This week we did not have a specific topic. The lecturer shortly brief what had we learned throughout this semester. During the tutorial, we did our last presentation with Dr. Fariza. My group had presented our Augmented Reality project. My group's topic was "trending occupation." It was a roller coaster ride for us to complete two tasks in a week since the last week was the only time where all of us are indeed free.
All praise to God that my group able to complete the two assignments just in time. It was the best class for this semester. I learned a lot of new things, especially when doing the Augmented Reality project. It was fun with the proper guidance from Dr. Fariza herself. At first, we use Blippar apps and produce our videos using Bitabble. But some unfortunate event happens, and we decided to do a back up using Hp reveal. Our game is a board game where the players need to throw dice and answer the questions. The players can scan the Qr code and directly linked them to the ''quizziz.''
Our short movie assignment is about a girl who struggles with a lot of bad things, for example, being bullied and got raped by her father. At the end of the movie, we showed a scene where the girl killed herself by hanging herself. I hope everyone who watched the video could get something beneficial from it. You can scan the QR code below to watch the video.
I like how this class was conducted since it was not only a one-to-one session, but it also allows the students to come out with our project. I was blessed and grateful to be given this golden opportunity to learn about Augmented Reality. Hopefully, I can use these teaching techniques to my students in the future. With all the knowledge that I have, I will happily share it with my students.
I believe we are all aware of the development of technology. I’m pretty sure everyone knows what web 2.0 is. Web 2.0 is the term used to describe a variety of web sites and applications that allow anyone to create and share online information or material they have created. A vital element of the technology is that it will enable people to create, share, collaborate & communicate.
Nowadays, everything is at the edge of our fingertips. The most important thing is to build simple things that people can use. Web 2.0 is a people-oriented technology movement. Ease of use, social features, collaboration, fast-loading applications, interactivity, quick development times and real-time updates are all major trends.
It is also essential for some teachers or educators who have a lot of students to teach will be able to deliver the lecture anytime and anywhere. The most popular app is “MOOC”. Mooc stands for Massive Open Online Course. They are distance-learning courses run online by many universities worldwide. Usually, they are open to anyone who registers. One single session may admit even thousands of students.
The lecture can be conducted in various ways. It is not necessary to be undertaken traditionally. The main benefit of MOOCs is its open access: the user has more knowledge without bureaucratic obligations. Luis Otoni explains that the MOOC courses are essential to assist formal education and distance learning, especially in the technology area.
Teachers need to be prepared for whatever changes might come in the future. Even though technology makes our life more comfortable, but it does not mean we do not need the teacher to teach us. Technology is only used to help and ease the teachers’ burden.
Dr Roseni focused on our final exam paper. She taught us about the process and strategy to develop media. It includes model, development, testing and assessment. According to Jonassen, Peck and Wilson 1999, this process includes, manipulation/observation, reflective, cooperative and collaborative, articulation and the most crucial thing it must be authentic.
Before we develop or build a media, we need to analyse the need. Then, we need to consult with the lecturer; after doing a consultation, we need to have a formative examination. And lastly, we can test out the media to see the impact that we will get from it.
The improvement is needed if the media is not impactful enough to the targeted audience. Plus, the thing that we have to build must be based on our learning standards. It is also must be suitable according to the environment and not too academic. It must be fun, authentic and ideal for every age.
Next, we must make it a few challenges for the audience, starting from easy level and move to a moderate level and lastly the hardest level for them to play. We also must do this project collaboratively with our group members to be able to achieve the objective of it.
This week we learned about instructional design TPACK. An instructional designer is one who carefully and thoughtfully creates learning experiences for others. Instruction design is the central activity of teaching to help others learn through their instruction.
One should follow the Tpack framework. Firstly, content knowledge. A teacher should know and have knowledge about her/his own subject matters. As Shulman (1986) noted, this knowledge would include knowledge of concepts, theories, ideas, organizational frameworks, knowledge of evidence and proof, as well as established practices and approaches toward developing such knowledge” (Koehler & Mishra, 2009).
Next, pedagogical knowledge. Teachers should have deep knowledge about the process and the methodology to teach the subject matters. This generic form of knowledge applies to understanding how students learn, general classroom management skills, lesson planning, and student assessment.” (Koehler & Mishra, 2009).
