work, providing “anytime, anywhere” access to information. This concept is gaining ground, thanks to advances in nanotechnology which allows the creation of devices capable of connecting to the a large number of devices are connected to the web, ranging from mobile devices to appliances. In this paper we focus on the education field, where of Things can be used to create more significant learning spaces. In this sense, we propose a system that allows students to interact with physical surrounding objects which are virtually associated with a subject of learning. We conduct an experimental validation of our approach, yielding evidence that our model improves the student’s learning es.
Keywords: of Things, ubiquitous learning, NFC, QRCODE
1. Introduction
The of Things (Io T) (or of Objects) is a new paradigm which has been gaining space, thanks to advances in munications such as the expansion of broad bands, the new IP protocol version 6 and nanotechnology integrated into countless electronic devices, ranging from mobile devices, vehicles, appliances and more. The idea of the of Objects is to integrate all these devices into work, which can be managed from the web and in turn, provide information in real time (we can know their status and features on line) and also allowing the interaction with people who use it.
Education, as any human activity nowadays, has not been immune to this phenomenon dating from the e-learning, m-learning up to the u-learning, this finally as the leap to the pervasiveness of knowledge. The potential of ubiquitous learning is reflected in increasing access to learning content and collaborative learning environments supported puters anytime, and anywhere. It also allows the bination of virtual and physical spaces. The purpose of puting technology is basically improving
learning processes. It is tr

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