I... I... This was the day that I've been waiting for! I thought to myself - "FINALLY!"
I know I know, that sounds dramatic but I truly felt a sense of relief when Week 14 is finally over. Week 14 = Torture. This equation is not at all a lie, I promise you. During our last lecture, we did not do anything much but the lecturer merely just focused on giving us some tips on the final exam.
On Thursday, we had our last tutorial class with Dr. Fariza and that meant it was the big day. The day of our AR-based project and Video project presentation. To think back about the amount of stressed we had to go through during Week 14 is just funny and no, I don't ever want to go back haha. There were so much to do but so little time, I almost died trying to keep myself sane and juggling between assignments and handling back to back events. Trust me, I wish I didn't have to be at two different places at one time, but I did this to myself and now I have to get through it like the strong woman that I am.
Our sleepless nights really paid off. I truly enjoyed everyone's presentation on their AR and Video project *inserts heart eyes emoji*. But most of all, I am least to say, I am the proudest of my group's AR final outcome and our video project masterpiece. Sorry guys, I just have to give credit to my teammates and to myself hehe. Our AR project was a huge success (well at least to me it was ;) ), we could see that everyone was excited to know more about our project and the look on Dr Fariza's faze when we presented our AR project just made everything seemed worth while.
As for our Video project we made a short story entitled LANGKAH, ahhhh where do I even start with this one? I have so much love for this video considering the fact that it was done in a very very short period. When you have the right people with you, nothing is impossible. I hope that anyone who watches this video, would feel connected to it and I hope you enjoy watching it as much as my team and I enjoyed making it.
Thank you GGGA2123, you have made my semester more meaningful even though you started off as a pain for me. Anyhow, I truly enjoyed learning this subject and I will surely equip myself with this knowledge and bring it with me to wherever I go in life.
Human beings have been on the forefront of innovation for millions of years; it is not only a part of our culture, but also a fundamental aspect of ourselves. In fact, this spirit of creation is what makes our species distinct from many of our hereditary relatives; without the desire to design, humans would have evolved alongside their primal parallels.
Over the years, technology has revolutionized our world and daily lives. Technology has created amazing tools and resources, putting useful information at our fingertips. The information technology industry has seen many changes throughout its history. When it comes to defining web 2.0. the term means such internet applications which allow sharing and collaboration opportunities to people and help them to express themselves online.
The use of Web 2.0 is beneficial in teaching and learning. They are interactive, multi-purpose, easy-to-use digital platforms that encourage students to collaborate with each other or create and share individualized response products. The Web 2.0 learning classifications are as followed; text-based tool, image-based tool and video-based tool. Examples of Web 2.0 features include social networking sites or social media sites such as Facebook, Twitter and video sharing sites such as Youtube and Flipgrid.
Web 2.0 tools provide engaging ways students can interact with, and most importantly, learn from course material. They are particularly helpful when aligned to teaching and assessment exercises meant to increase student engagement, require students to summarize information, or verbalize insight into their conceptual understanding through means other than traditional writing exercises.
The major difference between web 1.0 and web 2.0 is that web 2.0 websites enable users to create, share, collaborate and communicate their work with others, without any need of any web design or publishing skills. These capabilities were not present in Web 1.o environment.
Today's lecture was conducted by Dr. Roseni where she taught us about Media Evaluation Process. There are 5 important components in Media Evaluation Process which are Content, Theory, Strategy, Pedagogy and Value. These are the components that need to be measured before developing a meaningful media process.
In developing media process, there are few process that need to take into consideration such as active (manipulation and observation), constructive (articulation and reflective), cooperative (collaborative and conventional), authentic (complex and contextual) and aim (reflective and formative).
Authentic learning is an instructional approach that allows students to explore, discuss, and meaningfully construct concepts and relationships in contexts that involve real-world problems and projects that are relevant to the learner. One component of authentic learning is that it targets a real problem and that students’ engagement holds the possibility of having an impact outside the classroom.
