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Untitled - Taylor's University Research

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Nguyễn Gia Hào

Academic year: 2023

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Tiada bahagian daripada penerbitan ini boleh diterbitkan semula, disimpan untuk pengeluaran atau diubah dalam apa jua bentuk atau medium, sama ada melalui cara elektronik, gambar dan rakaman, dsb. tanpa kebenaran bertulis daripada Pusat Pembelajaran Universiti (UTLC) terlebih dahulu. Tiada bahagian daripada penerbitan ini boleh diterbitkan semula atau dihantar dalam apa jua bentuk atau dengan apa cara sekalipun, elektronik atau mekanikal, termasuk fotokopi, rakaman, atau dalam mana-mana sistem penyimpanan dan perolehan maklumat, tanpa kebenaran bertulis daripada Pusat Pengajaran dan Pembelajaran Universiti ( UTLC). MENGAJAR ETIKA PERUBATAN SEMASA PANDEMIK COVID-19: PENGALAMAN MENGGUNAKAN BILIK DARJAH TERKAWAL DAN PEMBELAJARAN BERASASKAN PERMAINAN.

FUTURE READY ACCOUNTING COURSE AND E-LEARNING IN HIGHER EDUCATION: INTEGRATION OF SIMPLE AUGMENTED REALITY TOOLS Siti Afiqah Binti Zainuddin. SejarAR: MOBILE AUGMENTED REALITY APPLICATION TO HELP LAME SCHOOL STUDENTS LEARN HISTORY Low Jin-Zhi.

PORTFOLIO: AN ENGAGEMENT PLATFORM FOR STUDENT’S LONG- LIFE LEARNING

A MODEL FOR THE IMPLEMENTATION OF REUSABLE LEARNING OBJECTS: IMPACT AND PERSPECTIVES IN THE TEACHING AND LEARNING OF THE HEALTH SCIENCES CURRICULUM. DESIGNING AN INTEGRATIVE BIOTECHNOLOGY LABORATORY EXPERIENCE THROUGH A BLENDED AND FLEXIBLE LEARNING APPROACH Lai Zee Wei. DIGITALIZING THE COMPUTING CLASSROOM WITH AN INNOVATIVE REVIEW AND FEEDBACK SYSTEM IN CREATING INFLUENTIAL STUDENTS.

LEARNING MODEL 3.0 IN THE ERA OF INTERNET OF EVERYTHING Tee Wee Jing

SULAM INNOVATIVE: MUALIM2021 Mardzelah binti Makhsin

HAJJ

SUSTAINABLE ONLINE PRACTICAL SESSION: A REFLECTION OF STUDENT MOTIVATION BASED ON THE ARCS MODEL APPROACH Sumathi Balakrishnan. PREPARING FUTURE TALENT FOR IR4.0 IN HEIs: REVIEW OF THE FIRST STUDENT COHORT OF HONOM COURSE.

PORTFOLIO (CREATIVECAREER.SPACE) AS AN EMPLOYMENT TOOL FOR STUDIO BASED LEARNERS

MOOC: AUGMENTING YOUR MOOC EXPERIENCE Erny Arniza Ahmad

MySejarah Tingkatan 5 can also provide a personalized learning experience that is appropriate to the student's individual achievement level (learner perspective - heutagogy). The application prototype - MySejarah Tingkatan 5 is derived from the FRAME model for M-learning proposed by Koole (2009). The DILEX project was aligned with one of the learning outcomes of the course (CLO), in which students should be able to design innovative products for teaching and learning (C6, P4, A4).

Ease of monitoring task for lecturers to guide students in every phase of SL implementation. The tool was developed in the form of a web-based system that is accessible to students, inside or outside the classroom. In SWET, the selected features ensured that they had an impact on the three dimensions of engagement.

It has an index at the front of the book and an index at the back.

