Week 14 was the last week before I faced my final examination. On 16th December, it was the last class for this week and this semester. Class started a bit late as it was the approval of many. The class supposedly began at 2.00 pm, but Dr Hazrati entered a bit late for a reason. As the class started, Dr revised back on all the topics that we had learned before. For instances, Augmented Reality, Gamification, Web 2.0 and more. She also explained the format of our final paper, which will be held on 28th of December 2019. Not to forget, She highlighted a few topics that need to be focused on as it will come out in the final paper.
On the 19th of December 2019 was our last tutorial class with Dr Fariza. We presented our video and also our Augmented Reality. We really put so much effort to come out with the products. Although we have a bit of problem that day but, Alhamdulillah, everything went well, and we were really happy as Dr Fariza was very proud of us. On top of that, I want to take this opportunity, to say thank you to all the lecturers for giving us the knowledge that I thought that was not important at first. But, as time passed by, as I dig in deeper into this subject, I learned a lot. Personally, I think that as a future educator, I have to equipped with knowledge of Innovation and Technology in line with the students' interest, technologies. Plus, I also think that this is one of a way that education in Malaysia can move forward in line with international education. Commemorating back, education in Malaysia is still the same, and maybe if we make changes, we can be at the same level as the developed country such as Japan. In a nutshell, although it was like a roller coaster ride for this semester, but at least we had fun in creating something that we would not create. Thank you Dr Fariza for guiding me since Day 1 and let my inner creativity out. I am going to miss your cheerful and positive vibes when conducting the class. Thank you for teaching me not only about innovation and technologies but also about life. All the advice would be mended in my mind. Before class dismissed, we took a few pictures together and boomerang to kept as memories in the future. You are so precious and an idol to me as the future educator. Hope we did not lose contact and see you when I see you Dr Fariza. 😊
0 Comments
In today's class, we learned about Typology of Web 2.0 learning technologies. This web offers essential opportunities to enhance productivity, communication and sharing within their classes – Brown,2010; Greenhow, Robelia and Hughes, 2009.
There are four necessary learning technologies typology such as text-based tools which enable users to exchange text-based comments on the spot and group discussion for sharing information or ideas. Besides, it allows users to take note and creation tools. It also enables groups to collaborate author documents to see each other's changes. For instances, Twitter, Plurk, Chatzy, ProBoards, Tackk, Etherpad, Evernote and Google Docs. Image-based tools are designed in order for users to facilitate a synchronize images for public sharing. It also enables users to create, edit, pen to create, drawing, diagramming, mind mapping and word clouds. By using these users can enhance the students' creativity and just share the product via URL. For example, Befunky, Pho.to, ArtPad, Sumopaint, Stoodle, Mindmap and Quickmaps. Sequence of that, audio tools enable users to upload and share their audio to the public. The students can also record and edit directly through their own browser. For instances, SoundCloud, Chirbit, Vocaroo and Voxopop. On top of that, video tools that enable users to share video, stream, create and edit their own video publicly just using their browser. For example, Vokle, Ustream, Kizoa, Vimeo and Youtube. For me, I think, audio and video are really important because it attracts the students' senses. Personally, in this era of technologies, these four basic learning technologies are important in teaching the students. The roles of teachers are to engage the usage of technologies with the needs of students. Speaking of experience, when I was teaching primary school, my supervisor often asked me to use the computer lab as the students can absorb more with the text, image, audio and video are being shown. In today's class, it a bit unique as Dr Rosseni used Wordpress as the material for teaching, which I found it fascinating. Dr explained about planning, analysis and strategy development process for media. There are few subtopics being highlighted throughout the class. The first one is planning for developing media. There are four main points which are design, development, testing and evaluation.