Constructive learning is the involvement of students' engagement in constructing new and original knowledge for the purposes of critics, sharing and comments and be valued.
Today's lecture was conducted by Dr. Siti and we learned about Instructional Design. So, what is Instructional Design? Instructional design is the creation of learning experiences and materials in a manner that results in the acquisition and application of knowledge and skills. Instructional designs are important for every instructional designer as it helps in the process of assessing needs, designing a process, developing materials and evaluating their effectiveness. An Instructional Designer needs to through a process of well-thought stages before proceeding with their content development.
To make it less complicated, this ID Models can be linked with the guideline from TPCK/TPACK. As what we have learned about TPCK during the lecture; T stands for Technological, P stands for Pedagogical, C stands for Content and lastly K stands for Knowledge. TPCK was introduced later introduced by Koehler and Mishra (2005) as an added technological T to Shulman’s pedagogical content knowledge; PCK.
TPCK was introduced as a way of representing what teachers need to know about technology, and argue for the role of authentic design-based activities in the development of this knowledge. As we know, integrating technology into teaching does not come in handy.
One way in making sure the success of integrating technology into teaching is to focus on the possible problems that could arise. This will then help us as educators to think of the right combinations of technologies, teaching approach and instructional goals before proceeding with planning a TPACK framework for our students.
TPACK is like a guideline for educators in creating a meaningful lesson for our students. It helps us as educators to know the prior knowledge regarding the technological, pedagogical, content and knowledge that our students have. This aid in building on existing understanding to develop new learning theories or strengthen the old ones.
So to conclude, this week's lecture was crucial to me as it helps in building my knowledge that I needed to know as a preparation for me to become an educator in the future. Through TPCK, my future students could enhance their knowledge and leave a room for improvisation for me as a future educator.
As a future educator, knowing and mastering every learning theory there is like at the back of our hand is very crucial as this will help us in building a characterized educator with vast knowledge. It is not an alienated thinking for educators that our students come from different backgrounds and that have somehow caused the students’ level of proficiency and their way of learning. We need to assess our students’ needs and evaluate their way of learning in order to make sure that every student goes through a meaningful learning process.
In education, there are four different learning theories which are behaviourism, constructivism, cognitivism and connectivism. First and foremost is Behaviourism. Behaviourism assumes that a learner is essentially passive and they respond to environmental stimuli. This theory believes that a learner starts out with a clean slate, and behaviour is shaped by positive and negative reinforcement. Reinforcement, positive or negative, increases the possibility of an event to happen again whereas punishment, both positive and negative, decreases the possibility of an event from happening again. An instance of behaviourism; is when a teacher rewards their class or certain students with a party or special treat at the end of the week for having a good behavior throughout the week. The same concept applies with punishment. The teacher is obliged to take away certain privileges if the students misbehave.
Next is constructivism. Constructivism means that knowledge is not given, but it is constructed. Constructivists view learning as the result of mental construction. In constructivism learning theory, learning takes place when new information is built into and added onto an individual’s current structure of knowledge, understanding and skills. As quoted by Alan Prichard; “we learn best when we actively construct our own understanding.” Constructivism is student-centered as learners are known to be active learners.
Cognitivism is a learning theory that focuses on the processes involved in learning rather than on the observed behavior. As opposed to Behaviorists, Cognitivists do not require an outward exhibition of learning, but focus more on the internal processes and connections that take place during learning. Cognitivists objected to behaviorists because they felt that behaviorists thought learning was simply a reaction to a stimulus and ignored the idea that thinking plays an important role. One of the most famous criticisms addressed to Behaviorism was Chomsky’s argument that language could not be acquired purely through conditioning, and must be at least partly explained by the existence of some inner abilities. According to cognitivists, learners are active participants in the learning process.
Connectivism is a learning theory that was developed by George Siemens. It is a learning theory of the digital age. It is developed and based upon the idea that learning occurs through a connected world.
