66 research outputs found

    Adaptasi Video dalam Pengajaran dan Pembelajaran

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    Perkembangan teknologi dalam pendidikan adalah merupakan faktor penyumbang kepada aplikasi elemen multimedia dalam pengajaran dan pembelajaran. Penggunaan video merupakan alternatif yang dapat menggantikan pembelajaran bersemuka menerusi kaedah tradisional. Video dapat menyampaikan kandungan pembelajaran secara dalam talian dan boleh dimuat naik dan dimuat turun secara percuma. Berdasarkan kepada tinjauan literatur terhadap penggunaan video, artikel ini membincangkan keberkesanan penggunaan video dalam pembelajaran yang dilihat menerusi aspek pencapaian, motivasi dan pengelibatan pelajar. Turut disertakan kebaikan, manfaat dan halangan serta cabaran adaptasi pembelajaran menerusi video. Secara umumnya, video merupakan platform penyampaian yang efektif dalam pengajaran dan pembelajaran

    Kemampuan ICT ‘WhatsApp’ sebagai Medium Komunikasi Berkesan

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    ‘WhatsApp’ merupakan medium penghantaran teks dan bahan multimedia menerusi telefon pintar. Kajian ini menggunakan ‘WhatsApp’ sebagai medium komunikasi antara pelajar dan guru. Kemampuan ICT yang diperolehi menerusi medium komunikasi ‘WhatsApp’ mampu menyediakan peluang pembelajaran yang efektif dari aspek melibatkan pedagogi, sosial dan teknikal. Sampel kajian terdiri daripada 150 pelajar di salah sebuah sekolah menengah di Kota Kinabalu, Sabah menggunakan kaedah kuantitatif jenis kajian tinjauan. Dapatan kajian menunjukkan pelajar mempunyai persepsi yang positif terhadap penggunaan ‘WhatsApp’ dalam proses pembelajaran. Pelajar turut menyatakan ‘WhatsApp’ sebagai medium yang memudahkan proses komunikasi, perkongsian, perbincangan dalam talian dan merupakan salah satu aplikasi yang mudah digunakan. Kesimpulannya, kemampuan ICT dari aspek pedagogi, sosial dan teknikal yang diperolehi daripada komunikasi menerusi ‘WhatsApp’ menjadikannya satu medium yang efektif dan berkesan diaplikasikan bagi tujuan pengajaran dan pembelajaran

    A prototype system for generating lesson plans for secondary school teachers

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    The Ministry of Education (MOE) Malaysia directed that every teacher of secondary schools is responsible to prepare lesson plan for each lesson when teaching in a class. The paper reports the use of a prototype system by school teachers to produce digital lesson plans. The system was developed utilising the ADDIE Model. Five teachers from Kian Kok High School, Kota Kinabalu, Sabah was selected to test-run the system. The results of the interview were analysed in a qualitatively way. The findings showed that all the 5 subjects agreed the system was able to function smoothly to create digital lesson plans. Many other functions were tested and also reported to be successful. There were many challenges were reported by the subjects but the researcher was only managed to attend to some of them due to financial constraints of the grant. The research concluded that lesson plans generator that is reliable and effective must be in the online mode in the future so that users can access more teaching resources

    Learning english language with technology : case study of a primary school in Kota Belud, Sabah

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    Teaching English language in primary school using ICT technology is a great challenge for language teachers. The study investigates how 40 voluntary student teachers of a public university in Sabah use ICT and multisensory approach to teach English. The study employs The Learner Centric Ecology of Resources Framework (Luckin, 2008) as a guide to observe knowledge scaffolding of students learning. Focus group interviews to elicite qualitative data were done with some selected student teachers who participated in the voluntary teaching job at selected primary school in Kota Belud, Sabah. The results showed that the majority of the student teachers were motivated to teach English using multisensory approach because it helped them to connect English with outside world via visual aids (multimedia). The student teachers’ reflective journals also indicated that they were able to align the ICT materials with the proficiency level of the students, create interactive teaching and learning materials, using ICT to improve class control because the graphics and sounds attracted students’ attention. All the actions by the student teachers proved that they were frequently updating each other in teaching like how the Luckin’s framework suggested. If this method of learning is practiced by more schools, it would make language learning interesting

    Kesan Pembelajaran Berasaskan Permainan Digital Minecraft Terhadap Pencapaian Murid Tahun Lima dalam Pecahan

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    Keupayaan untuk memahami dan menguasai konsep pecahan akan menyediakan asas yang kukuh untuk memahami konsep matematik yang lebih kompleks serta membantu dalam melakukan penyelesaian masalah yang melibatkan pecahan dalam kehidupan seharian. Namun demikian, dapatan pentaksiran antarabangsa Trends in Mathematics and Science Studies (TIMSS) dan Programme for International Student Assessment (PISA) menunjukkan bahawa pencapaian pecahan di kalangan murid di Malaysia adalah di tahap kurang memuaskan iaitu berada di bawah skor purata antarabangsa. Dengan mengambil kira perkembangan inovasi dan kecanggihan permainan digital masa kini, tujuan kajian ini adalah untuk mengkaji kesan pembelajaran berasaskan permainan digital menggunakan Minecraft terhadap peningkatan pencapaian murid dalam pecahan. Kuasi-eksperimen dengan reka bentuk ujian pra dan ujian pasca kumpulan rawatan dan kumpulan kawalan yang melibatkan 65 orang murid tahun lima dalam dua buah kelas sedia ada telah dijalankan. Melalui pensampelan kluster, sebuah kelas terpilih sebagai kumpulan rawatan manakala kelas yang satu lagi terpilih sebagai kumpulan kawalan. Kumpulan rawatan terdiri daripada 31orang murid yang didedahkan dengan kaedah pembelajaran berasaskan permainan digital menggunakan Minecraft manakala kumpulan kawalan terdiri daripada 34 orang murid yang didedahkan dengan kaedah konvensional. Data dianalisis menggunakan ujian-t dua kumpulan sampel tak bersandar bagi membandingkan min skor pencapaian ujian pasca bagi pecahan antara kumpulan rawatan dengan kumpulan kawalan. Terdapat perbezaan signifikan dalam min skor pencapaian antara kumpulan rawatan (m = 51.096, sp = 17.242) dengan kumpulan kawalan (m = 35.235, sp = 18.171). Hasil kajian ini akan lebih menggalakkan pelaksanaan pembelajaran berasaskan permainan digital menggunakan Minecraft dalam pengajaran matematik bagi meningkatkan pencapaian murid dalam pecahan