First and foremost, as future teachers, we have to know our target audience and content in order to plan for developing media. Then, after we have locked our target audience, we can start designing according to the data collected. After that, once it has been developed, test it to the target audience to see whether it is useful or not. Once it has been tested, evaluate the design formative and summative. Next, I have learned about the process of meaningful learning outcomes. Based on the picture below, it explained the process, which includes – active (manipulative), constructive (articulative), cooperative (collaborative) and aim (reflective). It is really salient in order to create a meaningful learning for the students. Dr Fatimah brief us in today's lesson on an Instructional Design Model. In order to allow learners to understand easily and retain information for a long time, the Instructional Design Model was introduced as a tool that plays as a guideline to create instructional materials. Besides, it helps designers and developers to envision training needs and break down the process of designing training material into steps to meet learning goals and expectations. We as an educator are encouraged to use this for the structured method of instructional design as it saves time and allows designer and developers to save money as it prevents them from designing learning and supporting software for issues that do not require training. Until starting the process of creating a product, it is also easier to fill the holes in the content using this template. There are various types of instructional designed models that are applied over the years, such as ADDIE, SAM, Dick and Carey, Instructional Design System (IDS) and several others. ADDIE model is the most frequently used by people. What is the ADDIE model? It stands for A – Analysis, D – Design, D – Development, I – Implementation and E – Evaluation. Analysis Phase Designer or developer have to and come out with the goals and the objectives by taking into account the learner's existing knowledge plus learning environment. Design Phase All the data gathered in the analysis phase will be interpreted into prototype systematically and specific. It includes learning objectives, assessment instruments, exercises, content, subject matter analysis, lesson planning and media selection. Development Phase During this phase, the information that has been collected is organized to produce a more significant outcome. Implementation Phase In this phase, the procedure for training is needed, especially for the facilitators and the learners. Apart from that, in this phase, books, hands-on equipment, CD-ROMs and tools are also in place. Evaluation Phase This phase is divided into two, which are formative and summative. Formative evaluation is compulsory in each and one of the stages in the process of ADDIE. Whereas summative assessment consists of tests that have been designed based on criterion-related referenced items. On top of that, it also provides opportunities for users to give and receive feedback. When I first knew that we are going to learn learning theories, I ponder and start to question what was the relation to technology. There are four learning theories in education that are important, behaviourism, cognitivism, constructivism and connectivism.
Behaviourism or otherwise known as behavioural psychology can be defined as a hypothesis of learning based on the possibility that all practices are obtained through conditioning. It also emphasized the positive and negative reinforcement. Next is cognitivism which was introduced by John Sweller. In this theory, he emphasized on rational thinking, which includes short term memory and long term memory. After that, constructivism in which Jean Piaget and John Dewey had stated that people would construct their knowledge through experience. For example, when a child sees a dog with four legs, even when he/she see a cat, he/she will call it as a dog. The last learning theory is connectivism which focused more on the technology in line with 21st-century learning. It was firstly introduced by George Seamen and his partner. In today's lecture, my tutorial lecture, Dr Fariza Khalid has given a lecture based on the topic "Augmented Reality in Education". What is Augmented Reality? Different people define it differently. Based on Ludwig & Reimann, in 2005, augmented reality is a system which involves human-computer interaction that enables the addition of virtual objects to space reality. It differs from what Zhou, Doh & Billinghurst definition. In 2008, they defined that it was a technology that enables a computer to create a virtual image as overlay physical objects.
There are few types of Augmented Reality devices such as a tablet, smartphone, AR glasses and AR gloves. Each type has its own function in the world of AR. Back in 2017, a whole new revolution of games has been introduced, "PokemonGo". It is a game that you can play along using your smartphone to scan and catch Pokemon that exist around you. In this game, you can also switch on AR mode to scan Pokemon in the real world. For instance, you are in your room, so it might be on your table, fan, floor or anywhere. For me, I think AR is really salient as students can keep on learning according to their own pace since different people have different proficiency. This will help the students to design their personal learning experience according to their interest and learning preferences. Besides, students will also feel motivated to learn as it will grab their attention more with colourful graphics, games to replace exercises and many more. Last but not least, it will enhance the students' creativity in doing works as they are using their creativity in the process of learning through AR. In today's lecture, Dr Nor Hafizah Adnan has given a lecture on "Gamification in Education". What is Gamification? It can be defined as the application of typical elements of game playing (rules of play, point scoring, competition with others) to other areas of activity, specifically to engage users in problem-solving. In today's digital world, the digital generation has been occupied with technology. Gamification is one of the tactics, strategies, teaching and learning.