Nothing much happened in today's class. We learned something that is very foreign to us though, it was a bout cipher. CIPHER? Never heard of her before. Out of randomness, we were told to answer a quiz and so we did. Mind you when I had zero knowledge on what was happening. I had to google to answer most of the questions.
To provide a little backstory - Cipher is a method of transforming a message to conceal its meaning. The term is also used synonymous with cipher-text or cryptogram in reference to the encrypted form of the message.
Only recently we found out that, the guy who was instructing us to answer the quiz did not have the permit to enter the lecture hall but he did anyway. I personally did not have a problem with it because now I have new knowledge about coding, something that I probably wouldn't have learned intentionally. But hey, rules are still rules. And I think that's about that.
Today's lecture was conducted by none other than our thriving lecturer, Dr. Fariza. I believe that she is the most suitable person to conduct this topic as she has vast knowledge about AR. My previous knowledge about AR was somehow floating in my mind as it was easy for me to recall because of my daily interactions with a smartphone, however, the concept of it was foreign to me. I still remember that one time when I went to Suria KLCC, and there were seas of people at the KLCC Park, this didn't come as weird to me because truthfully I was one of them. We were busy walking from one radius to another to catch our Pokémon because legend has it that KLCC park has enormous numbers of Pokémon wandering around.
To make it digestible, Augmented Reality (AR) is the technology that expands our physical world, adding layers of digital information onto it. Unlike Virtual Reality (VR), AR does not create the whole artificial environments to replace real with a virtual one.
From an educational point of view, Augmented Reality offers various benefits. It allows better understanding of otherwise complex topic by providing visual and interactive learning experience. Let's just think of the paperless way to go for educators when AR is being used in teaching. It makes it easy for us educators, as we wouldn't have to bring unnecessary amount of teaching materials to class.
In addition, AR can help students to be more engaged during classes by offering new ways of content presentation and enhancing collaboration. An interactive content learning can help the students to connect with the lesson on a deeper level. I still remember how thrilled I was when Dr. Fariza showed us an example of her previous AR project, my jaws dropped. And I believe it would birth the same reaction to any student when he/she is introduced to AR in education. AR technology can transform each class into a surprising learning environment that will keep students interested and motivated to participate during classroom activities.
As someone who is fond of fashions and everything nice (especially with good colour combinations) it is exciting to know that in designing, there are principles that need to be followed in order to make the most out of the final outcome of the product.
Just like in fashion, there are many things that need to be considered (from head to toe) in order for your ‘Outfit of the Day’ to look extravagantly pretty and well, Instagram worthy! From the selection of your clothing materials, to the choice of your colour combinations to choosing the right shoes to compliment the whole outfit and the list goes on and on.
In designing, the first rule is the colour and contrast. Colour and contrast play a big role in conveying clear and better information to the audience. Though the choice of colours vary, it is still important to choose colours that are suitable with your content. Take as example – if your whole outfit is already black, you wouldn’t want to go for a black hijab too because then this might make people think that you are off to a service. Do not be afraid when choosing colours, because good choice of colour combinations will lead to audience getting attracted into reading your product.
Next is repetition. where the usage of fonts and text sizes should be consistent. This is essential because it determines how well your piece can be when delivering information to the audience. The next principle is alignment. Alignment is the placement of visual elements so they line up in a composition. In design, we use alignment to organize elements, to group elements, to create balance, to create structure, to create connections between elements, to create a sharp and clear outcome.
Lastly is the proximity principle of design. Proximity is the grouping and shaping of objects in a composition. We use proximity in designing to create and dispel connections. A good sense of proximity in design can help differentiate visual elements to reduce visual clutter and make design more comprehensible.
A good designer will keep these principles and guidelines in their toolkit and will consciously use them whenever an idea call for a design development.