Figure 1: Development process for mobile learning application- MySejarah Tingkatan 5
Figure 1: Development process for mobile learning application- MySejarah Tingkatan 5

LEARNING: USING TELEGRAM TO ENGAGE AND GAMIFY ESP LEARNING Lena Ramamurthy

Highlights: Online teaching and learning has become a new norm in this era, especially during the outbreak of Covid-19. For Universiti Malaysia Kelantan (UMK), all teaching and learning takes place online using the LMS E-Campus platform. However, this has caused some challenges in teaching and learning when there are bandwidth limitations among students.

To help low-bandwidth students, the Telegram app is being fully utilized in teaching and learning during the pandemic among this group. Unlike high-bandwidth students, teaching and learning for low-bandwidth students focuses more on asynchronous than synchronous.

Table 1: Teaching & Learning Framework for Low-Bandwidth Students
Table 1: Teaching & Learning Framework for Low-Bandwidth Students

PORTFOLIO FOR ACADEMIC WRITING

The assessment is formative as it is administered over a longer period of time and the aim is to promote revision as a result of the feedback received by the students. There is a renewed emphasis on progress as part of the assessment as the digital nature of the e-portfolio allows teachers and students to communicate about the work. The aim of e-Portfolio is to provide students with an enhanced assessment experience and therefore aligns with the ambitions of the Malaysian Ministry of Higher Education (MOHE).

The theoretical foundations of alternative assessment are realized in this study using an e-portfolio in an authentic higher education setting. Highlights: "DARE: Land of Light" is a project, part of the MERLIN research program, in which the physical learning space is transformed using various Augmented Reality (XR) technologies. This exhibit represents Phase 1 of the project, which includes the development of an Augmented Reality (AR) mobile application and students' preliminary perception of the application.

The AR application uses Authentic Learning as a pedagogical framework and focuses on supporting creative multimedia students in their learning of the topic of "lighting in 3D modeling". Learn” – where students can watch short 1-minute infographic style videos summarizing the key concepts of the topic, 2. Students can explore key concepts very quickly through AR, for example in the concept of “3-point lighting” the app helps in real time visualize the changes that occur to the 3D model when the surrounding 3-point light setup is manipulated without having to render the results (see Figure 1).

This exhibition showcases Phase 1 of the research project, while Phase 2 will look at the use of the "DARE: Land of Light" application in a "makerspace" currently being set up at the Faculty of Creative Multimedia at the Multimedia University. Highlights: Topology study is one of the features in the Site Inventory and Analysis for Landscape Architecture Studio course. The study requires students to make their judgment about the topology of the website according to SWOT analysis.

Figure  :1  e-Portfolio  Framework  Source:  Ngui,  Pang,  Hiew  &  Tan  (2019)
Figure :1 e-Portfolio Framework Source: Ngui, Pang, Hiew & Tan (2019)

THE APPLICATION OF G-V-C APPROACH FOR UNDERGRADUATES’ VIRTUAL LEARNING

PORTFOLIO FROM GOOGLE SITES AS NEW ASSESSMENT METHOD FOR LANDSCAPE ARCHITECTURE DESIGN STUDIO

Studies have shown that Augmented Reality technology is one of the latest technologies identified to help students improve visualization and learning experience (Yu et al., 2010). The content of the course material includes the refinery process, the crude distillation unit, and the equipment used in the crude oil processing operation. The scenario-based quiz helped the students to understand the subject better because it tested the application of the theoretical concept taught to the students.

A modified version of the Assessment Scale of Creative Collaboration (ASCC) questionnaire was used to assess students' collaborative creativity during game design. The teachers themselves benefit by shifting their role from that of teacher to facilitator. The use of technology is not only for entertainment and communication, it has also become one of the important platforms for teaching and learning.

Quiz is also created as one of the activities that will help to evaluate the students' understanding about the topics in the courses. One of the most obvious changes is the use of digital games as a learning method. IFAMRES is an acronym that consists of the processes involved in the students' English language learning as can be seen in Figure 1.