Games are not just about fun. According to McGonigal, in 2012, he stated that "many of my games challenge players to tackle real-world problems at a planetary-scale: hunger, poverty, climate change or global peace". For example, the most frequently used by educators nowadays to handle a quiz are by using Kahoot and Quizziz. It enables the students to play while learning as they can answer questions provided and get their marks on the spot. Plus, the answers are also explaining briefly why it is right and why it is wrong. By using it, it will help them to learn more thoroughly just using their own gadget. There are five steps process for applying gamification to the instructional environment by Huang and Soman, 2013. First and foremost, they stated that as an educator, we have to understand our audience and context. For example, in one class, there are always a fast learner and slow learner students. Educator has to engage the games according to the proficiency of students in the class. Secondly, defining learning objectives in order to set our goals on what we wanted to teach the students. Before entering class, the educator has to highlight what is the purpose or what the students get by the end of the class. Next, they said that structuring the experience is essential to identifying resources. Last but not least, I Think by applying gamification, it can encourage the students to perform various actions – motivating students, early exposure to computer programming. By doing this, it will increase their skills and automatically increase their memories for their knowledge. All in all, it will attract the student's focus and attention to participate more in the class. In a nutshell, the students can also learn anywhere, everywhere at any time. In the "class" session, we learned about the Graphic and Multimedia which explained about the elements, principles and colours. There are five salient elements in designing - text, graphic, audio, video and animation. Besides, Dr Hazrati also exposed us regarding the principles of designing - contrast, repetition, alignment and proximity.
After that, she also explained the uses of colours in doing designs or presentations which were monochromatic, analogous and complementary. Personally, for me, for monochromatic, it is more harmonize and easy to read, which is more suitable for the background as it harmonizes the design or slides. Then, analogous is the colour which always stays side by side for supporting details in which it highlights the explanation of the title while complementary is focusing on contrast colours that can be used to stress out the headline or any vital information. In this class, it thought me a lot of things which I could apply in other courses regarding not only specifically designing but also in doing slides presentation. It is salient to make it as interactive as it can to attract the audience to focus and listen. For the tutorial class, it was just an online class in which Dr Fariza asked us to make curriculum vitae (CV). It was actually quite hard as this is my first time creating my own CV. Thanks to my classmates and also Dr for giving the gist on what to include in the CV. Personally, I think, it is salient to create your own CV rather than searching for help from others. This is because what you do with your CV is what portrays you. You are the one who knows yourself better in terms of profile, education background, achievements and other components. In today's class, I learned about M-Learning. What is M-Learning? From my understanding, M-Learning is a short form of mobile learning that indicate learner to learn using their own mobile devices and wireless transmission. For instance, smartphones, tablets and more. Whereas, E-Learning is the learning supported by digital electronic tools and media. There are a few differences between both learnings. Although it is closely related but actually M-Learning is the subsets and the extension of E-Learning.
Next, on Thursday, it was the first tutorial class for Innovation and Technology for Teaching and Learning. Apart from that, we met an inspiring, elegant yet amazing woman, Dr Fariza Khalid, who will assist us for this subject. In the first class, Dr Fariza explained more or less about the subject to let us get the gist of what we were going to go through. Then, we learned a lot of things referring to technologies, especially in creating a web called Weebly. Another exciting part was on how Dr Fariza took the attendance using the website, Padlet in which we had to selfie as the evidence of our presence in the class. For me, it was one of the educator's effort to know the students' attendance and faces as they have to at least remember their names. On the other side, personally, I did not have an interest in creating websites or blogs. This is because I am not that good with technologies. Sequence of that, I am not good at editing my own websites. But, as I learned on creating a website in the first class, I felt like this is salient to learn as a future educator. I think this is one of the mediums for not only students to learn but also the community. There is a quote stated that "there is no end to education". In the meantime, I am very excited, and I hope that I can learn more, especially in editing my own Weebly account. Last but not least, my goal is to bring this website as a medium for not only my future students to learn but also the community. In this class, we learned about Concept in Technology and Innovation. Technology can be defined as skills that use either scientific knowledge or not in a systematic way until an active practice that arise by performing tasks – Gailbraith. Innovation is a word that initially from the Latin word that carries a meaning of renewing. It is defined as an idea, practice or new product which can bring something new to a person. Besides, since it is related to education, Mejar Jasmy also touches a bit about the correlation between the topic to it.
I have learned that in order the technology and innovation to works in the education field, first, we have to have the right communication. There are two types of communication which are verbal and non-verbal. In order to have effective communication, it must have four models of communication – sender, receiver, message and feedback that will lead to the principles of education. First and foremost, students have to remember that they are learning to know, to do, to be together and to be. All in all, I think that technology, innovation and education must move together along with the desire for 21st-century learning. Not only the students, but we as a future educator must also equip with the trend of technology and a step further than the technology kids. By doing so, we will be a line with the developing country that way far ahead of us. |
AuthorMuhd Ainol Syafiq Zakaria / MY Archives
December 2019
Blogs |