As a TESL Diploma graduate and now continuing degree journey in the same field, the word ‘Gamification’ is not foreign to me. As future educators, we are trained to always move parallel alongside the rapid changes that are constantly happening in education, and implementing gamification concept in the learning process is a part of it.
Gamification can be defined as the application of typical elements of game playing (rules of play, point scoring, and competition with others) to other areas of activity, specifically to engage students in problem – solving. With taking advantage of the technological advancements, there are many things that students are bound to do that can aid them as their addition learning.
There are few steps in the gamification design process. Firstly understands the audience and context. Know who your clients are as this will help to benefit the gamification process sufficiently. Pinpointing students’ trouble spots and pain points will help to determine the best gamification strategies to be carried out in the classroom.
Next is a clear objective, we need to carefully define and clarify the learning outcomes. To gamify education, deploy clearly – defined objectives in the form of learning and behaviour goals that address the trouble spots and paint points identified.
Moving on to the idea structures, the idea can be a theme or a challenge, but ask yourself: “what idea can carry the course through the end?” and this is followed by structuring the experience. Many students see their marks as the most nerve-wrecking part of school. So, the gamification of education should involve modifying how their grades are presented (highlighting progress instead of mistakes). Lastly are identifying the resources applying of the gamification.
First and foremost, gamification helps students to become active rather than passive learners. This will also develop the 4C skills in the students which are their collaboration and creative thinking skills. When talking about gamification, this will automatically links in the students’ minds that with every game that is being played there are also tracked – scores that they need to keep up with whilst answering the questions. We were all students before and extrinsic motivation is usually the thing that keeps us going. Apart from rewarding the students with physical rewards, educators can also help to motivate students by giving them badges of appreciation (a form of intrinsic motivation), a meaningful learning for both the students and educators.
With technology moving rapidly, as future educators we are obliged to get ourselves familiarized with e-Learning & m-Learning. You’re probably wondering what is e/m-Learning? Why is it not z-Learning or better yet x-Learning? E-Learning is electronic learning and m-Learning is mobile learning. E-Learning is the learning supported by digital electronic tools and media and M-Learning is the e-Learning using mobile devices and wireless transmission.
These two concepts are closely related but with some differences – m-Learning is the subset of e-Learning and it is considered to be an extension of e-Learning, but the quality of m-Learning can be delivered with the awareness of special limitations and benefits of mobile devices. The fascinating quality about m-Learning and e-Learning is that both concepts of learning promote active learning in fun and exciting ways.
During my first tutorial class, I met Dr Fariza and I was amazed to find out about her great achievements and contributions in the Innovation and Technology field. It was clear as day that my tutorial lecturer is really a sensei in this field. We were introduced with our companion of the semester; Weebly, for the first time. Dr. Fariza had also briefly explained to us about the Proforma and what we were expected to be assessed with throughout this semester. Putting my excitement asides, I did feel an ounce of burden when I found out that we needed to do tasks on Augmented Reality and a video shooting. Seemingly known us as quitters, Dr. Fariza calmed us down and motivated us to not fear of the assessments. Every day is an opportunity to learn something new and just like any other, this course was meant to teach us on the depth use of technology, in a not-so-complex ways.
I looovvveee writing! It has always been a passion of mine. Growing up, I would always write down the waves of emotions that I would feel and thoughts that could not be explained by the mouth. However, growing old seems to rob off the time and sanity in continuing my once had passion. So incorporating the daily update on Weebly seemed a fun idea to me. Even though I am now just starting to write everything all at once (never be a procrastinator guys, I learned it the hard way haha).
With Dr. Fariza, it feels like our knowledge about technology really is the pair of titmice. Whenever Dr. Fariza asked us if we have heard about said app before, for instance, “Have you heard of Padlet before?” everyone automatically went blanked (it was hilarious I would say). This seemed to be an exciting subject to learn, I thought right. I hope that as a future educator, my knowledge on technology strives in a spectrum of what Dr. Fariza has and that in the future, I can contribute and incorporate as much on the use of technology in education.