So yesterday was our last class for our GGGA2123 Inovasi & Teknologi dalam Pengajaran dan Pembelajaran. There was no new lecture but Dr.Hazrati just recalled all the subjects that we went through the whole semester and giving few tips for our final examination.
So here, I wanna take this moment to thank you for all the help, support, encouragement, lessons and everything throughout the semester dear very kind, patient, helpful and truly care about your professions and your students, lecturer ! Especially to our tutorial lecturer, Dear Dr. Fariza Khalid.We learned a lot and we are grateful beyond measure for your encouragement and support. I also would like to express my thankfulness for my supportive friends especially Syahmina and Hanisah. I am grateful for having amazing supportive friends like you guys.
areOur learning with Dr. Hazrati on week 13 is about Web 2.0 tools and application in education. Web 2.0 is about the social media as a major component such internet applications which allow sharing and collaboration opportunities to people and help them to express themselves online. Web 2.0 examples include hosted services (Google Maps), Web applications (Google Docs, Flickr), Video sharing sites (YouTube), wikis (Media Wiki), blogs (WordPress), social networking (Facebook), folksonomies (Delicious), Microblogging (Twitter), podcasting (Podcast Alley) & content hosting services and many more. There are so many advantages in using web 2.0 such as it available at any time, any place, variety of media, ease of usage, learners can actively be involved in knowledge building, can create dynamic learning communities and many more.
As future educators, we learn web 2.0 as we will continue to strive to be a 21st century educator for our very important clients which is our students. The use of Web 2.0 Tools to support instruction is vital. How we use these tools is going to make a critical difference in how we measure our students’ success and how they are supported to meet 21st century skill sets. The use of Web 2.0 tools is transforming our work, and more specifically the way we support students in the classroom. As schools bring more technology into their classrooms, teachers will in turn strive to put more technology in their students’ hands. They can be used to teach curriculum content, store data, create/edit video, edit photos, collaborate and so much more. As for now, we as students in university are using ‘MOOC’ that stands for Massive Open Online Course for our courses that runs online. As schools bring more technology into their classrooms, teachers will in turn strive to put more technology in their students’ hands so, we need to be prepared for that and upcoming technology !
Week 12 learning is about Media Evaluation Process. Evaluation is the process for gathering information about the worth or quality of something as a way of making decisions designed to increase its worth or quality. Evaluation process is one of the important processes in learning. This process can help the teacher or educator to revise or improve the quality of instructional design which is lesson plan. Evaluating the tools that we use to share materials is important to improve the quality of learning. There are some media that we can evaluate, for instance, power point presentation, CD product, online learning, pictures, audio, etc. These media are evaluated from some perspectives, for example, the hardware or software, display of content and effectiveness in learning. It will be evaluated from the content of material, assessment test, language use, etc and technical problems such as font size of the display, and colour of pictures. It also can improve students' achievement in learning such as proficiency in English.
Moreover, in education, how much a child has succeeded in his aims can only be determined through evaluation. Thus, there is a close relationship between evaluation and aims. Education is considered as an investment in human beings in terms of development of human resources, skills, motivation, and knowledge. Evaluation helps to build an educational programme, assess its achievements and improve upon its effectiveness. It serves as an in-built monitor within the programme to review the progress in learning from time to time. It also provides valuable feedback on the design and the implementation of the programme. Thus, evaluation plays a significant role in any educational programme. Evaluation plays an enormous role in the teaching-learning process. It helps teachers and learners to improve teaching and learning. Evaluation is a continuous process and a periodic exercise. To sum this up, evaluation process helps in forming the values of judgement, educational status, or achievement of student. Evaluation in one form or the other is inevitable in teaching-learning, as in all fields of activity of education judgements need to be made.
Instructional design TPACK is the topic that we learned in this week. TPACK stands for Technological Pedagogical Content Knowledge. It is a theory that was developed to explain the set of knowledge that teachers need to teach their students a subject, teach effectively, and use technology. TPACK can be used in classroom by Keeping technology as a separate knowledge set causes problems, but when we understand the framework of TPACK, we can integrate technology into the content and pedagogy of our classrooms. The integration will help our students learn more effectively. First, choose the learning outcomes that we will be working on that day or during that class session. The learning outcomes are the content. The second step they propose is choosing an activity type. The activity type is the pedagogy or how are the students going to learn the content. Finally, we can choose technologies that will support the activity type and aid the students in learning. Lastly, to be a great teacher, we have to combine our knowledge of the subject with our knowledge of how to teach. With the increasing focus on technology, we need to also learn how to combine technology with our content and pedagogy to create an effective learning environment.
Do watch the video if want a clear explaination about TPACK !
For this week lecture, we learn about learning theories. Learning theories are an organized set of principles explaining how individuals acquire, retain and recall knowledge. We can better understand how learning occurs by studying learning theories especially we as a future teacher that need to face various kind of students. There are four learning theories which are, behaviorism, cognitivism, connectivism and constructivism. Behaviorism operates on a principles of "stimulus response" and the behavior caused by operant conditioning and it shaped through the positive and negative reinforcements.The learning process is based on objectively observable changes in behaviour. As the example of application behaviorism theory is, establishing rules or verbal reinforcement such as saying 'good job'. Other than that, cognitivism. cognitivism focuses on mental process, including how people perceive, think, remember, learn and solve problems. Next, connectivism. Connectivism is actually a newest learning theory it is where people learn and grow by forming connections. 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. These technologies include Web browsers, email, wikis, online discussion forums, social networks, YouTube, and any other tool which enables the users to learn and share information with other people. Lastly, constructivism. Constructive theorists found that human beings are unique in their ability to construct unique understandings of their immediate environments and the world beyond them. Every individual experiences life differently based on an immeasurable number of physiological and emotional factors. What this means for teachers is that students cannot be expected to absorb and apply the material in the same way.
