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.
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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. |
AuthorMuhd Ainol Syafiq Zakaria / MY Archives
December 2019
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