The findings of the study showed that students' interest was formed through a dynamic loop that piques curiosity, experiences flow and embeds meaningfulness in the gamified augmented reality environment. The aim of this initiative is to improve the learning experience of the students by giving them a different approach to carrying out the problem-based learning. Gamification has been proven to be one of the effective methods to engage students in the learning process (Pesare et al., 2016).

It is believed that the interface of the Gamification-PBL with figures and videos included is more attractive and able to give a better understanding to the students, unlike reading on the text alone (Figure 2). This includes the style of animation and design principles such as the use of buttons, symbols, colors, characters and the learning environment. 2016), "The design principle and guidelines in designing UI for applications that fit the needs of children with autism are extremely important.

Rajah 1: Projek Pelajar Coffee Table Book Bagi Tujuan Penilaian
Rajah 1: Projek Pelajar Coffee Table Book Bagi Tujuan Penilaian

FIQH AL-MUAMALAT

The system is fully integrated to be independent of the textbook and complement the teaching and learning process. The 'EVA Community' page can be accessed by clicking on the QR code attached to each practice. The value aspect of the listening material is also embedded in the module, making it relevant to the current Education 5.0 revolution, which injects the moral lessons into the students.

Gruba, “The role of video media in listening assessment”, An International Journal of Educational Technology ed. The biggest thing required in having this doctor booking mobile application is to provide information to the patient about its ease of accessibility. Being an online doctor application, this application can connect to the pharmacy or clinic for the pharmacy.

The biggest need while having this booking doctor mobile app is to provide the patient about the ease of accessibility. Despite its features, Environess is not similar to the typical board game available in the market. This is an application designed with the aim of improving students' understanding of the courtroom structure in Malaysia.

The individual assessment by the lecturer may also not be a true assessment of the students due to the laborious and time-consuming process. The students' soft skills were found to be above average in terms of their peers regardless of year (Figure 1). It is also a sustainable approach compared to conventional paper copy methods and saves time when entering an individual assessment.

Figure 1: Project Development Flow Diagrams
Figure 1: Project Development Flow Diagrams

INFORMASI KASIH) DALAM PEMULIHAN KETAGIHAN DADAH Farah Syazrah Mohd Ghazalli 1

Fakulti Sains Sosial Gunaan, Universiti Sultan Zainal Abidin, Terengganu, Malaysia nizamhassan@unisza.edu.my. Fakulti Sains Sosial Gunaan, Universiti Sultan Zainal Abidin, Terengganu, Malaysia mkhairulamri@unisza.edu.my. Fakulti Sains Sosial Gunaan, Universiti Sultan Zainal Abidin, Terengganu, Malaysia asmawiibrahim@unisza.edu.my.

Faculty of Informatics and Computing, Universiti Sultan Zainal Abidin, Terengganu, Malaysia ismahafezi@unisza.edu.my. The Laws, fines and campaigns are provided in the form of games in this product which can make players more likely to remember and thus influence good attitudes to avoid smoking. The scientific knowledge of active tobacco hazard effects has accumulated in the past 60 years since the initial explanation of increased lung cancer.

The rise of lung cancer was first studied in the 1920s and 1930s by pathologists and other medical practitioners (Winstanley et al., 1995). To enhance the innovative element in the product, QR Code and Augmented Reality (AR) technology has been installed, adding a layer of digital information to make it more interactive and interactive, suitable for the IR 4.0 era. Smoking Risks Awareness (Smoke-Not-King v2.0) is a board game that consists of materials such as token movement, dice, cards, odds and penalties.

Despite its features, it is not comparable to the typical board game available in the market. Smoke-Not-King v2.0 itself focused on the tobacco smoking aspect, implementing real acts, fines and problems into the game. This set of questionnaires can be accessed by scanning the QR code available in the Smoke-Not-King v2.0 board game.

Gambar

Figure 1: Development process for mobile learning application- MySejarah Tingkatan 5
Figure 2: The idea’s flow for designing MySejarah Tingkatan 5 prototype
Figure 3: The FRAME Model for m-learning
Figure 4: The FRAME Model aspects for MySejarah Tingkatan 5
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