Week 8 lesson is about Cipher. Yes, this is also a new knowledge to me. This lecture was confusing and hard to understand because it's about numbering and alphabet arrangement in order to translate and decode a secret message. a cipher is an algorithm for encrypting and decrypting data. Symmetric key encryption, also called secret key encryption, depends on the use of ciphers, which operate symmetrically. With symmetric algorithms, the same cipher and encryption key are applied to data in the same way, whether the objective is to convert plaintext to ciphertext or ciphertext to plaintext. A cipher transforms data by processing the original, plaintext characters (or other data) into ciphertext, which should appear to be random data. A cipher uses a system of fixed rules -- an algorithm -- to transform plaintext, a legible message, into ciphertext, an apparently random string of characters. Ciphers can be designed to encrypt or decrypt bits in a stream (stream ciphers), or they can process ciphertext in uniform blocks of a specified number of bits (block ciphers).
Symmetric ciphers are most commonly used to secure online communications and are incorporated into many different network protocols to be used to encrypt exchanges. For example, Secure Sockets Layer (SSL) and TLS use ciphers to encrypt application layer data, especially when used with HTTP Secure (HTTPS). Virtual private networks (VPNs) that connect remote workers or remote branches into corporate networks use protocols with symmetric ciphers to protect data communications. Symmetric ciphers protect data privacy in most Wi-Fi networks, online banking and e-commerce services, and mobile telephony. Codes and ciphers are different ways to encrypt a message. A code is a method of changing a message by replacing each word with another word that has a different meaning. On the other hand, a cipher converts the message using the cipher's algorithm to transform the data representing the letters and words in the message. There are so many types of cipher such as, Caesar cipher, Atbash cipher, Homophonic, simple substituition cipher and many more.
This is one of the example that we learnt and exercised in the lecture:
For this week lecture, we have learnt about Augmented Reality with Dr. Fariza Khalid. To be honest, I do not know what is Augmented Reality as I never knew what it is about. So that, I'm glad that we learnt it in classroom. So, what is Augmented Reality? or most commonly known as AR. Augmented reality 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. AR appears in direct view of an existing environment and adds sounds, videos, graphics to it. A view of the physical real-world environment with superimposed computer-generated images, thus changing the perception of reality, is the AR. Augmented reality (AR) is one of the biggest technology trends right now, and it’s only going to get bigger as AR ready smartphones and other devices become more accessible around the world. AR need to accesses the camera and uses it to detect such as which character you are coloring in the games or book apps, and uses software to re-create the character in 3D character on the screen. One of the most popular ways AR has infiltrated everyday life is through mobile games. In 2016, the AR game "Pokémon Go" became a sensation worldwide, with over 100 million estimated users at its peak.
Thus, as AR Technology has made its way to classroom, it seems that it can increasing the engaging and interactive elements in many students are benefitting from. One of the simplest AR uses in education is its introduction in the traditional classroom. Supporting textbook materials with AR examples adds another dimension to the learning process, a process that will become a hybrid of the traditional approach and innovative practical illustrations of complicated concepts. Here’s a simple example of how AR could be utilized in the classroom. By scanning the covers of textbooks, students get a short description of what they’re about. Thus, smarter choices can be made about the selection of learning materials that will be most suited to the task at hand. Augmented reality can make the educational experience fun for a young and restless group of people who have gotten used to visual stimulation and interactivity.Students can explore the lessons and the concepts that they need to review and they can go through the AR demonstration at their own pace. As to sum up this lesson, teachers could start providing their students with AR-enabled lecture in classroom as it can encourage students to explore educational content in real, interesting and fun.
Here's the example of video of Augmented Reality in education:
The lesson for this week is Gamification with Dr. Nor Hafizah. I'm pretty sure that we are very familiar with game. Teenagers and kids love game and we play games instead of longtime scrolling social media or during leisure time. The simplest definition of gamification is a process for integrating game mechanics into something that already exists to motivate participation, engagement and loyalty. This can be almost anything, from your website to social media presence, day-to-day operations, customer engagement and more.
Gamification introduces game design elements into non-game applications to make them more fun and engaging. It uses competition, points, achievement, rules of play, status and self-expression to encourage actions through positive feedback. McGonigal (2012) states that
"Many of my games challenge players to tackle real-world problems at a planetary scale, hunger, poverty, climate change or global places". Therefore, we like people better if we're played a game with them, we bond and built trust and contrary popular thinking. Games are extremely productive indeed.
Gamification in learning. In today's digital generation, gamification has become a popular tactic to encourage specific behaviour and increase motivation. To get the benefits, games being allowed to do what games do best, while other kinds of teaching to support those lessons. Teachers use the tactics of games to enhance students' interest and to help students learn the materials in classroom instead of giving lectures in traditional ways. As a result, teachers use role playing, research oriented, scavenger hunts, adapting classic television and many more in classroom.
As for tutorial class with Dr. Fariza, we learnt about image authenticity, how to link URL at the side bar and embedded html in our weebly. Those things that Dr Fariza delivered is the used to distribute the information on your website as soon as the viewers click it. Other than that, we also learnt about the various kind of graphic video and animation such as powtoon, animaker or so on where we use it to create real animation. What is more, we also learnt about the skills that needed in shooting a video where how to zoom in and out the objects, how to find the right angle and how to focus the object to make the video that we shoot is more interesting and work its mood. Lastly, we got a task where we need to create a short sad video in a group.