Thirdly, pedagogical content knowledge. Knowledge of pedagogy that is applicable to the specific content teaching of; The transformation of the subject matter for teaching. The teacher interprets the subject matter (content knowledge) and finds multiple ways to represent it, and adapts and tailors the instructional materials to alternative conceptions and students’ prior knowledge. PCK covers the core business of teaching, learning, curriculum, assessment and reporting, such as the conditions that promote learning and the links among curriculum, assessment, and pedagogy” (Koehler & Mishra, 2009).
Next, technological knowledge. It is a knowledge on how to work on something by using technology. This includes understanding information technology broadly enough to apply it productively at work and in everyday life, being able to recognize when information technology can assist or impede the achievement of a goal, and being able continually adapt to changes in information technology (Koehler & Mishra, 2009).
As a teacher, we need to fulfil the needs of 21st century teaching and learning skills. We need to be skilful in using media, ICT and handling technology tools. The ministry of education can provide a specific course to help the teachers.
This week, we learn about the learning theories. As we all know, there are four learning theories. They are, behaviourism, cognitivism, connectivism and constructivism. Basically, learning is a process on how you combine everything. Behaviourist theory includes an assumption that the students learning behaviour may be shaped by specific actions that lead to specific responses. In this theory, they agree that positive and negative reinforcement are vital.
Next, the cognitive theories. They believe the new learning is shaped by the previous experience. The environment or experience may determine the effectiveness of a learners’ ability to construct new knowledge. Encouraging the application of knowledge to new situations enhances the learner’s ability to transfer knowledge and increases skill development that may be universally applied.
Constructivism is ‘an approach to learning that holds that people actively construct or make their own knowledge and that reality is determined by the experiences of the learner’ (Elliott et al., 2000:256). This theory believe that human learning is constructed upon the previous learning. It means, the prior knowledge will modify or influence the new knowledge.
Connectivism is a learning theory that explains how Internet technologies have created new opportunities for people to learn and share information across the World Wide Web and among themselves. This theory depends on technology and focuses on how the technology can help in teaching and learning.
As conclusion, learning is an active process. Nowadays, teachers need to have a two-way of teaching. We cannot depend only on the traditional ways of teaching and learning. Teachers need to ensure everyone in the classroom are socially active and engage with one another. Information may be passively received, but understanding cannot be, for it must come from making meaningful connections between prior knowledge, new knowledge, and the processes involved in learning.
Today’s lesson is exciting. We learn about Cipher. The topic is about how to translate and decode a secret message. "Cipher" is synonymous with "code," as they are both a set of steps that encrypt a message. The full definition of Cipher is "Cipher is an algorithm which is applied to plain text to get ciphertext. It is the unreadable output of an encryption algorithm. The term "cipher" is sometimes used as an alternative term for ciphertext. The ciphertext is not understandable until it has been converted into plain text using a key'. There are a few types of Cipher. For me to most easier one is "Ceaser cipher," and the hardest is a columnar transposition. It needs a lot of practice to master this topic. I like the way Dr. Salleh teaches us. He prepares an exercise sheet for the students. At the end of the lesson, he asks us to do the exercise to evaluate our comprehension.
Even though this topic is a little bit hard for some of the students, with an adequate number of exercises will help us to understand the topic better. Teachers can use this as a gamification method during teaching and learning sessions to make the classroom activities more enjoyable. Teachers can introduce the most straightforward version and proceed with the hardest version later. Ciphertext also helps us to send a message to our friends without letting the third party understand the message. It also can help the students to store their personal information or assignments in the device.
Nowadays, teachers cannot only teach students using a traditional method. In this globalization era, teachers need to provide a teaching and learning session according to the needs of the students. The most popular application for augmented reality in education is the use of AR apps directly in the classroom. In this case, they can help the teacher to explain a subject, provide a visual representation of the material, and help students test out their knowledge in practice.
