Essay Inno.docx

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TASK 1- REPORT 1.0 Title of innovation ‘What is inside the Sea?’ based on HP Reveal application 2.0 Objectives This digital innovation is created to make the learning more fun and meaningful as it integrates Augmented Reality (AR). This application enables students and teachers to visualize 3D models in the real environment. It changes the way they see, imagine and learn about the world around them. By using this application, it helps the students to acquire, process and remember the information easily, plus increase pupils’ knowledge about sea animals. Besides, this innovation aims to attract pupils’ interest to the subject. ‘What is inside the Sea?’ able to make the lessons more interesting and interactive. This digital innovation is different from other activities that they have used in the class. The right mix of creativity along with curriculum helps students to be innovative and also encourages them to learn new things. Moreover, students are also be able to develop better understanding towards this topic. By using this application, pupils are not only reading the comprehension text and seeing images provided in the PowerPoint slides, but it also helps pupils will be able to remember the vocabularies word easily. According to British Council (2001), by using instructional medias, learning process will be more memorable. Plus, it helps them process the language more deeply, facilitating their ability to retain it in their long-term memory. 3.0 Before innovation 3.1 Teachers Teaching strategies are not aligned with the 21st century learning. Most teachers are still applying chalk and talk method in the classroom. Thus, the objectives to make students to think critically and creatively, solve complex problems, make evidence-based decisions, and work collaboratively are difficult to achieve. Teachers need to integrate the 21 st century skills by using various strategies, techniques and methods to do it which are necessary for students to attain achievement. Besides, most of the teachers are unable to create a good classroom environment with some elements of creativity. It is very essential for the teachers to stimulate imaginative thinking capability in students.

3.2 Pupils Students get bored in the class because of traditional teaching methods. According to Robinson (as cited in Mann, 2009), suggests that almost 60% of students find at least half their lectures boring because it rarely allows for the sort of interaction and active learning that more hands-on, practical sessions. A lot of students also do not participate throughout the lesson because the instructional medias used are not engaging and entertaining. The ability to connect reality and digital content opens more options for teachers and students. This is because, by applying hands-on strategy in the class will be able to motivate and engage students thus, they will understand a subject better and learn faster. 4.0 Problems faced before innovation Teacher sorely focused on theoretical knowledge when teaching difficult content. Thus, it makes it more difficult for the students to anticipate the information. Moreover, there are still teachers who use the instructional medias incorrectly. According to Randima Rajapaksha, & Chathurika (2015), incorrect use of instructional medias may lead to ineffective teaching learning situations valuable information and when they are faced with reality,

they

end

up

producing

teaching

aids

that

are

technically weak and educationally worthless. 5.0 Implementation of innovation 5.1 Relation with teaching and learning ‘What is inside the Sea?’ applies the Theory of Multiple Intelligences by Howard Gardner. This innovation focus on intelligences such as linguistic, visual-spatial and interpersonal. According to the American Institute for Learning and Human Development (n.d.), the theory of multiple intelligences able to expand teaching and learning tools beyond the conventional linguistic and logical methods used in most schools (e.g. lecture, textbooks, writing assignments, formulas, etc.). Besides, this innovation also related to Trialogical Learning Model which refers to the process where learners are collaboratively developing shared objects of activity (such as conceptual artefacts, practices, or products) in a systematic fashion (Babič, Bednár, Furdík, Paralič, Paralič, & Wagner, 2008). By using this application, students can share their works by publishing it so that everyone can see their result of learning. Their images or works that have been uploaded in this application also can be shared through many online platforms such as WhatsApp, Telegram, Google Drive and many more.

5.2 Description of innovation ‘What is inside the Sea?’ is a digital innovation created by using HP Reveal. This innovation is a combination of PowerPoint slides with Augmented Reality (AR) through laptops and smartphones. The innovation provides with interactive online module for English subject of Year 3 on Topic 7 From the Sea. Refer to Appendices to see the process of using this innovation. 5.3 Strategy This digital innovation is based on the combinations of theory of multiple intelligences, fun learning and Technological Pedagogical Content Knowledge (TPACK) to create an effective instructional media in learning English subject for Year 3 pupils. 5.4 Major areas of innovation ‘What is inside the Sea?’ is built based on the concept of cross-curricular elements which is Information and Communication Technologies (ICT). ICT is one of the education emphases stated in Standards-Based English Language Curriculum (SBELC). This digital innovation also incorporates 21st century learning strategy such as communication, collaboration, creativity, hands-on learning and many more. 5.5 Details of innovation It is free for everyone to access and download the application, and uncomplicated to use. Teacher can create their own learning by uploading any image or video over top of an image. It is easy for editing as teachers can do it via smartphones and also laptops according to teacher’s preferences. 6.0 Benefits of innovation By using this digital innovation, teachers are able to create customized educational materials tailored specifically to their students’ needs. The material can be shared with the students, who themselves decide when, where and how many times they want to watch it. ‘What is inside the Sea?’ is easy to create as it is not complicated as others application. This will help teachers to save a lot of time to create a meaningful and fun learning. Besides, it can be used for almost any subject, including science, mathematics, history and even language. Teachers also can change the location and timing of studying because the smartphones and laptops are convenient to be brought everywhere. In addition, it allows the

