Report Ino.docx

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TASK 3- PROJECT REPORT ‘What is inside the Sea?’ is an application based on Augmented Reality (AR) technology which presents a view of the real, physical world that incorporates additional information such as 3-dimensional (3D) models. Through AR, learning has been brought to a new dimension where the students can easily visualize subjects and easily understand complex concepts (Sungkur, Panchoo, & Bhoyroo, 2016). Thus, the effectiveness of this digital innovation in catering teaching and learning problems can be seen through comments given by 3 respondents through WhatsApp and Google Drive. First of all, it helps to boost up the motivation in the learning process. Motivation plays an important role for students to make an effort towards learning and to increase academic performance (Khan, Johnston, & Ophoff, 2019). The use of effective learning strategies helps to increase student’s motivation. Teacher need to use appropriate and interesting learning materials and methods so that every student gets to involve in the learning process. By integrating AR technology in the class, it makes the students interested and motivated to participate during the lesson as there are hidden learning content behind those images in the PowerPoint slides. According to Di Serio, Ibáñez, & Kloos (2013) students that are academically motivated tend to engage, persist, and expend effort to complete tasks compared to unmotivated students. Besides, this digital innovation helps to build an interactive classroom. It helps students become more engaged in the class by offering hands-on learning method. Hands-on learning is one of the most effective ways to teach. Studies show that learning by doing has an average retention rate of 75% (Morpus, 2018). AR allow students to focus more on practice instead of theory which helps them remember the information better. Students are able to train their skills using physical devices that makes active students in the class which is also aligned 21st century of learning. This increases engagement and improves the learning experience. In addition, it helps to create meaningful and fun learning. It is essential for the teacher to create learning process that able to develop curiosity among the students. Appearing of 3D objects in real world creates a magical feeling causing a high degree of surprise and curiosity (Bujak, Radu, Catrambone, Macintyre, Zheng, & Golubski, 2013). Curiosity would definitely be fostered, as the students are able to explore and learn more using this visualize learning materials. This is because it contains texts, images, videos, and animations that makes the students interested in learning. Moreover, this innovation helps to cater financial issues faced many teachers which affect their effectiveness in providing better educational materials. Public school teachers are often more affected by lack of funding and are limited in how they can spend their money

(Meador, 2018). This innovation helps the teachers to provide interesting and interactive teaching aids as it is free of charge and can be easily assess using laptops, computers and also smartphones. There are some improvements that can be made to improve the effectiveness of this innovation. First of all, the instructions for the students in the PowerPoint slides should be clear to enable teaching and learning process runs smoothly. In the Task section, instructions on how to upload their works using the application should be described specifically. There should be at least one slide on how to use it correctly for the students. Besides, this innovation provides only few information. This is because, there are only several slides especially on the images in the Riddle slides require the use of HP Reveal application. To improve this innovation, clearer meaning of certain words that are quite hard to understand can be included. For example, the word ‘sideways’ can be too hard for Year 3 students to understand. So, by including the meaning of the word or visual cues as an overlay could be really helpful for the students to figure out the meaning of the word. In conclusion, this digital innovation has a positive impact on the teaching and learning process. It has many benefits, like making students more motivated to learn, transforming classrooms with interactivity, create meaningful and learning classroom and helps to cater financial issues in developing educational materials. However, there are some improvements and alternatives that need to be made in order to ensure this digital innovation able to serve for everyone.

APPENDICES

Image 1: Respondent A gives some comments regarding the digital innovation through WhatsApp

Image 2: Respondent B gives some comments and suggestions for improvements through Google Drive.

Image 3: Respondent C gives some comments through WhatsApp

REFERENCES Bujak, K. R., Radu, I., Catrambone, R., Macintyre, B., Zheng, R., & Golubski, G. (2013). A psychological

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https://www.researchgate.net/publication/262221821_A_psychological_perspective_ on_augmented_reality_in_the_mathematics_classroom Di Serio, Á., Ibáñez, M. B., & Kloos, C. D. (2013). Impact of an augmented reality system on students' motivation for a visual art course. Computers & Education, 68, 586-596. Retrieved

from

https://e-archivo.uc3m.es/bitstream/handle/10016/19114/impact_

ibanez_kloos_CE_2013_ps.pdf Khan, T., Johnston, K., & Ophoff, J. (2019). The Impact of an Augmented Reality Application on Learning Motivation of Students. Advances in Human-Computer Interaction, 2019. Retrieved from https://www.researchgate.net/publication/330853319_The_Impact_of _an_Augmented_Reality_Application_on_Learning_Motivation_of_Students Meador, D. (2018). Problems for Teachers That Limit Their Overall Effectiveness. Retrieved from

https://www.thoughtco.com/problems-for-teachers-that-limit-their-overall-

effectiveness-3194679 Morpus, N. (2018). 5 Experiential Learning Augmented Reality Apps for Education. Retrieved from

https://blog.capterra.com/experiential-learning-augmented-reality-apps-for-

education/ Sungkur, R. K., Panchoo, A., & Bhoyroo, N. K. (2016). Augmented reality, the future of contextual mobile learning. Interactive Technology and Smart Education, 13(2), 123146.

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