# A Model to Measure U-Learning in Virtual Higher Education: U-CLX
## 4 The U-CLX Model Proposal
### Conceptual Basis of the U-CLX Model
#### 4.1.5. Pedagogical Component A  
* The pedagogical component of the U-CLX Model is the interaction between the different actors in the learning processes and experiences, where communications, knowledge construction, and data generation are necessary for analysis of the experiences of ubiquitous learning. This component includes all the educational elements and is the pedagogical and conceptual basis of the whole model. The elements are Learning Paradigms, Learning Scenarios, Academic Levels, Knowledge Domains, Physical Characteristics, and Effects.
* Learning Paradigms are a set of items that refer to how people acquire and build knowledge through ubiquitous learning processes and experiences. The items that belong to Learning Paradigms are Learning Styles, Educational and Pedagogical Theories, Techniques, Methodologies, and Learning Strategies. The sub-items are Authentic Learning, Research-based Learning, Social Constructivism, Continuous Learning, Self-regulated Learning, Learning by Doing, Learning Theories, Learning Techniques, Connective Learning, etc.
* Learning Scenarios are spaces where ubiquitous learning processes and experiences are carried out. U-Learning learning scenarios can occur in the real and virtual worlds, combining virtual and augmented reality with social interaction, individual work, collaboration, cooperation, and learning networks.
* Academic Levels represent the hierarchy of the structure and organization of education from the bottom up, including the classification of education into formal, informal, and mixed, in which people can carry out ubiquitous learning processes and experiences. The academic levels are primary, secondary, high school, professional, graduate, and lifelong learning. Certain competencies, knowledge, physical and mental skills, attitudes, and states of maturity are recognized, acquired, and accredited in the different educational levels.
* Domain Knowledge is how to provide, deliver, and build knowledge in U-Learning. This includes the development of specific cognitive skills, participation in different learning experiences and processes, generating knowledge in people, and allowing them to use, apply, and develop a theme or set of themes in different contexts or settings.
* Physical Settings are the places where ubiquitous learning processes and experiences take place, providing the possibility of U-Learning anywhere, either indoors (universities, classrooms, laboratories, etc.) or outdoors (campus, gardens, zoos, urban spaces, etc.).  
* Effects are the changes and results generated in people by their interaction with ubiquitous learning processes and experiences. Effects refer to the influences, reactions, changes and evolutions, creation, and formation of people in ubiquitous learning experiences. The effects are classified into people's points of view, commitment, motivation, emotions, learning goals, learning competencies, learning results, feelings, meta-cognition, reflections, awareness, regulation, socialization, cognitive load, collaboration, thinking, etc.