teachers to improve their creativity as they need to choose the best methods of teaching to attract students’ interest in a subject. By using digital innovation, teachers can engage students at a whole new level and capture the interest of even the most reluctant students (Sensavis Education, 2013). Besides, ‘What is inside the Sea?’ also benefits for students as it can increase their learning motivations and experiences. According to Azuma (as cited in Chiang, Yang, & Hwang, 2014) “Augmented Reality (AR), which combines human senses (e.g., sight, sound, and touch) with virtual objects to facilitate real-world environment interactions for users to achieve an authentic perception of the environment” (p. 352). Thus, ‘What is inside the Sea?’ can improve academic achievement compared to traditional teaching methods as it can assist students in learning in real-world environment. By adding extra data, such as visual 3D models, would give students a wider understanding of topics. Furthermore, it is not only making easier for the students to grasp the abstract and difficult content, but also help with memory retention. This statement can be supported as Senvavis Education (2013) stated that students learn more by seeing and experiencing than by listening. The ultimate advantage of using HP Reveal application is it does not require any expensive hardware. Parents and teachers do not have to spend extra on buying tools for interactive learning and teaching as it can be easily assess using laptop, computer and also smartphone (Paresh, 2018). According to a report from Common Sense Media, 75% of kids under age 8 use mobile devices (Kamenetz, 2013). This makes HP Reveal application immediately available for use for the majority of the students. It is the best way to replace heavy books because they can learn anytime and anywhere from their smartphones. Besides, HP Reveal can be used for almost any subject, including science, mathematics, history and even language. It is also not limited to a single age group or level of education, and can be used equally well in all levels of schooling; from pre-school education up to college, or even at work (Aleksandrova, 2018).

APPENDICES 1. Install HP Reveal application in Google App Store and search for HP Reveal using smartphone.

2. Create an account in HP Reveal. Fill in the required details such as email, username and password. Verify your email. Choose OK when asked to allow the app to access your camera.

3. From the main screen, type ‘ainibrhm’ in “Discover Auras”. Then tap on “ainibrhm’s Public Auras” which will appear in the list.

4. Click on “Follow” button. 5. Click back to return to main page. 6. Click on the target button (blue in colour)

7. Point the camera device and scan trigger image. Test the AR functionality by using the picture below:

8.



Double tap the overlay to watch the video in full screen



Tap the overlay once to load the url that contains further information about the animal

By

using

laptop,

search

for

this

link

https://drive.google.com/file/d/12MR4w

kSmedN5L13vHScPkLeTehUop0YF/view?usp=sharing 9. Click on the link stated. 10. Open the slides and start teaching the pupils. (all images in Riddle can be scan using HP Reveal)

REFRENCES Aleksandrova, M. (2018). Augmented Reality in Education: The Hottest EdTech Trend 2018 and How to Apply It to Your Business. Retrieved from https://easternpeak.com/blog/ augmented-reality-in-education-the-hottest-edtech-trend-2018-and-how-to-apply-it-toyour-business/ American Institute for Learning and Human Development. (n.d.). Multiple Intelligences. Retrieved from http://www.institute4learning.com/resources/articles/multipleintelligen ces/ Babič, F., Bednár, P., Furdík, K., Paralič, J., Paralič, M., & Wagner, J. (2008). Trialogical learning in practice. Acta Electrotechnica et Informatica, 8(1), 32-38. Retrieved from https://www.researchgate.net/publication/228860921_Trialogical_learning_in_practic e British Council. (2001). Remembering vocabulary. Retrieved from https://www.teaching english.org.uk/article/remembering-vocabulary Chiang, T. H. C., Yang, S. J., & Hwang, G. J. (2014). An augmented reality-based mobile learning system to improve students' learning achievements and motivations in natural science inquiry activities. Educational Technology & Society, 17(4), 352-365. Retrieved from https://www.researchgate.net/publication/287529242_An_Augmented _Reality-based_Mobile_Learning_System_to_Improve_Students'_Learning_ Achievements_and_Motivations_in_Natural_Science_Inquiry_Activities Kamenetz, A. (2013). Study: 75% of kids under age 8 use mobile devices. Retrieved from https://www.fastcompany.com/3020755/study-75-of-kids-under-age-8-use-mobiledevices Mann, S. (2009). Why do 60% of students find their lectures boring? Retrieved from https://www.theguardian.com/education/2009/may/12/university-teaching Paresh Sagar. (2018). The Impact of Augmented Reality in Education. Retrieved from https://elearningindustry.com/augmented-reality-in-education-impact Randima Rajapaksha, P. L. N., & Chathurika, P. R. D. (2015). Problems Faced by Preschool Teachers When Using Teaching Aids in the Teaching Learning Process. International Journal

of

multidisciplinary

Studies, 2(1).

Retrieved

from

https://www.

academia.edu/21684220/Problems_Faced_by_Preschool_Teachers_When_Using_T eaching_Aids_in_the_Teaching_Learning_Process Senvavis

Education.

(2013).

The

Future

of

3D

Education.

http://mb.cision.com/ Public/8227/9478258/b567878833acc4ce.pdf

Retrieved

from

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