    Using the technology acceptance model for exploring pre-service teachers’ perception towards online learning

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    E-learning has a positive impact on both teachers and students in terms of their willingness to learn and train, and their perceived attitudes towards an e-learning environment. The purpose of this paper is to examine the behaviour of pre-service teachers towards the use of e-learning in a social science subject via the Technology Acceptance Model (TAM). The dimensions explored were perceived usefulness (PU), perceived ease of use (EU) and their influences on satisfaction (SN) and intention to use (IN) an online modern LMS named Course Networking (thecn.com). Data was collected via a survey and analysed quantitatively to support the investigation. The study involved 69 pre-service teachers pursuing their Bachelor of Education programme in a public university in Sabah, East Malaysia. The results reveal that there is moderate level of acceptance in the observed PU (mean = 3.82), EU (mean = 3.52), SN (mean = 3.35) and IN (mean = 3.82). A further examination on the relationships between the dimensions show that PU influences the intention to use online courses strongly (r = .63). On the other hand, EU also has a strong influence on SN (r = .68). As predicted, the mean score for PU (3.82) is higher than EU (3.52). The study shows that the design, pedagogical and navigational aspects of a course are important to obtain good SN and IN scores from the users

    Internet Addiction and Cyber Ethic Issues Among Students from Secondary School in Malaysia

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    This paper aims to examine the level of internet addiction and its relationship with cyber ethic issues among students from a secondary school located in a rural area in Malaysia. This paper focuses on identifying the level of internet addiction among students and determine the relationship between internet addiction with the four (4) main issues in cyber ethics: Privacy, Accuracy, Property, Access (PAPA). A total of 275 respondents were randomly selected regardless of factors such as gender, age, and computer knowledge using paper-based questionnaire. The questionnaire consists of 19 items to test the level of internet addiction and 20 items to gather information on cyber ethic issues. Data was then analyzed using Statistical Package for Social Sciences (SPSS) 24 which uses descriptive statistics (frequency and percentage) to define the level of internet addiction among students and using the Pearson correlation test to determine the relationship between internet addiction and the cyber ethic issues. Results shows that there is a significant difference on internet addiction level among mild, moderate, and severe. A percentage of 13.82% students are in mild level of internet addiction, 76.36% are in moderate level of internet addiction while only 9.82% are in the severe level of internet addiction. Finally, tit was depicted that there was a significant positive relationship between internet addiction and Accuracy, Property and Access whereas there was a negative relationship between internet addiction and Privacy

    The Impact of the Design Teams Approach on Preservice Teachers’ TPACK in the Vietnamese Context

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    This study aimed to examine the impact of the design teams approach on preservice teachers’ technological pedagogical and content knowledge (TPACK). Using a mixed-method design, the researcher implemented the investigation among 62 teacher candidates whose major was Primary English Teaching at a university of foreign language studies in Central Vietnam. All of the participants attended a course named “Technology in Education”, which was adapted based on Johnson’s design teams approach model (2014). The data were collected using pre- and post-TPACK Survey, a TPACK Rubric (TIAI) and semi-structured interviews. The findings indicated that this design teams approach had a significant impact on the participants’ TPACK, particularly its technology-related knowledge domains (TK, TPK, TCK, TPACK). The result was also confirmed by the teacher candidates’ positive responses about their perceptions towards this instructional approach

    The influence of teaching presence on students satisfaction toward mooc based flipped classroom

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    Student satisfaction plays a crucial role in ensuring effective flipped learning. This study designed a flipped "Fundamentals of Computer Application (FCA)" course based on Chaoxing MOOC platform and investigated 442 students' satisfaction with the model and the relationship between teaching presence and students satisfaction. The results showed that student satisfaction with the model was high (M = 19.37, SD = 2.694, total 129 in the affective coding, of which 79 were positive and only 2 were negative), and that the three dimensions of Teaching Presence(TP), Instructional Design and Organization(IDS) (r = 0.410, p < .001), Facilitated Discourse (FD) (r = 0.355, p < .001), Direct Instruction (DI) (r = 0.362, p < .001) were all positively and significantly related to satisfaction, with Instructional Design and Organization(IDS) (β = .239, t = 4.555, p = < .001) , and Direct Instruction (DI) (β = .218, t = 2.468, p = < .05) were able to significantly predict satisfaction. The findings indicated that students are highly satisfied with the flipped model in the FCA course, which is mainly practical and hands-on. Consequently, teachers should carefully plan and organize their lessons, give students direct guidance when needed, foster a safe learning environment, and provide more opportunities for students to give speeches. All of these strategies will contribute to students' increased satisfaction with flipped learning
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