Our very own tutorial lecturer, Dr. Fariza was handed the stage to teach us about augmented reality today. Before heading to class today, I had a vague understanding of the concept of Augmented Reality. In my mind, the concept of AR is like the technology that is used by Tony Stark in Iron Man. The technology of using artificial intelligence to make it easier for humans lead a more convenient life. Although the existence of Jarvis in our world sounds far fetch in this era, AR has already been implemented in every way of life. One excellent example would be Pokemon Go, which became quite the phenomenon in 2016.
In a simpler word, AR is a system that includes human computer interaction which enables the overlay of virtual object to reality space. It is an amazing offspring of technology that analyzes computer to produce virtual image as an overlay to physical objects making it a suitable platform to be used in teaching students in a fun and engaging way. One of the benefits of AR is that students can learn within their own pace. This is because when given the code to the card, students can alter the learning process on their own which suits their most desirable targets. Learning using AR is also good in enhancing students' satisfication as they get to learn using interesting and interactive medias. Besides, learning using AR also improves student's long term memory because the learning process is a fun one. A fun learning process always proves to be the best method in learning because it inspires curiosity. AR is one of the tasks that is given to us, and it carries 10% for our carry mark. Honestly I was quite disheartened by this because AR is such an foreign object for me, as it seemed so hard for me to comprehend. However, after my tutorial class with Dr. Fariza, my perspective towards AR changed because I could grasp the concept after understanding it step by step with Dr.Fariza. I think AR is a futuristic step towards incorporating innovation and technology in education, and this step should be implied starting from now.
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This week's lecture is about incorporating gamification in classroom learning. Dr. Hafizah conducted the class very well because she made us understand a new concept that was quite foreign for some of us. Gamification can be defined as appliances of typical elements of game during classroom session as a way to to engage users in problem solving through a fun way. Gamification is an interesting way to access students' processes as it gives teachers a platform that implies the understanding of the subject in a non-standard way. However, we must bear in mind the fact that gamefication should not be used as a platform to access students' outcomes as it is a fluid method that does not guarantee a solid way of judging the student's outcomes.
Gamification has a prominent benefit in increasing motivation and ensuring students' engagement. This is because it is always conducted through competitive games that show the users' scores at the end of the session. An excellent example would be Kahoot or Quiziz, which are two of the many online games that have been incorporated in my classes during my degree year. To apply gamification in classroom session, we must understand the concept of the 5 Parts Process of Gamification. The first part is knowing the students' background, This proves to be crucial as knowing the students' background would allow us to understand the limit of their excellency in using gamification. The second part is knowing the type of interaction and where does it take place. It is crucial for educators to be decisive in how to implement gamification in classroom session. Important aspects to be considered are such as the size and setting of the class. The third part is the identification of 'pain points' or the factors that prevent learning advancement. Next is identifying the resources and last but not least, the implementation of the technique. In my personal opinion, I find gamification an interesting technique to be implemented in classroom teaching as it provides a fun way of learning for my students. However, I do have to increase my skills in gamification so that I can teach my students better. I always find myself mesmerized with how graphics are used so excellently in presenting information through multimedia. This week's lecture covers the topic of principles in design, a crucial topic for me to better use my media platform to deliver information. There is five principles of design, the first one being color and contrast. The right usage of color and how the colors are contrasted are important in attracting readers's attention to the information, besides helping them to remember better. The screenshot above is one of my favorite shots in The Shawshank Redemption movie, as it concludes the film in an analogous and complementing way. Next is repetition, where the usage of fonts and text sizes should be consistent, in order to better deliver information. Other than that is the alignment. Alignment plays an important role in ensuring audience to take note of the information delivered. Good usage of alignment can always be seen in award-winning movies, and the movie that I used as an example is Moonlight. Last but not least in principles of design is proximity which focuses on the texts that are displayed in the media. The texts should be readable, with the spaces between letters and and spacing between lines being clear as it helps readers to focus more on the information delivered.
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AuthorA human bean who likes to be in a horizontal state at all times if possible. Archives
December 2019
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