Augmented reality apps are software applications that merge the digital visual [audio and other types] content into the user’s real-world environment. By using the augmented reality method can attract the students’ attention and provides new ways of teaching. When teachers can catch the students’ attention, it can motivate them better to study hard. In the meantime, the students will get new tools to help them to visualize their subjects and complex concepts as well as to obtain practical skills.
In my opinion, I believe that Augmented Reality is essential in education because it has excellent potential to help the students to interact with the real world. It also enhances the student’s engagement during teaching and learning sessions. The most important thing, augmented reality helps to make the subject content more exciting and interactive. Students will be given opportunities to explore more during the teaching and learning sessions.
The cons of using augmented reality in school might be a lack of facilities, and some schools prohibit their students from bringing a mobile device. The ministry of education can look into this matter and provide or supply complete facilities to the schools that in need.
Today’s lesson is about “Gamification in Education’. At first, I thought it must be something like Kahoot, Quizziz, etc. but I was wrong. Gamification is to learn by using video game design and game elements in learning environments. The purpose of gamification in education is to motivate students and maximize enjoyment. It also helps the students to engage through capturing the interest of learners and inspiring them to continue learning. Gamification can be either offline or online. It is not necessarily to play online but also can be conducted in a paper-based.
Gamification is a method or strategy on how to teach the students. This method will help the teachers to get to know the students well since there are specific rules before the teacher wants to conduct the game.
I think this method can be very successful in attracting the students’ attention. Rather than making the classroom to become teacher-centered learning, it can be altered by making it as student-centered learning. Students will involve in the classroom activities directly or indirectly. This method can be enhanced by using extrinsic motivation. For example, teachers can give rewards if students can complete the game successfully. Teachers need to act like a facilitator and provide complete guidance for the students on how to play the game. It is fun, but it is essential to define our objective of creating a game. So, students can get benefit from the games that had been conducted in the classroom.
It is crucial for a teacher to be very creative to come out with some ideas on how to conduct interactive and fun classroom activities for the students. Teachers need to do some background research before creating a new game. The games that are made must start from a beginner level. From this method, students can memorize the lesson more, and it encourages the students to perform during the game activities.
Last Monday, we learned about the principles of design. There are five principles of design. Firstly, you need to play with the colour contrast to make your poster or presentation lively. Secondly, to have a repetition. The consistency throughout the presentation, for example, the type of font that you use must be clear and consistent. Next, to have the alignment in order to make it look presentable and easier to understand. Lastly, the proximity. The space between one text to another text. In a presentation, it is very important for us to take a look at several aspects. Such as, the font used, the graphic used in the presentation. Whether it is the real picture or illustration. Make sure the background audio is not overlapping with the videos’ sounds.
I believe, as a teacher, whenever we want to come out with a presentation or any teaching materials, everything that I mentioned above is essential. If the teacher has a lousy handwriting, she or he needs to practice how to write correctly. The least he or she can do is to ensure everyone in the classroom can read his or her handwriting. Be careful with the alignment and proximity when we write something onto the whiteboard. It is very vital to ensure that everyone in the classroom can read what have been projected in front of the classroom. The colour combination is one of the important aspect. Some of the students might have long or short sighted. The colour that we use in our teaching material could affect them. This thing can be enhanced by using powerpoint or any teaching material. In these centuries, I believe that everyone, especially teachers, need to learn and practice using basic Microsoft because it is crucial to attract the students’ attention.
Today’s topic is fascinating. We learn about M-learning and E-learning. This is something new for me. Even though they are two different things, but they are compatible with each other. We need M-learning when we want to access information at the moment it is required. We can directly use our mobile phone and search for the information we are looking for. While, for E-learning, it is more structured, formal, and we use it when we have to teach in depth-knowledge.
For me, there are pros and cons if we want to apply the M-learning method in school since the students cannot bring their mobile phones. So, what we can change is to make use of e-learning for every subject that is taught in school. For e-learning, we can use a large screen, laptops, and computers. It is more convenient for teachers and students.
Ministry of education plays a vital role in studying the problems that occur in each school if they want to implement these types of learning. They have to ensure that every student to have accessibility to use the computer. This type of learning can be enhanced by having a regular check-up for the technology used in each school. The school authorities should provide a technical person to make these types of learning to be conducted in a conducive way.